• Title/Summary/Keyword: 인지적 몰입

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The Effect of Service Experience on Behavioral Loyalty in Luxury Restaurant Service Setting : The Causal Role of Cognitive Satisfaction and Emotional Attachment (고급레스토랑의 서비스경험이 행동충성도에 미치는 영향 : 인지만족과 정서애착의 인과적 역할)

  • Choi, Chuljae
    • Journal of Venture Innovation
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    • v.4 no.3
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    • pp.1-15
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    • 2021
  • Due to long-term social distancing due to the spread of COVID-19, business trends of restaurant companies are being implemented in accordance with the changed environment such as packaging and subscription. However, even in this environment, upscale restaurants are generating high profits by trying to differentiate themselves from existing restaurants by providing high-quality services with the best facilities. Therefore, this study describes how customers' experience of upscale restaurant service influences behavioral loyalty. That is, the purpose of this study is to determine the effect of service experience on cognitive satisfaction and emotional attachment, and to examine the causal role of cognitive satisfaction and emotional attachment by confirming the relationship between these constructs and relationship commitment and behavioral loyalty. To verify this, data were collected through face-to-face interviews with 300 consumers who recently used a upscale restaurant. Of the collected data, 275 copies(91.6%) were used for the final analysis, and inaccurate or erroneous data among 25 response sheets were excluded. In this study, the validity and reliability of the data were checked and the research hypothesis was verified by using SPSS 21.0 and AMOS 20 statistical package. Frequency analysis was performed to confirm the demographic characteristics of the respondent. Structural equation model analysis(SEM) was used to confirm the fit of the research model and to verify the research hypothesis. As a result of the research hypothesis analysis, it was found that service experience had a positive effect on cognitive satisfaction, and cognitive satisfaction had a positive effect on emotional attachment, relationship commitment, and behavioral loyalty. Also, it was found that emotional attachment had a positive effect on relationship commitment and behavioral loyalty, and relationship commitment had a positive effect on behavioral loyalty. However, service experience did not affect emotional attachment. With this study, marketers and managers of upscale restaurants such as hotel restaurants need to accurately select their target audience, understand their service needs, and then present the appropriate service to them. In addition, they should not only induce cognitive satisfaction by providing excellent service to their customers, but also identify moments of truth and present appropriate services so that satisfied customers can strengthen their emotional attachment. In addition, it is necessary to strengthen the relationship with their firms by forming friendly relationships with customers who have high emotional attachment, and also to induce relationship commitment so that such customers have a strong sense of belonging and attachment to their firms.

Customers Perceived the Image of S Corporations and Relationships between Commitment to the Study of the Impact (고객이 인지한 S기업의 이미지와 관계몰입간의 영향관계)

  • Choi, Seung-Il;Kim, Dong-Il
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.173-179
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    • 2012
  • In this study, gieopjung S corporations around the country the customer's perceived image of S corporations and relationships affect the relationship between commitment and see it through the marketing strategy was to become the foundation of the relationship of the findings customers commitment to S corporations used to think showed significantly affect impartiality. Growth of corporate commitment to the relationship between S corporations also affect to some extent because of the image rather than just winning and how much that technology can be seen to affect the Saints. In addition, does not affect the reliability of several factors, innovation, enterprise-wide chief executive officer, and so on image based on careful consideration of a more customer-oriented company with a reliable image of the future must be concerned with is improving.

The Role of Relational Commitment and its Antecedents in User Loyalty of Mobile Messenger Services (모바일 메신저 서비스에서 관계적 몰입과 선행 요인이 사용자 충성도에 미치는 영향)

  • Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.241-251
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    • 2014
  • Mobile messenger services (MMSs), such as Kakaotalk, Wetalk, Line, and Whatsapp, are gaining popularity worldwide because of communicating with other people without any cost. We examined key antecedents of user loyalty to understand user's decision-making process in the MMS environment. To capture a long-term relationship with service providers, we posit relational commitment and user satisfaction as key predictors of user loyalty. Moreover, the effects of perceived usefulness, perceived enjoyment, and corporate image on user's decision-making processes were examined. The proposed model was tested by applying partial least squares to data from 220 experienced Kakaotalk users. The findings of this study found that both relational commitment and user satisfaction play an important role in enhancing user loyalty in the MMS context. The analysis results indicate that corporate image influences relational commitment and user loyalty through user satisfaction. The analysis results help MMS providers establish management or marketing strategies to effectively improve user loyalty.

The Study of the Interrelations between Game Components and Flow (게임구성요소와 몰입과의 상관관계에 대한 연구)

  • Park, Sang-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.819-823
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    • 2006
  • In games, immersion is the most important factor that makes the player play game continuously. The user's inability to immerse in game makes him/her not interested in game, so it makes the user give up. So, we must perceive the immersion factor that the games have. By applying the factors that causes immersion to the game development, we will be able to multiply the joy of game to the user, and bring high profit to the game developing enterprises. To this, this study finds out the interrelations between the factor of immersion existing inside the game and the components of the game to experience the highest immersion status to the user.

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The Effects of Anxious Attachment on Depression among College Students: Mediation Effect of Self-Absorption (대학생의 애착불안이 우울에 미치는 영향: 자기몰입의 매개효과)

  • Kim, Eun Young;Lee, Jieun
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.255-263
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    • 2020
  • According to the notion that anxious attachment may not explain depression fully, there has been abundant studies investigating the mediating factors affecting the relationship between anxious attachment and depression. However, there was no previous study examining the mediating effect of self-absorption. Therefore, the present study examined the mediating effect of self-absorption on the relationships between adult anxious attachment and depression for 283 college students. To examine relationships among variables, structural equation modeling analysis was utilized. and the present study found a partial mediation effect of self-absorption in the relationship between anxious attachment and depression. This result suggests that anxious attachment influences attentional process and as a result, the maladoptive self-focused attention can precipitate depression. Current findings can contribute to the field by providing knowledge about risk factors and cognitive mediators affecting mental health of college students who are in "transitional period" in their life. Future studies can investigate interactions among risk, protective, and mediating factors affecting the relationship between anxious attachment and depression among college students.

