• Title/Summary/Keyword: Entertainment service

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Effects of Entertainment Service on Impulse Buying Behavior (엔터테인먼트 서비스가 의복 충동구매 행동에 미치는 영향 - 백화점과 쇼핑몰을 중심으로 -)

  • Park Jung-Shin;Park Eun-Joo
    • The Research Journal of the Costume Culture
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    • v.14 no.3 s.62
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    • pp.353-365
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    • 2006
  • Modern consumers seek various pleasure and fun through shopping. Retailing are offering apparel products with entertainment services to customers such as movie theaters, restaurants and so on. The purposes of this study was investigate the effect of entertainment service on impulse buying behavior. Data were obtained from shoppers (N=684) randomly selected department stores and shopping malls located in Seoul and Busan. They were analyzed by factor analysis, t-test and cross analysis. The results showed that entertainment service users showed likely to be more recreational orientation, to be more pleasure, and better mood in retailing environment than entertainment service non-users. That is entertainment service users were more likely to buy impulsively during shopping than entertainment service non-users. Implication and future research directions discussed.

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Effects of Entertainment Service on Impulse Buying Behavior of Apparels -Comparing with Department Stores and Shopping Malls- (엔터테인먼트서비스가 의복충동구매행동에 미치는 영향 -백화점과 쇼핑몰을 중심으로-)

  • Park, Eun-Joo;Park, Jung-Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.9_10 s.157
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    • pp.1333-1343
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    • 2006
  • Consumers seek the pleasure, fun and satisfaction in shopping. Retailing environments of apparel products are rapidly changing than ever before. One of there changes are offered apparel products with entertainment service, such as theaters, restaurants and so on. The purpose of this study was to investigate the effects of entertainment service, shopping orientation and emotion on impulse buying behavior in department stores an shopping malls. A self-administrated questionaire was developed based on the results of previous researches and pre-test. Data were obtained from shoppers(N=684) randomly selected in department stores and shopping malls located in Seoul and Busan. Data were analyzed by factor analysis, t-test, cross analysis, and path analysis. The results showed that; impulse buying behavior was directly or indirectly affected by shopping orientation in both of two store types. In department stores, consumers were affected to make a good mood by entertainment service while, in the shopping malls, consumers were influenced directly by entertainment service to be a good mood and to purchase impulsively apparel products. Therefore, the impulse buying behavior was influenced differently by entertainment service in store types. From the retailer's perspective, they give insights into the development of strategies utilized to marketing planning of entertainment service in each store types.

A Context-Aware Entertainment Information Service Framework Architecture and Knowledge Representation (상황이해 엔터테인먼트 정보 서비스 프레임워크 구조 및 지식표현)

  • Lee, Keon-Myung;Lee, Sun-A;Ryu, Keun-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.4 no.3
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    • pp.62-69
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    • 2010
  • As the information services are reachable by various terminals almost anytime, anywhere, much effort has been made to endow the users with context-aware services by utilizing available information. The increase in leisure time and wealth has made people pay more attention to hobby, entertainment, health, well-being, and so on. In these fields, the information services, if provided in a context-aware way, could largely enhance the user satisfaction. This paper identifies the essential components of context-aware entertainment service provision and proposes a service development framework. It also presents how to represent data, how to describe service selection knowledge for context-aware services, and how to conduct inference under the representation scheme.

The Effects of Factors of Fashion-Retail-Entertainment on Store Image & Store Loyalty (패션 리테일 엔터테인먼트 구성 요소가 점포 이미지와 점포 충성도에 미치는 영향)

  • Lee, Seung-Hee;Park, Ji-Eun
    • The Research Journal of the Costume Culture
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    • v.15 no.1 s.66
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    • pp.179-192
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    • 2007
  • The purpose of this study was to investigate the relationship among fashion retail-entertainment, store image and store loyalty. Two hundred eleven who female college students living near Seoul area participated in this study. Two hundred sample used for data analysis. For data analysis, frequency, factor analysis, correlation analysis and multiple regression analysis were used. The results were as follows: First, fashion retail-entertainment had 4 factors such as shopping environment, sales service, dining facilities, and others. Store image composed of psychological image, merchandise mix, customer service, and advertising exposure. Store loyalty had 3 factors; cognitive loyalty, intentional loyalty, emotional loyalty. Second, retail-entertainment factors had positive influences on store image and store loyalty. Third, store image had positively affected on store loyalty. Based on these results, successful strategies for fashion retail-entertainment business would provide.

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The Effect of Experiential Value of AR Fashion Platform on Platform Preference (증강현실 패션플랫폼에 대한 경험적 가치가 플랫폼 선호도에 미치는 영향)

  • Ha Kyung Lee;Hee Jin Hur
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.6
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    • pp.987-1003
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    • 2022
  • This study explores the effect of experiential value of AR fashion platform on platform preference. Based on the SOR theory, the effects of visual appeals, entertainment, service excellence, and efficiency on platform attitudes, mediated by intrinsic enjoyment and escapism, are tested. The participants respond to the questions after watching the video clip, using an AR fashion platform. A total of 252 data is analyzed using SPSS 26.0 for descriptive statistics and reliability analysis and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. The results show visual appeals, entertainment, and efficiency influence platform preference, mediated by intrinsic enjoyment. Entertainment also influences platform preference, mediated by escapism. The moderating effect of the AR service pre-experience is also explored. For the group with the AR service experience, entertainment and efficiency has a positive effect on intrinsic enjoyment, leading to AR platform preference. For the group without an AR service experience, only entertainment influences the AR platform preference, mediated by intrinsic enjoyment; however, there are no factors which increase escapism. The findings of this study contribute to find the marketing directions for the AR service users, by offering appropriate experiential values based on their prior AR experience.

