• 제목/요약/키워드: Fun factor

검색결과 130건 처리시간 0.025초

An Exploratory Study on Entertaining Apparel Shopping Experiences of College Students

  • Lee, Mi-Young
    • 한국의류학회지
    • /
    • 제34권6호
    • /
    • pp.1021-1032
    • /
    • 2010
  • This study explores the perceptions of fashion consumers on entertaining shopping experiences and investigates the factors important to the creation of these experiences. A convenient sample of 100 was used for the exploratory survey. Respondents were asked to complete open-ended questions (e.g., describe a recent store shopping trip that you remember as being pleasurable and entertaining) on a standardized form. A total of 97 questionnaires were completed and used for further analysis. Six entertaining shopping factors were identified: store-related factors were merchandise, service, the store environment, and events; customer-related factors were customer resources and social aspects. Five non-entertaining shopping factors were identified: the store-related factors were merchandise, service, and the store environment factor; customer-related factors included customer resources and social aspects. A survey with a convenient sample of 200 college students was administered to examine the importance of entertaining and non-entertaining factors. The merchandise factor (which includes products assortments and price-related items) were rated as the most important part of the entertaining store-shopping experience, followed by service factors in the store category, and customer resources in the customer category.

The Relationship between scuba diving participant's selective attribute, emotional response, and empirical value

  • Lee, Yoo-Chan;Jung, Sang-Ok
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제13권3호
    • /
    • pp.84-91
    • /
    • 2021
  • The purpose of this study is to investigate the structural relationship between resort selection attributes, emotional responses, and empirical values of scuba diving participants. The general population who enjoys scuba diving in Korea was selected as the population. Using the convenience sampling method, 553 of the 600 questionnaire samples were extracted as the final valid sample. For data processing, frequency analysis, exploratory factor analysis, and Cronbach's α test were performed using SPSS 23, and confirmatory factor analysis and structural equation model analysis were performed with AMOS 18. The results are as follows: First, among the sub-factors of selection attributes, equipment, facility environment, and diving point showed a positive effect on emotional response, but staff service did not have any significant effect. Second, the emotional response positively affected by the selection attribute showed a positive effect on all factors of service excellence, consumer utility, fun value, and aesthetic value of empirical value. Therefore, scuba diving resort managers must recognize the importance of equipment, facility environment, and diving point among these selection attributes of customers. And to satisfy the customer needs the resort must accurately identify the needs for diving equipment, facility environment and diving point. Various methods for this should be explored through the needs of the identified customers, and efforts should be made to provide safe equipment, comfortable facilities, and various diving points.

NPC 인공 지능을 위한 무리짓기 구현 (Flocking Implementation for NPC AI)

  • 유현지;이면재;김경남
    • 한국산학기술학회논문지
    • /
    • 제11권12호
    • /
    • pp.5083-5088
    • /
    • 2010
  • 무리를 형성하는 NPC들의 인공 지능을 실세계의 무리짓기와 유사하게 구현하는 것은 게임의 재미를 증가시키는 요인이 될 수 있다. 이를 위하여, 본 논문에서는 분석된 실세계에서의 물고기 무리짓기의 행동 패턴을 설계하고 오우거 엔진을 이용하여 구현한다. 구현된 무리짓기의 효용성을 판단하기 위하여 실세계의 물고기 떼의 행동 패턴과 비교한다. 비교 결과, 구현된 물고기 떼의 행동 패턴과 실세계의 행동 패턴은 비슷함을 보인다.

초압축형 웹드라마 <72초>의 스토리텔링 특성 연구 (A Study on Storytelling Characteristic of Super-compressed Web Drama "72 seconds")

  • 정원식
    • 한국멀티미디어학회논문지
    • /
    • 제20권7호
    • /
    • pp.1148-1155
    • /
    • 2017
  • This study examined the storytelling characteristics of the super-compressed web drama "72 seconds". By analyzing all seasonal episodes of "72 seconds" and applying the various storytelling methodologies and related theories, this paper derived the main storytelling characteristics of "72 seconds" as follows. First, through the composition of the microscopic non-plot, the story value of empathy and fun is maximized, even though there is no dramatic composition compared to the general movie or drama. Second, by the specialization of everyday life, it leads to the transition from everyday experience to the new context. In other words, it provides a consensus through the cognitive expansion and interest by unfamiliarity of the ordinary experience to the audience. Third, based on the characteristics of super-compression and short theme, it utilizes fully stylistic narration like rapping. This makes the audience feel novel and further enhances the branding effect of content. And finally, based on various hybridity and variation, it uses remediation actively in all respects, especially comedy genre and comic factor.

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

  • 박정신;박은주
    • 복식문화연구
    • /
    • 제14권3호
    • /
    • pp.353-365
    • /
    • 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.

