• Title/Summary/Keyword: 일탈성

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Effects of Cultural Tourism Festival's Experiential Elements on Brand Value and Festival Image -With Focus on Ganggyeong Fermented Seafood Festival- (문화관광축제 체험요소가 브랜드가치와 축제이미지에 미치는 영향 -강경발효젓갈축제를 중심으로-)

  • Noh, Wone-Jung;Jee, Jin-Ho
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.414-427
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    • 2013
  • The purpose of this study was to examine the effects of cultural tourism festival's experiential elements on brand value and festival image. The object of this study was the participants of Ganggyeong Fermented Seafood Festival. 260 questionnaires were distributed and analyzed 251 collected questionnaires with SPSS18.0. The results of this study are summarized as followings. First, cultural tourism festival's experiential elements influences brand value, and playfulness, placeness and deviation among the variables of experiential elements positively influence. Second, uniqueness, contents, and functionality of variables of brand value positively influence festival image. It showed that when the organizer offered exciting experiential program which the participants didn't experienced, it influenced brand value and festival image more positively.

The Effect of the Playfulness on Outdoor Recreation Decision-making Process of Audiences : Applying Extended Theory of Planned Behavior (리얼리티 프로그램 시청자의 놀이성이 아웃도어레크리에이션 의사결정과정에 미치는 영향)

  • Han, Seung-Hoon;Kim, Jin-OK;Lee, Sang-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.547-560
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    • 2015
  • The outdoor recreation fever that is drastically increasing in Korea could be the result of the interaction between mass media and popular culture as well as increase of leisure time and disposable income. Thus, the purpose of this study is to specify how the exposure of outdoor recreation through mass media influences potential outdoor recreationists. In order to specify this decision-making process, playfulness, which is the intrinsic characteristic of adults' fun and play, was added to the theory of planned behavior, which has high explanation power regarding human behavior. As a result of the study, it turned out that playfulness significantly influences attitude, subjective norm, and perceived behavioral control, and that attitude, subjective norm, and perceived behavioral control also significantly influence behavioral intention. These results specify that playfulness is a factor that has a great effect on outdoor recreation that seeks deviant behavior.

Effects of Innovation and Peer Pressure on Color Make-up Behaviors of Middle and High School Students (여중고생의 혁신과 또래압력이 색조화장행동에 미치는 영향)

  • Nam, Hun-Ihl;Song, Kie-You;Lee, Jay
    • CRM연구
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    • v.3 no.2
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    • pp.1-20
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    • 2010
  • Due to the nature of teenage students' common tendency of being drawn to consumption conformity engendered by popular trends, and further expanding their unique collectivist culture, this study presumes that middle and high school female students as well have an influential factor that creates their distinctive trait. This study is intended to investigate the students' personal characteristics and effects of social reference groups, and further scrutinize how these influences transcends to deviant make-up behaviors. A total of 297 subjects, middle and high school female students, participated in a survey, using questionnaires focused primarily on the degrees of color makeup and the influences imposed by classmates. The findings of the study are as follows. First, regarding makeup behavior displayed by middle and high school female students, social self-esteem had positive influence on innovation and peer pressure. Second, perceived visibility conversely had negative impacts on innovation and peer pressure. This indicates that if perceived visibility is at a salient level, this already signifies lack of innovation. Third, makeup innovation and peer pressure demonstrated by middle and high school students all showed positive influence on their makeup behaviors. Additionally, peer pressure, in comparison to innovation, had greater influence on makeup behaviors, which indicates that peer pressure play a great role in makeup behavior of middle and high school students. Fourth, makeup behaviors showed strong impacts on makeup satisfaction and rendering deviant behaviors, which indicates that a new direction and perspective regarding middle and high school students' makeup behavior is critical.

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Content-analyzing News Frame on the Incheon Free Economic Zone between the Metropolitan Newspaper and the Local Daily Newspaper (인천경제자유구역 개발에 관한 중앙지와 지역일간지의 보도방식과 뉴스 프레임 연구)

  • Kang, Seung-Hun
    • Korean journal of communication and information
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    • v.57
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    • pp.160-180
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    • 2012
  • This research points out how the major newspapers and the Local newspaper try to report the issue of development in Incheon Free Economic Zone differently and observe how the press has played a role in a process. It is seen that the type of story-leading has been followed by properly traditional one as usual and reflected the recent trends well in both. The perspectives of ChosunIlbo to look at the regional issue is taken in the situation of a middle clear attitude but KyeonginIlbo is faithful to make the position of the monitor. In other words, a Metropolitan newspaper often deals with the regional issues in a more passive posture, while a Local daily newspaper tries to report the same issue in a more positive and active form. This kind of attitude upon news composition reflects the quality of the news, which is a standard of actual newspaper articles. The ChosunIlbo focuses on the political issues more while, KyeonginIlbo emphasizes on the cultural similarities. And they trace the economic importance, human interest but less to the structural figures.

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A Study on Consumers' Perception of and Use Motivation of Artificial Intelligence(AI) Speaker (인공지능 스피커(AI 스피커)에 대한 사용자 인식과 이용 동기 요인 연구)

  • Lee, Heejun;Cho, Chang-Hoan;Lee, So-Yoon;Keel, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.138-154
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    • 2019
  • This study was conducted to identify the use motivations of AI speaker and examine the characteristics of AI speaker users. Based on the uses and gratifications theory, The study results show that the user motivations of AI speaker are four dimensional, namely escaping from daily problems and maintaining social relationships, information acquisition and learning, entertainment and relaxation and pursuit of practicability. The main AI speaker users are in their 30s, and they are innovative to actively use AI speakers for entertainment purposes such as listening to music. The four sub-dimensions differed as we compared them with user characteristics. Specifically, the motivation for escaping from daily problems and maintaining social relationships varied with gender and age. Moreover, age and informativeness were identified to have an influence on the motivations of information acquisition and learning and entertainment and relaxation. In sum, this research provides practical implications into how to strategically create contents and services for AI speakers.