Effects of Perceived Value and Value Congruence on Loyalty about Products or Services Provided by Social Enterprises: Focused on Commitment and Trust (인지된 가치와 가치 일치성이 사회적 기업 제품과 서비스 충성도에 미치는 영향: 몰입과 신뢰를 중심으로)

  • Kim, Byoungsoo;Lee, Yoonjae
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.83-92
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    • 2020
  • Establishing a financial independence is essential for sustainable growth of social enterprises. In this vein, this study investigated the key factors that affect customer loyalty about the products or services provided by social enterprises. Commitment and trust in social enterprises were considered as main factors affecting customer loyalty. We also examined the effects of functional, hedonic and social value about the products or services of social enterprises on purchasing decision-making processes. The research model analysis was conducted on 204 consumers using social enterprises in Dong-gu, Daegu. The analysis of research model has shown that commitment and trust had a significant impact on customer loyalty about the product or service of those enterprises. Functional value did not have a significant effect on commitment, while it had a significant effect on trust. Hedonic value had a significant impact on both commitment and trust. Social value had a significant effect on commitment, but not on trust. Value congruence had a significant effect on both commitment and trust. Based on the our findings, it is expected that it would help establish operational and marketing strategies to improve competitiveness in products and services of social enterprises.

Size Perception Analysis on Smartphone-based Immersive Virtual Environment (스마트폰 기반 몰입형 가상 환경에서의 크기 인지 분석)

  • Kim, Nam-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.8
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    • pp.1067-1073
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    • 2021
  • Participants in the virtual environment will have an immersive and memorable perceived experience through interacting with virtual objects. Recently, commercial virtual reality technologies have released simple and cost-effective smartphone-based head-mounted displays (HMD) and high-quality wide field-of-view (FOV) HMDs. However, due to the vergence-accommodation conflict structure of HMD and the learned cognition mechanism in real, side effects such as dizziness and nausea remain challenging to overcome. This study focuses on consistent size perception among various cognitive difference factors, which are essential for interaction with virtual objects. We verified whether the visual angle, which affects the size perception of an object in real, is also the main factor in the virtual environment. Our experiments derived the relation between the visual angle and the environmental components, shadow, and grid, which help perceive a virtual object. As a result of the regression analysis, we presented that in the small FOV HMD environment, the visual angle affects size perception, and the relation between the shadow and the grid is statistically significant.

The Role of Cognitive Absorption as a Mediating Variable in Virtual Community (가상공동체에서 매개 변수로서의 몰입의 역할)

  • Kim, Jin-Hwa;Byun, Hyun-Soo
    • Information Systems Review
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    • v.6 no.2
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    • pp.47-63
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    • 2004
  • As Internet usages proliferate, the interests on cyber space and virtual community increase. The purpose of this study is to find the role of cognitive absorption as an intermediate variable. It is a variable that links factors that affect on members' usage of virtual community and cognitive absorption. The result of this study shows that challenges, skills, perceived reality, and needs affect the usage of virtual community through cognitive absorption, while only interactivity affects the usage of virtual community directly. This shows that cognitive absorption plays an important role in the usage of virtual community. The major contribution in this study is that cognitive absorption influences on the usage of virtual community greatly. If there is a way to increase the intensity of cognitive absorption, it will strongly help increase the performance of virtual community.

A Study on the Factors Affecting Users' Willingness to Pay, Flow and Addiction for OTT Service: Focusing on China's OTT Service Platform iQIYI (OTT 이용자의 지불의도와 몰입, 중독에 이르는 영향요인 연구 - 중국 OTT 서비스 플랫폼 아이치이를 중심으로)

  • Li, Ting-Ting;Bae, Seung-Ju;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.167-178
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    • 2022
  • This study attempted to confirm the effect of the user's characteristics on perceived ease of use, perceived usefulness, willingness to pay, flow and addiction to OTT service platform iQIYI users. Researchers believe that as the number of OTT service users who are willing to pay increases, research on the influencing factors and the cause of addiction is needed. As a result of the study, first, it was found that perceived usefulness affects willingness to pay, second, use intention and willingness to pay affect flow, and third, willingness to pay and flow affect addiction. This study considered that it has theoretical and practical value in that the route to flow and addiction of OTT service users was set and tested with intention to use and pay. Researchers hope that the study will expand in terms of willingness to pay and use experience of OTT services in the future.

Affordance Elements According to the Usability of the Interface of Immersive Virtual Reality Clinical Skill Content (몰입형 가상현실 의료 술기 콘텐츠의 인터페이스 사용성에 따른 어포던스 하위 평가 요소에 관한 연구)

  • Hwang, Hyo-Hyon;Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.307-318
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    • 2022
  • Virtual reality is actively used in the medical field as a learning effectiveness that induces immersion, but research on the factors that induce learning immersion is insufficient. Therefore, this study extracted the usability and cognitive affordance evaluation elements of the interface through literature research and selected four types of virtual reality medical contents to conduct a Useability-Test for experts. Based on this, an interface design method according to virtual reality medical technology content was proposed. In summary, it can be seen that the information-providing interface affects immersion due to visibility, distance from the experience's gaze, color harmony, uniform visualization, feedback, reaction speed, and expected changes resulting from manipulation, and does not impair immersion. This study has limitations in generalization using limited content, so it is expected that continuous research will discuss the development of standardized guides in interface design and the precision of interface design research from a user perspective.