  • PDF

오토배틀러 장르의 향후 발전 방향성에 대한 연구 (A Study on the Direction of Future Development of Auto Battler Genre)

  • 이원혁;김효남
    • 한국컴퓨터정보학회:학술대회논문집
    • /
    • 한국컴퓨터정보학회 2020년도 제62차 하계학술대회논문집 28권2호
    • /
    • pp.653-656
    • /
    • 2020
  • 최근 새롭게 만들어진 게임 장르 중의 하나인 오토배틀러 장르는 인기가 뜨겁게 끓어오른 만큼 식는 속도 역시 빠르게 진행되었다. 침체된 오토배틀러 장르의 현 상황에서 출시 초기 유저들을 끌어들였던 오토배틀러 장르만의 특징과 차별화 된 재미요소, 흥행의 이유를 되새기고 불완전한 게임 시스템을 보완하여 유저들에게 차별화된 재미를 전달하기 위한 새로운 발전 방향에 대해 분석하고, 유저들이 해당 장르의 게임을 플레이 하면서 느낀 오토배틀러 만의 특징과 재미요소를 설문조사를 통해 파악하여 향후 오토배틀러 장르의 발전을 위하여 새로운 방향을 제시한다.

  • PDF

고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 - (A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective -)

  • 신영철;정승렬
    • 인터넷정보학회논문지
    • /
    • 제14권5호
    • /
    • pp.101-117
    • /
    • 2013
  • 오늘날 온라인 콘텐츠 시장이 위축되고 모바일 콘텐츠 시장이 활성화 되는 시점에서 온라인 콘텐츠시장에서 성공과 매출증대를 위해서는 어떠한 노력이 필요한가? 온라인 콘텐츠 사업에 관련된 연구에서는 고객 충성도의 증가가 사업 성공의 주요한 요인임을 제안하고 있다. 온라인 환경에서 사용자 행동에 대한 연구에 따르면, 이용자는 온라인서비스를 이용하면서 몰입(Flow)을 경험하게 되며, 몰입 상태에 이르면 이용자는 서비스를 지속적으로 이용하게 된다. 온라인 게임에 대한 고객충성도가 높다는 것은 이 온라인 게임을 앞으로도 계속 이용하겠다는 의지가 높다는 것을 의미한다. 이에, 본 연구에서는 소비자가 온라인 게임을 플레이하면서 자연스럽게 몰입을 할 수 있는 요소가 무엇이며, 게임의 재미를 더 할 수 있는 온라인 게임의 속성이 무엇인지를 밝히며 이러한 요소들이 고객 충성도를 높이기 위한 중요한 요소임을 검증하고, 온라인 게임을 개발 또는 서비스하는 업체의 매출증대를 위하여 소비자가 원하는 재미있는 게임의 중요 요소가 무엇이며 어디에 촛점을 맞추어 개발을 진행해야 하는지 방향성을 제시하는데 목적이 있다고 할 수 있다.

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
    • /
    • 제30권9_10호
    • /
    • pp.1333-1343
    • /
    • 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.

포스 피드백이 비디오 게이머들의 게임결과에 미치는 영향 (The Effect of Force Feedback on Video Gamers' Performance)

  • 정우섭
    • 한국비블리아학회지
    • /
    • 제24권4호
    • /
    • pp.91-98
    • /
    • 2013
  • 이 연구의 목적은 포스 피드백이 비디오 게이머들의 게임결과에 미치는 영향을 두 가지 게임 콘트롤러에 따라 비교하는 한편, 게이머들의 포스 피드백에 관한 인식과 실제 그들의 게임결과가 일치하는지를 밝혀내고자 하는 것이다. 42명의 게이머들이 자동차 경주 비디오 게임에 참여하였고 그들의 게임결과를 변수들에 따라 분석하였다. 분석결과, 1) 포스 피드백이 비디오 게임에 미치는 영향은 콘트롤러의 종류에 따라 다르고, 2) 게이머들의 포스 피드백에 대한 인식과 실제 그들의 게임결과는 항상 일치하지는 않으며, 3) 흥미 요소가 게이머들의 게임결과에 큰 영향을 미침을 확인할 수 있었다.

패션 사이버 교육(敎育)을 위한 아바타 제작(製作)및 활용(活用) - 체형(體型)에 따른 디자인요소(要素)의 착시효과(錯視效果)를 중심(中心)으로 - (Avatar Application for Fashion Cyber Education - Focused on Optical Illusion of Design Elements according to Body Shapes -)

  • 임현정;박혜원
    • 패션비즈니스
    • /
    • 제9권4호
    • /
    • pp.1-15
    • /
    • 2005
  • Interesting education which utilizes cyber visual and audio multimedia effects, we regard it as a very effective education but those programs are not prepared yet. So, the purpose of this research is to provide a new direction for cyber fashion education with the use of avatars as the multimedia factor to increase student's interest and understanding. First, we investigated the present situation of fashion cyber education and the present avatar usage situation online, and also we searched literature and the internet to investigate the general theory of design. Second, we used Adobe photoshop 7.0 to make avatars, then, we used Macromedia Flash MX to design the avatar on our web site, and to make it look more realistic. According to the research results, cyber fashion education is usually used as marketing in certain areas, and for middle school, and high school students it is mainly used as text and lecture videos. When searching for fashion sites that use avatars, we found that most fashion shopping malls use them. Because avatars can give visual effects and also increase interest and fun, they can increase concentration and understanding and can be effective in fashion cyber education.