• Title/Summary/Keyword: Entertainment Experience

Search Result 324, Processing Time 0.024 seconds

Shopping Mall Motivation: Structural Equation Modelling (SEM) Approach

  • Dahari, Zainurin
    • Asia Pacific Journal of Business Review
    • /
    • v.4 no.2
    • /
    • pp.1-21
    • /
    • 2020
  • The purpose of this research is to investigate young consumer motivation in regards to shopping mall. Young adults are an emerging age group that has economic autonomy and power of making independent decisions. In addition, this young segment providing an interesting challenges and opportunities for marketing professionals. Therefore, it is pertinent to analyse their shopping motivations, so that the marketers can understand and influence the consumption behaviour of this specific group. A survey using self-administered questionnaire was conducted to assess the mall-directed shopping habits and shopping orientations. A total of 164 usable surveys were obtained. In addition of exploratory factor analysis, confirmatory factor analysis and structural equation modeling was applied to prove the hypotheses. We have found that young Australian shoppers were motivated to visit malls primarily by the role enactment and exploration dimensions. They were the strongest motivators which explaining why young Australian consumers patronize malls. Young consumers of Australia enjoyed the mall environment, exploring new things, socializing with friends, comparing prices and the variety of products and services offered. The results of our study have several implications that should be of benefit to the retailing industry and mall management. Developers of malls must develop their mall more than simply a place for buying products. As such, mall management should make sure that their mall atmospherics offer a mall environment that is pleasing to multiple senses, to ensure it is conducive for shoppers to stay and spend more of their time and money. Mall management must execute strategies to maintain their attraction to younger consumers, perhaps by including stores that are futuristic and offer the most advanced styles or technologies, and appeal to somewhat older adults by offering the tenant, entertainment, and experience mix they will prefer. It is recommended that future research utilize random sampling methods to ensure the generalizability of results.

Popular Song's Lyrics as Tourism Language: Focusing on Exoticism (관광언어로서 대중가요 노랫말 : 이국성을 중심으로)

  • Yang, Soung-hoon;Choi, Mun-yong
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.6
    • /
    • pp.3778-3786
    • /
    • 2015
  • This paper aimed to explore the possible popular song's linkage to tourism promotion material. Especially focusing on the lyrics of Korean popular song, which explicitly containing exoticism in title or lyrics in early and mid of 20 centuries, this research verified how authors represented the one of Dann's language of tourism thesis: strangeness perspective in tourism and language of differentiation. Result suggested that song writers, as of their imaginary by-product or personal experience, present exoticism in lyrics of song in various ways: exaggerating, creating, stereo-typing exotic place. Fulfilling the Dann's idea, songs elaborately delivered familiar words, conspicuously by personifying place, allocating young ladies and mentioning origin or hometown. The research was efforts to find the origin of entertainment contents savvy-tourism promotion and also traced potential tourist's collective imagination toward potential overseas tourism destination.

Global Utopia and Local Anxiety on the Stage of the Korean Musical

  • Choi, Sung Hee
    • Cross-Cultural Studies
    • /
    • v.36
    • /
    • pp.123-147
    • /
    • 2014
  • The purpose of this essay is three-fold: to trace the genealogy of the Korean musical, which ever since its inception in the 1960s has been seeking to modernize Korean theater with Broadway as a constant role model; to investigate how the national and the global conflict and are conflated in the form of the Korean musical in the process of its (dis)identification with Broadway; and to examine how its intercultural translations reveal and reflect the dilemma and ambivalence posed by globalization in our era. Drawing on Richard Dyer's signature article Entertainment and Utopia, I analyze how the Korean musical manifests and conduits competing utopian impulses of Korean/Global audiences. I also attempt to problematize the formulaic notion of Broadway musicalsthe Superior Other!which implies a global hegemony that does not, in fact, exist because the boundary between the global and the local as well as the power dynamics of global culture are not fixed but constantly moving and changing. Today's musical scene in Korea shows interesting reversals from the 1990s, when Korean producers were eager to debut on Broadway and impress American audiences. Korean producers no longer look up to Broadway as a final destination; instead they want to make Seoul a new Broadway. They import Broadway musicals and turn them into Korean shows. The glamor of Broadway is no longer the main attraction of musicals in Korea. What young audiences look for most is the glamor of K-pop idols and utopian feelings of abundance, energy, intensity, transparency and community, which they can experience live in the musical with their favorite stars right in front of their eyes. In conclusion, I delve into the complex dynamics of recent Korean musicals with Thomas Friedman's theory of Globalization 3.0 as reference. The binary formula of Global/America versus Local/Korea cannot be applied to the dynamic and intercultural musical scene of today. Globalization is not a uniform phenomenon but rather a twofold (multifold) process of global domination and dissemination, in which the global and the local conflict and are conflated constantly. As this study tries to illuminate, the Korean musical has evolved in a huge net of interdependences between the global and the local with a range of sources, powers and influences.

