• Title/Summary/Keyword: Entertainment Experience

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A Study on the Development of an Experiential Exhibition Program for Children about Presidential Archives Based on the Experience Economy (4Es) (체험경제이론(4Es)을 적용한 대통령기록관 어린이 체험전시관 프로그램 개발에 관한 연구)

  • Song, Na-ra;Jang, Hyo-Jeong;Choi, Hyo-Young;Kim, Chong-Hyuck;Kim, Yong
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.1
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    • pp.9-40
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    • 2016
  • The space designated for kindergarten and elementary school students, who accounted for half of all users of the presidential archives, is now lacking, with the archives' programs focusing on exhibitions and field trips. With this, an experience exhibition is seen as the most effective way to communicate the value of presidential records and archives based on the theory of cognitive development. Therefore, this study proposes an experiential exhibition program for children about presidential archives based on the experience economy under theories that are recently getting attention. The Presidential Archives through the Experiential Exhibition program for children proposed by this study will become a place for the cultural communication of all generations.

Determinants of Safety and Satisfaction with In-Vehicle Voice Interaction : With a Focus of Agent Persona and UX Components (자동차 음성인식 인터랙션의 안전감과 만족도 인식 영향 요인 : 에이전트 퍼소나와 사용자 경험 속성을 중심으로)

  • Kim, Ji-hyun;Lee, Ka-hyun;Choi, Jun-ho
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.573-585
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    • 2018
  • Services for navigation and entertainment through AI-based voice user interface devices are becoming popular in the connected car system. Given the classification of VUI agent developers as IT companies and automakers, this study explores attributes of agent persona and user experience that impact the driver's perceived safety and satisfaction. Participants of a car simulator experiment performed entertainment and navigation tasks, and evaluated the perceived safety and satisfaction. Results of regression analysis showed that credibility of the agent developer, warmth and attractiveness of agent persona, and efficiency and care of the UX dimension showed significant impact on the perceived safety. The determinants of perceived satisfaction were unity of auto-agent makers and gender as predisposing factors, distance in the agent persona, and convenience, efficiency, ease of use, and care in the UX dimension. The contributions of this study lie in the discovery of the factors required for developing conversational VUI into the autonomous driving environment.

A Study on the Factors Affecting the Acceptance Intention for Mobile Ads. (모바일 광고의 수용의도에 영향을 미치는 요인에 관한 연구)

  • Yoo, Sang-Jin;Tang, Hung-Lian;Kim, Hyo-Jung
    • Information Systems Review
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    • v.9 no.1
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    • pp.1-21
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    • 2007
  • This research investigates the determinants of consumer's acceptance for the mobile Ads. Based on TAM(Technology Acceptance Model) and Flow theory, our research adopts some factors for a theoretical model such as entertainment, information, irritation, credibility, flow experience, attitudes and acceptance intention. For examining an implied relationships by this research model, a field study using survey methodology for data collection was conducted. This data was analyzed based on using AMOS, the structural equation modeling and a second generation multi variant technique, and has gained distinct advantages over other technique. After some model modification according to model generating strategy approach, this study shows that entertainment, irritation, credibility and flow experience have significant effects on the attitudes. And also, this attitudes have acceptance intention in mobile Ads. In conclusion, implications are discussed along with limitations and further research direction.

A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.61-73
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

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Types of Stress for the Improvement of Quality of Life for Nursing Students (간호대학생의 삶의 질 향상을 위한 스트레스 유형 연구)

  • Kim, Soon-Ae;Lee, Hye-Jin;Lee, Song-Hyun;Hong, Eun-Hee
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.237-247
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    • 2020
  • Purpose: The study aimed to explore the stress experience of nursing college students. Methods: A Q-methodology to analyze the subjectivity of each item was used. 57 statements were derived from a literature review and interviews. 40 nursing college students were classified into a shape of normal distribution using a 13-point scale. Collected data were analyzed by the PC QUANL program. Results: Four types have been identified for the stress experience of nursing college students. Type I was "curriculum burden", Type II was "goal-oriented", Type III was "outsider frustration" and Type IV was "growth stagnation" Conclusion: These results can be useful for developing education programs based on the type of stress in nursing college students.

