• Title/Summary/Keyword: Enjoyment Factor

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Analysis of the Relationships among Fun, the Learning Satisfaction, and the Flow in Social Service Personnel Job Training Education (사회복무요원 직무교육 재미요인과 학습만족, 몰입 간 관계 분석)

  • Lee, Seung-Hoon;Yu, Byeong-Min
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.674-683
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    • 2015
  • 'Fun' may be a basic desire of all human beings, but studies that combine both education and enjoyment were very limited, with the exception of the sports and games subjects. As a result, this study focused on the fun induced from the actual site of education, beginning under the premise that this can increase the effectiveness of education. In particular, it has been concluded that more fun is especially required in compulsory education that disregards one's opinion, with the Social Service Personnel that are required to undergo two weeks of compulsory job training selected as the test subjects. In order to comprehend how the 'fun factor' from the Social Service Personnel' job training influences the educational effectiveness, the causal relationship between learning flow, group flow and learning satisfaction has been proven using the structural equation model. Through this, the median between fun and education was found, as well as whether fun education has an actual effect on educational effectiveness. In addition, it is an opportuniy to emphasise the need for enjoyable education for not just Social Service Personnel, but for all involuntary learners.

A Proposal of the Direction of Cultural Welfare Based on ICT: Focusing on Experience Center for Arts and Culture (ICT기반 문화복지의 방향성 제시: 문화예술체험관 중심으로)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1567-1576
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    • 2017
  • This study presented the direction of cultural welfare based on ICT. For this purpose, it examined the direction of government policies and the status of cultural welfare services and it analyzed art galleries and museums focusing on experiences of cultural welfare services in a home and abroad. As a result, the museum has many changes depending on the media environment, unlike art gallery. In the age of media 1.0, the audience has experienced in real museums. As time goes by, in the age of media 2.0, the customer has opportunity to experience in virtual museums. It seems that there are many differences factor of a media environment, target (exhibits), accessibility, consumption and information. Finally, this study suggested the environmental change factors of Korean ICT cultural welfare service through this. In the future, it will be necessary to continue research on the possibility of expanding cultural welfare services for cultural enjoyment to the underprivileged.

A Study on the Determinants of Impulse Purchase of Clothing Products in the Internet Shopping Mall (인터넷 쇼핑몰에서의 의류의 충동 구매에 관한 연구)

  • Kim, Su-Mi;Lee, Hyun-Jeong
    • The Research Journal of the Costume Culture
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    • v.14 no.6
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    • pp.917-931
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    • 2006
  • The purpose of this study was to understand impulse buying typology for apparel products in the internet shopping. Also, analysis of influences is conducted to ascertain if a influence exists between factors which are consumer's interior factor & exterior condition, marketing stimulus of internet shopping, and consumer's general behavior in internet shopping and impulse buying typology, after offer fundamental information for internet marketing. As a result of analyzing the relationship between consumers' interior factors and impulse buying, the author found out that consumers' pure impulse buying was much influenced by the timing to buy new clothing, willingness to risk trying new designs and preference for up-to-date designs, and enjoyment derived from the buying itself. As a result of analyzing the relationship between consumers' exterior conditions and impulse buying, the author learned that impulse buying was also influenced by shopping time length, shoppers' mood and sentiments, and budgeting. As a result of analyzing the relationship between marketing stimulus and impulse buying, the author found out that impulse buying was the most influenced by facilitative marketing stimuli. Lastly, as a result of analyzing the relationship between shopping behaviors & socio-demographical variables and impulse buying propensities in Internet shopping malls, the author learned that pure impulse buying, reminder & suggestion impulse buying, and planned impulse buying are influenced by the period and frequency of using Internet shopping malls for clothes, purchase amount, and the time length of the shopping.