Analysis on the Correlation of Humor Style Types Shown in (<런닝맨>에서 나타난 유머스타일 유형 상관관계 분석)

  • Kim, Joon
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.157-162
    • /
    • 2019
  • This thesis analyzed the intermediation and correlation of positive humor style and negative humor style through an entertainment program broadcasted on SBS. For the theoretical background, the Humor Style Questionnaire(HSQ) developed by Martin et al., was selected. As the research methods, first, after classifying the types of humor style of members of , this study analyzed how the positive humor style and negative humor style would intermediate the formation of humor, and also the correlation of humor style of members. The types of positive humor style and negative humor style shown in were balanced in 4:4, which was classified in accordance with age, career experience, and power. The mediation of humor formation occurred at the point where humors confronted. The humor style had the correlation with twist.

The Character as Genre and History as Image of Female Gugguek (여성국극의 장르적 성격과 이미지로서의 역사)

  • Kim, Sung Hee
    • Journal of Korean Theatre Studies Association
    • /
    • no.40
    • /
    • pp.61-96
    • /
    • 2010
  • This research established that the two characteristics of Femail Gugguek were explored on the character as genre and the nationalism discourse. This research also included how to encounter the characteristic of Female Gugguek as a popular entertainment with the social context at the time and how to re-produce the social ideology. The 'historical nationalism narrative' piercing Female Gugguek had the close relation with the nation/state discourse of the time. The history reproduced by Female Gugguek was not real. It was the imagined past, the history as image. The Female Gugguek was a genre which typically showed how to intermediate fantasy, ideology and narrative. The happy-endings with the victory of male hero, the narrative pattern on overcoming national crisis, the narrative emphasizing the glorious past and the unification of nation, all these were projected the discourse on nationalistic ideology and nation/state-making in 1950's. The Utopian desire of Female Guggeuk imagining the glorious past and strong nation was the fantasy which concealed the contradiction in real life and the national identity damaged by colonial experience, division of territory, governance by U.S. Military Government and the Korean War. The Female Guggeuk was doing well, because it had amusement. Futhermore, imagination of glorious past and strong state/nation of Female Guggeuk satisfied the public's desire of escapism and wish to establish their position and identity in the rapid social-economic changes. However, Female Guggeuk repeatedly produced the never-changing characters, narrative pattern and conservative world-view. Thus, it became regarded as immature and obsolete thing in late 1950's. Female Guggeuk, which kept re-producing the retrogressive image of the past without modern viewpoint and interpretation, was not sensitive about change of time and trend of the people. Consequently, it was pushed out of people's major interest.

A Study on the Influence of the Motivation of the Reality Travel Program on the Viewing Satisfaction and Visiting Intention (리얼리티 여행 프로그램의 시청 동기가 시청 만족도와 방문 의도에 미치는 영향 연구)

  • Kim, Sung-Hoon;Oh, Do-Yoon;Shin, Ha-Yeon
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.9
    • /
    • pp.47-56
    • /
    • 2019
  • In line with the increasing demand for domestic travel, Reality Travel Programs(hereinafter referred to as RTP) in which actors don't have the script in program are increasing. We explored the impact of RTP "Viewing Satisfaction" and "Revisit Intentions". Firstly, factors of "entertainment", "sympathy", "aesthetic", "information", "interaction" and "Indirect Experience" were confirmed. Secondly, common factors that have a positive impact on Dependent variables in RPT were "esthetics" and "IE". By empathizing with the beauty of the environment and actor's emotions, the RTP had a positive influence to "VS" and wanting to visit the area. Provided a theoretical basis by verifying that viewing motives for RTP have a positive impact on VS and RI.

Virtual Reality Based Fall Training System (가상현실기반 낙하훈련시스템 개발)

  • Ryu, Jae-Jeong;Kang, Seok-Joong
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.25 no.12
    • /
    • pp.1749-1755
    • /
    • 2021
  • Virtual reality is actively applied in the fields of games, entertainment, communication, sports, and architecture. In particular, many virtual reality-based education systems are being developed in the field of education, creating efficient learning effects. In addition, virtual reality-based education is used in areas such as maintenance, fighter control, medical care, and firefighting as it can maximize the educational effect through the mastery process of the function itself through the curriculum as well as indirect experiences of dangerous situations that are difficult to experience. However, due to technical limitations, lack of contents, and lack of theoretical research, the level of application of military education and training is still insufficient. This paper aim to contribute to the development of a virtual reality-based education system as a military training system by developing a high-quality drop training system applicable to military group descent training, studying key technologies and implementation methods necessary for development.