The Impact on Attitude-Change of Experience Programmes at Cultural Heritage Sites (문화유산 관광지 프로그램의 체험성이 방문객 태도변화에 미치는 영향)

  • Yun, Ja-Yon;Youn, Seung-Ho;Um, Seo-Ho
    • Korean Journal of Heritage: History & Science
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    • v.48 no.3
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    • pp.120-137
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    • 2015
  • This study aims to understand the ways in which experience programmes affect visitors' attitude at cultural heritage sites. Through a literature review, this study constructed measurement scales that specifically measure experience at the cultural heritage sites. Afterwards, this study measured visitors' experience, satisfaction, and attitude at cultural heritage sites. This study found that visitors experience fun, authenticity, leaning, and a sense of escaping/togetherness through the experience programmes. Second, authenticity, fun and learning influence their satisfaction in terms of their visit, whereas a sense of escaping/togetherness does not link to their satisfaction. Third, visitors' satisfaction is the key determinant in changing their attitude. Fun is the key determinant that directly influence visitors' attitude change, whereas authenticity is the key determinant that indirectly influence visitors' attitude change.

A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" - (초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 -)

  • Choe, Eun-Jeong;Chang, Geun-Young;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.387-396
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    • 2005
  • The purpose of this research was to find differences of children's behavioral pattern between players and non players of the online game "Lineage" in on-line and off line space. As a result, social behaviors of children who play online games were less active than who don't. Based on their motive and behavior pattern in online world, four behavior patterns in online world were identified; "Single-Oriented", "Community-Oriented", "Off-Real World" and "Discriminative." Off-Real World and Discriminative players were more sociable than Single-Oriented and Community-Oriented players. And Discriminative player has more self assertive attitude than others. This study may serve as a model to understand how players will respond to the various game features and how they adopt the virtual world for their interpersonal relationships.

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A Study on Satisfaction, Revisit Intention, and Recommendation Intention Regarding Local Food Restaurants Based on Visitors' Motivation for a Local Festival (지역축제의 방문동기에 따른 향토음식점 만족도와 재방문 의도, 추천 의도에 관한 연구)

  • Min, Kye-Hong
    • Culinary science and hospitality research
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    • v.20 no.4
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    • pp.210-223
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    • 2014
  • This study aims at analyzing influential relations among satisfaction, revisit intention, and recommendation intention regarding local food restaurants, based on the motivation to visit the Gimje local festival, a representative festival in Korea. It also offers useful basic materials for related organizations. From October 2 to October 6, 2013, a survey was conducted and a statistic processing was performed with 283 copies of questionnaire for credibility analysis, factor analysis, and regression analysis. The results are as follows. First, three motives for visit were drawn as cultural experience factor, deviation factor, and friendliness factor. Second, for hypothesis 1, the motivation for visiting the festival had a positive (+) significant influence on satisfaction with the local food restaurants. Third, for hypothesis 2, satisfaction with the local food restaurants had a positive (+) significant influence on revisit intention to the local food restaurants. Fourth, for hypothesis 3, satisfaction with the local food restaurants had a positive (+) significant influence on recommendation intention to the local food restaurants. Consequently, for the purpose of activating festivals, it is necessary to offer a variety of food, to manage the programs satisfying visitors' needs, and to give services continuously.

Gamephobia, From Homo Ludens To Cyberspace (게임포비아, 호모루덴스에서 사이버스페이스까지)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.137-146
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    • 2013
  • The vague anxiety or disbelief about new media undermines the confidence of old media about controlling the future. The negative response of old media makes the vicious circle. In spite of the development of new media and IT industry, the conservative view regards computer game as taboo. The absolute taboo provokes the absolute fear. Then the absolute taboo is 'computer game' in today's Korean society. Computer game as play in the digital era is burdened by the critique on the non-productivity and the deviation. And what's more, the digital technology of computer game intensifies the image of 'virtuality'. It cause the fear about computer game. This article starts on the understanding about computer game and inspects the mass image about computer game which is caused by the various aspects of cultural or technological facts in computer game. From this inspection, the article explains the mechanism of gamephobia and suggests the view to catch the cultural value of computer game beyond the fear.

맛길따라: 도시 특성을 잘 담아낸 축제, Taste of Chicago

  • Lee, In-Jae
    • 식품문화 한맛한얼
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    • v.3 no.2
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    • pp.200-205
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    • 2010
  • 축제가 가지는 많은 속성 중 하나는 일탈성과 장소성이다. 축제는 일상을 벗어나지 못한 사람들에게 일상에서 느낄 수 없는 새로운 기회를 제공할 수 있는 기능이 있어야 한다. 하지만 축제의 정체성을 유지하기 위해서는 일상생활에서 유리되면 안 된다. 축제는 일상에 기반을 두어 일상에서의 벗어남을 제공해주어야 한다. 이 글에서는 Taste of Chicago를 소개해 본다. Taste of Chicago는 미국에서 꼭 가봐야 할 만큼 유명한 축제는 아니지만 도시의 삶 속에서 도시의 축제를 만들어가는 미국 축제의 일면을 보여주는 축제여서 소개하고자 한다.

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