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An Analysis of Group Characteristics according to Technological Innovativeness and Clothing Involvement: Focused on the Usage Status of Smart Phone Fashion Information Application (기술혁신성과 의복관여도에 따른 집단별 특성 분석: 스마트폰 패션 정보 애플리케이션 사용현황을 중심으로)

  • Kang, Bongsoo;Sung, Heewon
    • Journal of Fashion Business
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    • v.18 no.5
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    • pp.25-41
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    • 2014
  • As the smart phone market grows rapidly, the significance of the application (app) market also increases. The purposes of this study were to identify market segments according to technological innovativeness and clothing involvement, and to compare the differences in lifestyles, benefits of fashion information app sought, and intention to use. The data were collected from smart phone users in their 10s to 30s in 2013, and a total of 292 data sets were analyzed. The findings of this study were as follows. The respondents were divided into three groups, innovative group, clothing involvement group, and passive group. Significant differences were found among three segments in terms of age, marital status, education level, and monthly income. With respect to five lifestyle factors, innovative group and clothing involvement group had higher mean scores for rational purchase, personal relationship, and personality pursuit than passive group. However, these two groups showed differences in brand pursuit factor. The benefits of the fashion information app were generated into two factors, information benefit and enjoyment benefit. Innovative group and clothing involvement group had higher values than passive group in these two factors. Finally, innovative group had the highest value on the intention to use fashion information app. This study attempts to provide fundamental information about the potential market segment for managers or marketers developing fashion information apps.

Effect of Mobile Game Use Amount on the Satisfaction Level and Game Commitment(flow) (모바일 게임 이용량이 게임 만족도와 몰입에 미치는 영향)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.31-40
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    • 2015
  • In this study, the effect of amount of use of mobile game (time of use, consumption cost) on the perceived satisfaction level (perceived enjoyment, service quality, and price) of game and commitment is to be observed. If the amount of game use is high, are the satisfaction level and commitment of game high as well? Is there any factor of negative effect on game commitment? As a result of study, among the mobile game use behaviors subjected in this study, higher the amount of use and consumption cost, more the level of satisfaction level and commitment on game. This study is to verify and analyze the high level of perceived satisfaction and commitment on mobile game by users with high amount of use to expand and to discuss the base of study of heavy mobile game user and heavy digital game user.

The Effects of VMD Consciousness on Importance of VMD Components and Clothing Purchasing Behaviors of University Students (남녀 대학생의 VMD 의식성이 VMD 구성요소의 중요성 인식과 의복구매행동에 미치는 영향)

  • Lee, Mi-Sook;Song, Kyung-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.5
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    • pp.721-731
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    • 2009
  • The purpose of this study was to investigate the effects of VMD consciousness on importance of VMD components and clothing purchasing behaviors of university students. The research method was survey and subjects were 545 male and female university students in Chungnam province. The questionnaire consisted of 4 measuring instruments; VMD consciousness, importance of VMD components, clothing purchasing behaviors, and demographic attribution. The data were analyzed by factor analysis, $X^2$ test, t-test, cluster analysis, ANOVA and Duncan's multiple range test, using SPSS program. The results were as follows. First, university students had high VMD consciousness and attended to fashion trend, brand image, product information, and enjoyment of shopping, and felt appetite to purchase. Second, university students considered store arrangement and show window display as the important VMD components to purchase clothing. Third, university students were categorized into 3 consumer types(shopping/brand pursuit type, utilitarian information pursuit type, and trend/information pursuit type) by VMD consciousness. Forth, the consumer types by VMD consciousness showed many differences in importance of VMD components and clothing purchasing behaviors. Shopping/brand type considered show window display, cleanness and lighting/music/properties/color as more important VMD components, and used more money to purchase clothing and shopped more often than other consumer types.

The effects of the components of a fashion show on viewing satisfaction (패션쇼 관람만족에 영향을 미치는 패션쇼구성요인에 관한 연구)

  • Choi, Hyun-Joo;Shin, Young-Ok
    • Journal of Fashion Business
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    • v.12 no.1
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    • pp.45-62
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    • 2008
  • The purpose of this study is to identify how the components of a fashion show can influence the perception of the spectators, and what the spectators most like in a fashion show. Through the analysis on the literature reviews and in-depth interviews with professional's organizing fashion shows we established a list of the main components, which allowed us to set up a questionnaire. The results regarding the viewing satisfaction of the spectators at a fashion show were investigated and came out as follows: First, the components of fashion show are generally viewed to be four factors: the program, the directing, the model, and the sets. These four factors are influencing the perception of the spectators and are very important to the success of a fashion show and the enjoyment of a fashion show by spectators. Second, it is shown to us that the most influential factor for the perception is 'the directing'(stage scenery, background music, lighting, effects etc.), and the next is 'the sets'(convenience seat, display, service facilities etc.). So, in order to raise the level of satisfaction for the spectators, it is advisable to concentrate on these two main factors. Finally, we would suggest that the organizer of a fashion show shall carefully analyze how spectators understand and perceive the components of a fashion show. This study provides information about how the components of a fashion show can influence the spectator's perception and presents suggestions on how to improve a fashion show by reorienting it towards the satisfaction of the spectator. In addition, there needs to be a strategy by customer satisfaction experience to reinforce a customer-oriented fashion show and heighten a viewing satisfaction for spectators.

