• Title/Summary/Keyword: 자아동일시

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MMORPG에서 길드 구성원들의 사회적 지지를 통한 심리적 요인들이 플로우 및 충성도에 미치는 영향

  • Kang, Ju-Seon;Go, Il-Sang;Go, Yun-Jeong
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.897-902
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    • 2008
  • 이 연구에서는 MMORPG 게임의 길드 내에서 사회적 지지가 캐릭터와 길드를 통해 플로우 및 충성도에 미치는 영향을 검증하고자 한다. 이를 위하여 MMORPG 게이머들을 대상으로 포커스그룹인터뷰를 한 결과 사회적지지 요인을 발견하였고, 인터뷰 결과와 선행연구를 토대로 캐릭터통제력, 사회적 지지를 독립변수로 제시하였고, 매개변수로 캐릭터 동일시, 길드 동일시, 자아존중감을, 종속변수로 플로우, 충성도를 도출하여 연구모형을 개발하였다. WoW(WorldofWarcraft) 이용자 244 명의 자료를 수집하여 전체적인 연구모형의 구조적 적합도를 검증하기 위해 구조방정식모델(SEM)분석을 이용하였다. 분석을 통해 다음과 같은 주요 연구결과를 밝혀냈다. 첫째, 사회적지지는 캐릭터 통제력, 캐릭터 동일시, 길드 동일시, 자아존중감에 통계적으로 유의하게 나타났으며, 캐릭터 통제력은 캐릭터 동일시, 길드 동일시, 자아존중감을 향상시키는 것으로 나타났다. 둘째, 캐릭터 동일시는 자아존중감과 충성도에 긍정적인 영향을 미치는 것으로 나타났으며, 길드 동일시는 자아존중감과 플로우, 충성도에 유의한 영향을 미치는 것으로 나타났으며, 자아존중감은 플로우에 유의한 영향을 미치는 것으로 밝혀졌다.

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The Roles of Self-Expression and Identification on the Personal Community Commitment (개인 커뮤니티 몰입에 대한 자아표현 및 동일시의 역할)

  • Choi, Nak Hwan;Lee, Chang Won
    • Asia Marketing Journal
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    • v.9 no.3
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    • pp.117-149
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    • 2007
  • It can be explained by congruity theory as a process that consumers engage in a matching process to identify personal community that is congruent with their self-images to find the identification between the self and the personal community. Personal community cues that evoke certain images are viewed as activating similar beliefs about the self (e.g., high status). Individuals prompt a comparison process to determine whether the personal community and self-image are congruent and imagine prototypical users of the personal community and select ones that maximize similarity to their actual or desired self-concept. Identity is devided into personal identity and social identity. Consumers are likely to be influenced by both personal identity and social identity. In this article the influencing factors of the commitment to on-line personal community are explored by the sources of both personal identification and social identification. The results are as follows. The maintenance expression and enhancement expression of personal self influence the level of personal identification positively and the maintenance expression and enhancement expression of social self influence the level of social identification positively. The level of both social and personal identification positively influence the commitment to on-line personal community which gives positive responses to the source enterprise that allows the cyberspace and the other benefits to be used.

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A Study on the Marketing Performance of Self-character Identification and Relation Internalization in MMOPRPGs (MMORPG의 자아-캐릭터 동일시와 관계 내재화가 마케팅 성과에 미치는 영향)

  • Lee, Yongkuk;Hong, Seongtae;Lee, Won-jun
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.111-122
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    • 2021
  • MMORPG game is an industry that is growing fast through COVID-19. This study confirmed the factors that influence the self-character identification and social relation internalization of MMORPG games and identified the factors that affect the intention to purchase items and the intention to continue play. According to the PLS analysis, the influence of the character characteristics and social characteristics of MMORPG on self-character identification and game commitment was significantly confirmed. In addition, the relationships between these mediating variables and user behavior were tested. The results of this study suggested the importance of researching MMORPGs' game characters and could be used to improve the competitiveness of MMORPG game companies.

A study on relationship among Love Marks, Brand Identification, Brand Equity & Behavior Intention (관광목적지의 러브마크, 브랜드 동일시, 브랜드자산 및 행동의도와의 관계)

  • Lee, Jung-Eun;Seo, Gyeong-Do
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.165-173
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    • 2017
  • The purpose of this study was to identify the causal relationship between the brand, the brand equity and brand equity of a tourist destination. The effect of love mark on self identification is that the relationship between love mark performance and self-identification time is significant, and that of love mark is in the order of self identification. Trust mark of love mark has a significant relationship with self identification. The relationship between brand intimacy and brand quality and the relationship between trust and brand quality were significant in relation to the brand mark, but brand mark was not significant. In addition, in the relationship between brand value and love-mark, there is a significant relationship between performance and brand value, relationship between intimacy and brand value, and performance is not significant in brand value. There was a significant relationship between gender and behavioral intention. The relationship between gender identity and behavioral intention was positively related to brand equity.

The Effects of Nonverbal Communication of Fast Food Restaurant Servers on Customer Loyalty - Focusing on Customer Emotion and Self-Identification - (패스트푸드업체 서비스종사원의 비언어적 커뮤니케이션이 고객충성도에 미치는 영향 - 고객감정과 자아동일시를 중심으로 -)

  • Yoo, Young-Jin;Park, Yi-Kyung
    • Culinary science and hospitality research
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    • v.22 no.3
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    • pp.166-182
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    • 2016
  • This study intended to verify the impact of non-verbal communication of servers in the service industry on the affective path among customer's positive emotion, self-identification, and loyalty(behavioral and attitudinal loyalty). The data of 397 customers of typical fast food restaurants in Busan and Gyeongsangbuk-do area were analyzed with SPSS and AMOS, and the hypotheses were verified through structural equation model after frequency analysis, as well as exploratory and confirmatory factor analysis. According to the empirical analysis, all three components of server non-verbal communication in the service industry, body language, pseudo language, and body appearance, in respective order, had positive (+) influences on the positive emotion of customers. In addition, customer emotion had a positive (+) influence on brand self-identification. Finally, self-identification had a positive (+) influence on behavior loyalty and attitudinal loyalty. This study suggested practical implications and logical implications in the course of developing emotional loyalty for restaurant companies.