The Effect of TV Home Shopping Service Quality on Relationship Commitment and Customer Loyalty -Fashion Products- (TV홈쇼핑 서비스품질의 관계몰입과 고객충성도에 대한 영향 -패션제품을 중심으로-)

  • Hong, Keum Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.6
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    • pp.899-909
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    • 2015
  • TV home shopping maintains annual growth in the midst of harsh competition by numerous fashion retail channels. This study investigated the dimensions of service quality of TV home shopping for fashion products as well as the effect of service quality on relationship commitment and customer loyalty. Questionnaires were distributed to consumers in their 20s to 40s who purchased fashion products via TV home shopping in the past 6 months. A total of 240 questionnaires were put into the analysis. The results are as follows. First, four dimensions of service quality of TV home shopping were found: convenience, economy, entertainment, and information seeking. Relationship commitment had two dimensions of affective commitment and calculative commitment. Second, the service quality of TV home shopping affected customer loyalty through a relationship commitment. The predictors of affective commitment were entertainment, economy, and information seeking; in addition, those of calculative commitment were economy and entertainment. Third, both affective commitment and calculative commitment predicted customer loyalty to TV home shopping. The affective commitment had more predictive power. The findings show that the service quality of TV home shopping did not directly affect customer loyalty, but they had influence through relationship commitment variables. Entertainment and economy were the most powerful predictors among service quality dimensions.

An Integrated Home Entertainment System supporting Remote Control Service (원격 제어 서비스를 지원하는 통합 홈 엔터테인먼트 시스템)

  • Lee, Hyun-Ju;Kim, Sangok;Kim, Sang-Wook
    • Journal of KIISE:Software and Applications
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    • v.34 no.3
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    • pp.219-225
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    • 2007
  • UPnP AV Framework automatically integrates and manages various AV devices that are connected to network as an important component in home network. Therefore, user can access and control AV contents at any time. But, other existing home entertainment systems target multimedia service support that is based on multimedia home server system. In this paper, we propose an integrated home entertainment system (u-MUSE system) that supports remote control service. It can manage application in remote AV device or control AV contents directly in home network environment. The proposed system sufficiently performs role of control center for electronic devices in home via integrated system control and AV contents playback service.

A Study on the Affecting Factors for the Reuse Intention of the Micro-Blog and Web-Blog Service (마이크로 블로그와 웹블로그 서비스의 재사용의도에 영향을 미치는 요인에 관한 연구)

  • Kim, Hyo-Jung;Yoo, Sang-Jin;Choi, Eun-Bin
    • The Journal of Information Systems
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    • v.20 no.4
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    • pp.145-162
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    • 2011
  • Recently Micro-blog service is used quickly in our life with dissemination of Smart-phone. This study performed based on a view that there is a difference of user's intention to reuse Web-blogs & Micro-blogs. This study also based on the existing motive theory for using which considers five factors-information, entertainment, interaction, personalization, and convenience. The AMOS structure equation used for the analysis of users' revisit intention. The results of the study shows that Micro-blogs are influenced by entertainment, personalization, and convenience. On the other hand, Web-blogs are influenced by entertainment, and personalization.

The Structure of Compatibility Beliefs In Mobile Entertainment Service Adoption

  • Kim, Gyeung-Min;Kim, Kihyun;Lee, Hyunjung
    • Journal of Information Technology Applications and Management
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    • v.20 no.1
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    • pp.217-240
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    • 2013
  • Noting that compatibility beliefs are important antecedents of technology adoption, the objective of this study was to assess compatibility beliefs that affect users' intention to adopt a mobile entertainment service (MES). We developed a set of key compatibility beliefs: compatibility with life-style, compatibility with social meaning, and compatibility with past flow experiences. We then defined the key dimensions of each construct and developed operational measures for those dimensions. We tested the theorized effects of each of the compatibility constructs on MES adoption. The results support the effects of compatibility beliefs on users' intentions to adopt MES.

Study of Korean-Content Development Strategy -Focusing on Netflix and Watcha Play- (K-콘텐츠 발전 전략 연구 -넷플릭스와 왓챠플레이를 중심으로-)

  • Moon, Da-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.399-404
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    • 2019
  • This study proposes a strategy for developing Korean entertainment video service by studying the current status of user's experience of OTT(Over the Top, online video streaming service), mainly Netflix and Watcha Play. Firstly, as case study research, I investigated the features of domestic video streaming services and that of foreign services and K-content service needs. Secondly, I interviewed eight Netflix and Watcha Play users to understand the user experience and the demand for K-content video streaming service. As a result, I was able to derive two points about the strategy. First, isolated channel strategy. Second, content diversification and personalization strategy. This study is meaningful that it presented a strategy for the direction of the Korean entertainment industry. I hope that the follow-up study will help improve the Korean entertainment industry and help develop Korea's entertainment strategy.