A Study on Flow Experience Structures of Korean Wave Tourists: Focused on Effect Model of Flow (몰입경험구조 결정 요인연구: 한류 브랜드 몰입경험을 중심으로)

  • Lee, Tae-Hee;Yoo, Jae-Kyung
    • International Area Studies Review
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    • v.13 no.3
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    • pp.461-480
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    • 2009
  • In proposing the concept of flow which focuses on experiencing the sites visited by Korean wave tourists as induced by drama or movies, this paper investigated role of involvement variables for Korean wave tourists in influencing flow construct of film sites. The involvement of Korean wave was found to operate as a mechanism by which challenge, skills, focused attention on site might be more organized or more actively experienced. This recognizes that there is clearly a need for making the FIT sites exposed much by any mix of various media. This study showed that challenges and skills influence enjoyment as output factor of flow film site visitors are assumed to participate the roles of film characters, experiencing the places and atmosphere. The degree of visitors' reflections in the film optimizes awareness of flow experiences on the site. Therefore, it is necessary to provide more detailed experiential program on the film sites with the wide variety of flow-related contents in the film.

Effects of perceived attributes of fashion live streaming commerce (FLSC) on attitudes and intention to use (패션 라이브 스트리밍 커머스(FLSC)의 속성 지각이 태도와 이용의도에 미치는 영향)

  • Seo, Hyesim;Yoh, Eunah
    • The Research Journal of the Costume Culture
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    • v.30 no.2
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    • pp.297-318
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    • 2022
  • A growing number of fashion brands and retailers are actively adopting live streaming as a new marketing channel. In spite of the increasing use of live commerce, the effects of live streaming commerce on customer purchasing behavior for fashion products are not fully understood. The purpose of this study is to examine factors affecting consumers' attitudes toward a purchase via fashion live streaming commerce (FLSC) and intention to use FLSC. The study also investigated whether consumers' expenditure on fashion and time spent on mobile shopping moderate the relationships among research variables. A total of 230 questionnaires were analyzed through descriptive statistics, confirmatory factor analysis, and multiple-group comparison tests using SPSS and AMOS. A summary of the main results of this study is as follows. First, the perception of the attributes of FLSC (ease of use, economic efficiency, interactivity, and enjoyment) has a positive effect on attitude toward a purchase via FLSC. The ease of use and economic efficiency of FLSC, in particular, have greater impacts on attitudes than other factors. Secondly, attitudes toward FLSC positively impact the intention to use FLSC. Lastly, the results of group comparisons, by fashion expenditure and time spent on mobile shopping respectively, hold no significant moderation effects among the variables. These findings demonstrate that consumers are more likely to use FLSC as they form a positive attitude by the attributes of FLSC mentioned earlier. The study provides some insights on an exploration of live streaming commerce for fashion product sales.

The study on the effect of live commerce users' motivation on engagement and attitude: Focusing on the Untact consumption culture (라이브커머스 이용자의 동기가 인게이지먼트 및 태도에 미치는 영향 연구: 비대면 소비문화를 중심으로)

  • Yan, Wen-Yan;Qu, Yu-Bing;Yoon, Yeong-Hye
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.221-226
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    • 2022
  • The purpose of this study is to explore the differentiated motivations of users of live commerce by focusing on the entry into untact consumption culture. In addition, we intend to verify the mediating effect of engagement in the relationship between the motivation and attitude of live commerce use. As for the research method, an online survey was conducted targeting live commerce users, and 245 valid samples were used for analysis. For data analysis, frequency analysis, exploratory factor analysis, reliability analysis, multiple regression analysis, and mediation regression analysis were performed. As a result of the analysis, the motivation for using live commerce was derived from four factors: Enjoyment of interaction, Substitutability of personal examination, Need for community, Trend setting. And Engagement was found to have a significant effect on attitude. Finally, engagement was found to have a partial mediating effect in the relationship between the motivation and attitude of live commerce use. The research results will provide implications for understanding non-face-to-face consumption culture and establishing effective strategies for the live commerce industry in the future.