Effects of TikTok fashion advertising characteristics and preferences on fashion product purchase intention- Focused on female consumers in their 20s and 30s in China - (틱톡 패션광고의 특성 및 선호도가 패션 상품의 구매 의도에 미치는 영향 - 중국 20~30대 여성 소비자 중심으로 -)

  • Kim, Chil Soon;Yu, Miao
    • The Research Journal of the Costume Culture
    • /
    • v.30 no.4
    • /
    • pp.548-562
    • /
    • 2022
  • We conducted this study to determine the TikTok usage status of Chinese consumers, and the effect of fashion advertisement type preference and TikTok characteristics on fashion product purchase intentions. For this study, we conducted a literature review and survey method. The following conclusions were drawn by collecting data online and performing statistical analysis. Firstly, the period of use was 2 - 4 years, and 95.1% of people used it for 2 - 3 hours a day, and 95.1% of the people had a purchasing experience on TikTok. Secondly, the most people were interested in self creating and editing videos in TikTok. With regards to TikTok content, groups aged 30 are significantly more interested in fashion coordination suggestions and influencer' recommendations than groups aged 20. Thirdly, this study found that the characteristics of TikTok fashion advertisements significantly influenced purchase intention. Among the characteristics of fashion advertisements, this study conclude that the "fashion entertainment" characteristic factor that fashion advertisements are fun and entertaining was the most influential variable on purchase intention, followed by useful information, reliability, and interactivity related to fashion. Fourthly, the types of preferred TikTok fashion advertising had a statistically significant effect on product purchase intention. The influential types of preferred advertising are top view, live advertisement, hashtag challenge, in-feed ads, and sticker ads.

The Media Pole Design Applying the Playfulness of Scribbling (낙서의 유희성을 반영한 '미디어 폴' 디자인)

  • Kim, Hee Eun;Ryoo, Han Young
    • Design Convergence Study
    • /
    • v.14 no.5
    • /
    • pp.103-115
    • /
    • 2015
  • This study sheds light on the entertaining aspects of Media Pole that is located in Gangnam U-Street and proposes design that considers the aspects of the form, experience, contents and communication of scribbling. Functioning as public digital media, Media Pole provides various convenient services related to the area. According to the research on user's behavior upon Media Pole, photo related services, which can be categorized as entertainment, were found to be the most frequently used services among various services. Taking user's behaviors into consideration, this study highlights the entertaining aspects of Media Pole and suggests design that applies the playfulness of scribbling. The playful characteristics of scribbling were applied to the Media Pole's user interface, interaction, application and interlocking functions. As a result, users are expected to increase as Media Pole becomes more playful than before. Since scribbling is an act of intrinsic human's desire, it will attract users to participate more voluntarily. It can be applied not only to Media Pole, but to any public digital media devices.

The Impact of SNS Advertising and the Musical Characteristics of SNS Advertising on Advertising Performence

  • YiJie WANG;EunJu PARK;KyoungSeop CHO
    • The Journal of Economics, Marketing and Management
    • /
    • v.12 no.1
    • /
    • pp.77-88
    • /
    • 2024
  • Purpose: By studying the effects of SNS advertising characteristics and SNS advertising music characteristics conducted by companies on advertising preference and advertising effects, we would like to suggest a plan for effective SNS advertising operation. Research design, data and methodology: In this study, a total of 483 surveys were collected for college student consumers in their 20s who had experience seeing advertisements on SNS, and 458 were used for the final analysis. In addition, the collected questionnaire data were analyzed using statistical programs SPSS 24.0 and AMOS 24.0, and Sobel Test was performed through structural equation modeling and regression analysis. Results: Advertising preference, purchase, and recommendation intentions increased as consumers who saw advertisements on SNS perceived the characteristics of advertisements (information, entertainment, individuality, and interactivity). However, advertising preference was not formed by SNS advertising music characteristics (fun, information delivery, unconscious stimulation, and emotional homogeneity). In addition, the higher the perception of SNS advertising music characteristics (fun, information delivery, unconscious stimulation, and emotional homogeneity), the more advertising effects such as purchase and recommendation intentions were linked, and the higher the perception of SNS advertising music characteristics (fun, information delivery, unconscious stimulation, and emotional homogeneity), the more advertising effects such as purchase and recommendation intentions could be created. Finally, it was confirmed that advertising preference had a partial mediating effect between SNS advertising characteristics and advertising effects, and between SNS advertising music characteristics and advertising effects. Conclusions: Unlike previous studies that have investigated the causal relationship of advertising effects according to sub-factors such as SNS advertising characteristics and SNS advertising music characteristics, it is significant in that it analyzes the variables used in the study as secondary factors.