Self-expressive Roles of Family Restaurant Brands: Brand Personality-Self Image Congruence, Brand Identification, and Loyalty (패밀리레스토랑 브랜드의 자기 표현적 역할: 브랜드개성-자아이미지 일치성과 브랜드동일시, 및 충성도를 중심으로)

  • Jung, Hyo-Sun;Lee, In-Sook;Yoon, Hye-Hyun
    • Culinary science and hospitality research
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    • v.18 no.1
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    • pp.120-140
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    • 2012
  • The purpose of this study is to understand interrelationships among the congruence of brand personality of family restaurants with the self image of customers, brand identification, and loyalty. The results showed a positive relationship between congruence of brand personality of family restaurants with the self image of customers and brand identification. However, the congruence of brand personality of family restaurants with the self image of customers does not have a direct effect on brand loyalty, and congruence of self image with a pertinent brand is perceived through brand identification. In addition, it was found that the brand identification of family restaurants has a positive effect on brand loyalty. Limitations and future research directions are also discussed.

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Effect of Self Characteristics and Contents Characteristics in Consumers' Empathic Response (콘텐츠 특성과 자아특성이 소비자 공감반응에 미치는 영향)

  • Yun, Dae-Hong
    • Management & Information Systems Review
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    • v.34 no.4
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    • pp.97-120
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    • 2015
  • This study examined the role and relationship among cognitive response(attractiveness, familiarity, actual self-congruence, ideal self-congruence and sympathy) factors, emotional response(empathy, flow, affection) factors, identification mediating between cognitive and emotional response, and interactivity. Hypotheses based on literature reviews were analyzed and according to the results, all of hypotheses except two hypotheses were supported. Firstly, the results revealed that except characteristic attractiveness and actual self-congruence, story attractiveness, characteristic familiarity, story familiarity, and ideal self-congruence influenced on sympathy positively. Secondly, this study examined the role and relationship between identification mediating between cognitive and emotional response and interactivity. As a result, identification and interactivity mediated with sympathy and empathy had positive effects. Finally, in respect of emotional responses empathy, flow, and affection had positive effects.

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Effect of Brand Personality, Brand-Self-image Congruence and Brand Affect on SNS Brand Recommendation (SNS 브랜드개성, 자아동일시, 브랜드감정이 SNS 추천의향에 미치는 영향)

  • Ha, Ju-Yong;Han, Youngju
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.389-402
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    • 2015
  • Due to tough competition among social network services, technological specification alone could not be an adoption factor by the users. Instead, emotional factors such as a brand image and feeling towards an SNS brand became important factors in service differentiation. This study examined Korean young users perception of brand personalities of three social network services, Facebook, Kakao Story, and Band. It also analyzed the influence of the perception of brand personality, brand-self-image congruence, and brand affect on brand recommendation to others. The authors conducted a survey of Korean college students. The results indicate that SNS users perceived three SNS's brand personalities differently, and the positive perception of an SNS service has a positive effect on brand recommendation. Brand personality, brand-self-image congruence, and brand affect combined determine brand recommendation. When the brand personality variable is statistically controlled, brand affect has strong effect on brand recommendation.

Effect of Experience of Fashion Brand Metaverse Virtual Reality Store on Perceived Avatar Identification, Perceived Fun, and Consumer-Brand Self-Congruity (패션브랜드 메타버스 가상현실매장 체험이 지각된 아바타 동일시성, 지각된 즐거움, 소비자-브랜드 자아 일치성에 미치는 영향)

  • Lee, Eun-Jung;Jeon, Jihye
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.387-395
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    • 2022
  • This study empirically studied the effect of the characteristics of consumer experience in a virtual store in the metaverse of a fashion brand on consumers' perceived utility and self-congruence for the medium. As a result of the analysis, all three factors (reality, ubiquity, anonymity) of the fashion brand metaverse virtual reality store experience had a significant positive effect on the perceived avatar consistency. On the other hand, realism and ubiquity had a significant positive effect on perceived fun, but the effect of anonymity on perceived fun was not significant. On the other hand, perceived avatar identity was found to have a significant positive effect on perceived consumer-brand self-congruence. Finally, it was found that the perceived fun in the metaverse fashion brand virtual reality store had a statistically significant positive effect on perceived consumer-brand self-congruence.

A Study on the Effect of Game Character Identification on Item Purchase and Game Play Intention (게임 속 캐릭터에 대한 동일시가 아이템 구매 및 게임 이용의도에 미치는 영향)

  • Lee, Won-jun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.41-50
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    • 2021
  • Character identification is illustrated in terms of game players' altered self-perception during gameplay. Research has shown that players' identification with game characters resulted in game players aligning their attitude with game character. This study investigates the relationships among control, ownership, character customization, identification, flow with game charater, and the impact on game players' behavior toward item purchase and play intention. Empirical results showed that character ownership and character customization significantly predicted use-character identification, but the impact of character control was not supported. In addition, the positive relationships between identification and flow was supported.