• 제목/요약/키워드: Entertainment service

검색결과 375건 처리시간 0.021초

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

  • 박정신;박은주
    • 복식문화연구
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    • 제14권3호
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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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엔터테인먼트서비스가 의복충동구매행동에 미치는 영향 -백화점과 쇼핑몰을 중심으로- (Effects of Entertainment Service on Impulse Buying Behavior of Apparels -Comparing with Department Stores and Shopping Malls-)

  • 박은주;박정신
    • 한국의류학회지
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    • 제30권9_10호
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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.

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

  • 이건명;이선아;류근호
    • 한국엔터테인먼트산업학회논문지
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    • 제4권3호
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    • pp.62-69
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    • 2010
  • 언제, 어디서나, 다양한 단말기를 통해서 정보 서비스에 접근할 수 있게 되면서, 가용한 정보를 최대한 활용하여 사용자에게 상황에 맞는 서비스를 제공하기 위한 여러 가지 시도가 이루어지고 있다. 여가시간의 증가와 경제적 여유는 일상에서 취미, 오락, 건강, 웰빙 등의 엔터테인먼트에 대한 관심을 증대시키고 있으며, 정보 인프라를 통해 이러한 엔터테인먼트 서비스 제공에 기대가 커지고 있다. 엔터테인먼트 서비스가 사용자의 상황에 따라 이루어진다면, 사용자의 서비스에 대한 만족도는 크게 개선될 수 있다. 이 논문에서는 상황이해 엔터테인먼트 정보 서비스 개발을 위한 프레임워크에 대한 요소 기술을 살펴보고, 상황이해 엔터테인먼트 정보 서비스 프레임워크 구조를 제안한다. 또한 상황이해를 위한 데이터의 표현 및 상황 추론과 서비스 결정을 위한 지식 표현 방법을 제안한다.

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

  • 이승희;박지은
    • 복식문화연구
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    • 제15권1호
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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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증강현실 패션플랫폼에 대한 경험적 가치가 플랫폼 선호도에 미치는 영향 (The Effect of Experiential Value of AR Fashion Platform on Platform Preference)

  • 이하경;허희진
    • 한국의류학회지
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    • 제46권6호
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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.

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

  • 홍금희
    • 한국의류학회지
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    • 제39권6호
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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.

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

  • 이현주;김상옥;김상욱
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제34권3호
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    • pp.219-225
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    • 2007
  • UPnP AV 프레임워크는 홈 네트워크 미들웨어 기술의 중요한 부분으로 네트워크에 접속한 다양한 AV 디바이스를 투명적으로 통합 및 관리한다. 그러므로 사용자는 언제 어디서나 AV 컨텐츠를 접근 및 제어할 수 있다. 기존의 흠 엔터테인먼트 시스템들은 멀티미디어 흠 서버 위주로 PC 환경에서 멀티미디어 컨텐츠의 서비스 제공을 목표로 하고 있다. 본 논문에서는 원격 제어 서비스를 지원하는 통합 홈 엔터테인먼트 시스템(u-MUSE 시스템) 개발에 대하여 설명한다. 제안하는 시스템은 기존의 홈 엔터테인먼트 서비스 외에 가정에서 멀리 떨어져있는 AV 디바이스의 어플리케이션을 조작하거나, AV 컨텐츠를 직접 제어할 수 있다. 이 시스템은 통합 시스템 제어 및 AV 컨텐츠 재생 서비스를 지원하여 가정에서의 가전 디바이스 제어 센터의 역할을 충분히 수행한다.

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

  • 김효정;유상진;최은빈
    • 한국정보시스템학회지:정보시스템연구
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    • 제20권4호
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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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    • 제20권1호
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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.

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

  • 문다영;김승인
    • 디지털융복합연구
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    • 제17권2호
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    • pp.399-404
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    • 2019
  • 본 연구는 국내외 활발히 이용되고 있는 OTT, 온라인 동영상 서비스, 그 중 넷플릭스와 왓챠플레이를 중심으로 사용자의 서비스 이용 현황에 관해 연구하여 K-콘텐츠 동영상 서비스를 통한 한국 엔터테인먼트 발전 전략을 제시하는데 그 목적이 있다. 연구 방법으로는 1차 사례연구를 통해 국내의 동영상 스트리밍 서비스와 국외의 OTT서비스의 특징 및 한국 콘텐츠 제공성을 조사하였다. 그리고 2차로 넷플릭스와 왓챠플레이 이용자 8명을 대상으로 하는 심층 인터뷰를 통해 사용자 경험과 한국엔터테인먼트 동영상 스트리밍 서비스의 수요를 파악하였다. 그 결과, 전략에 관한 두 가지 포인트를 도출해낼 수 있었다. 첫째, 단독화 채널 전략. 둘째, 콘텐츠의 다양화와 개인화 전략. 이 연구는 넷플릭스와 왓챠플레이를 통해 한국 엔터테인먼트 산업의 방향성에 관한 전략을 제시했다는 점에 의의가 있다. 후속 연구를 통해 한국 엔터테인먼트 산업의 개선 방안을 보완하고, 한국 엔터테인먼트 발전 전략 수립에 도움이 되기를 기대한다.