A Study on the Establishment of Advanced Sports Culture (선진 스포츠 문화 정립에 관한 연구)

  • Park, Hyoung-Kil
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.425-434
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    • 2019
  • The purpose of this study is to improve the academy sports field for the establishment of advanced sports culture. This study used qualitative research. The research participants were baseball players for 11 years and have been professional baseball players. Another study participant has been a soccer player for eight years. And he has been a football coach for 13 years. The results of this study are as follows. First, the act of entertaining was the form in which parents served sports leaders meals and alcohol. Parents' student athletes had increased chances of playing in the game and were able to receive faithful guidance. Second, the student athletes whose parents did not act of entertaining to the sports leader were discriminated against. The student athletes were harassed by their leaders, their positions changed, and their chances of playing were reduced. Third, parents' student athletes who did not act of entertaining to their leaders either stopped exercising or moved to another school because of discrimination. Eventually, the entertainment culture of academy sports acted as a mechanism to induce sports de-socialization of student athletes, and made students experience a negative aspect of sports culture. As a result, the entertainment culture of academy sports caused discriminatory treatment due to economic inequality. Therefore, the negative entertainment culture of academy sports should be eradicated for the establishment of advanced sports culture.

The Effect of Influencer Characteristics on Continuous Use Intention of Live Commerce : Focusing on the Dual Mediating Effect of Interaction and Trust (라이브 커머스 인플루언서 특성이 지속 사용의도에 미치는 영향 : 상호작용성과 신뢰성의 이중매개효과를 중심으로)

  • Kim, Sung-jong;Chung, Byoung-gyu
    • Journal of Venture Innovation
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    • v.5 no.4
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    • pp.23-39
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    • 2022
  • This study was conducted to empirically analyze the factors influencing the intention to continue using live commerce, which was active as digital contacts become more prevailed due to the progress of the 4th industrial revolution and the COVID-19 pandemic. A research model was established by paying attention to the characteristics of influencers among various influencing factors. Influencer characteristics were subdivided into attractiveness, professionality, awareness, and entertainment. In addition, the dual mediating effect of interaction and trust was also tested between influencer's characteristics and the intention to continue using of live commerce. To this end, a survey was conducted targeting people who have experience using live commerce, and 300 valid samples were analyzed. The empirical analysis utilized SPSS 25.0 and Process Macro 4.0. As a result of the empirical analysis, it was found that attractiveness, professionality, awareness, and entertainment derived from the characteristics of influencers all had a significant positive (+) effect on the intention to continue using live commerce. The impact of the influence of variables that directly affect the intention to continue using was in the order of entertainment, awareness, professionality, and attractiveness. On the other hand, as a result of examining the dual mediating effect of interaction and trust, it was found that they all tested a mediating role between attractiveness, professionality, awareness, entertainment, and intention to continue using live commerce. Based on these research results, the academic and practical implications of this study were presented.

A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Development of Multi Card Touch based Interactive Arcade Game System (멀티 카드 터치기반 인터랙티브 아케이드 게임 시스템 구현)

  • Lee, Dong-Hoon;Jo, Jae-Ik;Yun, Tae-Soo
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.87-95
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    • 2011
  • Recently, the issue has been tangible game environment due to the various interactive interface developments. In this paper, we propose the multi card touch based interactive arcade system by using marker recognition interface and multi-touch interaction interface. For our system, the card's location and orientation information is recognized through DI-based recognition algorithm. In addition, the user's hand gesture tracking informations are provided by the various interaction metaphors. The system provides the user with a higher engagement offers a new experience. Therefore, our system will be used in the tangible arcade game machine.

A Study on the Influencing Factors of Sustainable Use Intention & Addiction of Social Media WeChat (소셜미디어 위챗의 지속 이용의도와 중독의 영향요인 연구)

  • Qiang, YaLi;Bae, Seung-Ju;Kwon, Mahn-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.245-255
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    • 2021
  • This study is an empirical study on how factors such as social factor, entertainment factor on the Wechat social media platform affect users' flow and addiction to use. Researchers thought that despite the increasing addiction of social media Wechat users, existing social media research is limited to service quality and satisfaction, so research on user flow and addiction is necessary. Therefore, the researchers try to through empirical analysis, the WeChat use to addiction path to social factor (social interactivity, payable) and entertainment factor (entertainment, life relevance), examine how WeChat user experience affects the use intention and satisfaction, and determine its role in the user's WeChat addiction and flow, and tested. The results of this study are expected to provide a new theoretical basis for future research on addiction use of social media.