• Title/Summary/Keyword: Social Relation

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The Effects of Consumer Value Cognition on Benefits and Attributes of Culture-Art Products (문화예술상품 소비자의 가치인식이 추구혜택과 상품속성에 미치는 영향)

  • Shin, Eun Joo;Rhee, Young Sun
    • Asia Marketing Journal
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    • v.14 no.2
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    • pp.177-207
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    • 2012
  • Today's consumers perceive consumption as a representation of themselves. It is not simply an act that fulfills a consumer's physical and practical needs. Even in terms of life quality, consumers increasingly want to achieve an emotional and sensible experience through consumption. Consumers now make decisions based on their need to express their position in relation to other people, pursue emotional satisfaction, and try to improve the quality of life. Culture-art products that meet such internal and external demands of consumers have made significant improvements in both quantity and quality, because of the social interest and policy support. The recognition of personal and social values of culture and arts has brought about interest in and need for culture-art products. Businesses have agilely embraced such change and actively implemented various marketing strategies utilizing culture and arts. For example, businesses began to sponsor artists who produce culture-art products while building facilities for cultural and art performances or exhibitions. Businesses have also provided performances and exhibitions free-of-charge or at affordable prices. As a result, the supply in the market has started to exceed its demand as is often the case in many of other markets. However, such imbalance has occurred not because of over-supply but because of a lack of demand. Given these circumstances, the government and culture and art related organizations, which had mainly concentrated on the supply side, started to recognize the importance of creating personal and social values in culture and arts. As a result, the government and various organizations are now creating various strategies that include policy measures to achieve their new found goal. Unfortunately however, such efforts are not meeting the expectations. Focusing on above-mentioned circumstances and problems, this study aims to find measures to create demand for culture-art products in the internal conditions of those who consume culture-art products. In other words, given that the demand for culture-art products has not increased despite all external conditions to encourage consumption, this study aims to find the reasons in consumers' value judgment on culture-art products. Though there were recent studies on culture-art products that applied consumer behavior on marketing theories, most of them focused on peripheral aspects such as people's motivation for or satisfaction from watching culture-art events. Hence, there is a need to understand what kind of value consumers perceive from culture-art products and how such value cognition leads to consumption in a comprehensive manner. This study acts as follow-up to a separate study entitled "Qualitative Study about Value Cognition and Benefits of Consumer on Culture-Art Products". The current study aims to extend practical implications that enhance the effectiveness of marketing strategies among the producing and policy agencies in the industry. The purpose of this study is to investigate dimensions of value cognition, benefits and attributes of culture-art products, and identify the effects of consumer value cognition on benefits and attributes. The questionnaire was developed based on the conceptual structure of qualitative research and previous researches. It was composed of value cognition, benefits, attributes of culture-art products and demographic variables. This survey was conducted on-line and off-line among a total of 662 persons ranging from their teens to their 50's who were living in Seoul, Gyeonggi-do, various metropolitan cities, and small and medium-sized cities. The data collected was analyzed by factor analysis and path analysis using SPSS WIN 18.0 and AMOS 16.0. This empirical study found that the dimensions of value cognition of culture-art products were categorized into personal goods, aesthetic goods and public property. This shows that the consumers perceive culture-art products as products that are worthy enough to pay the costs not just for personal benefits but also for their social values. Also the formation of value cognition for culture-art products requires special conditions unlike that for physical consumer goods and services, which simply require marketing stimuli. The dimensions of benefits pursued by consuming culture-art products were found to be composed of four types - pursuit of aesthetic benefits, pursuit of actual benefits, pursuit of emotional benefits, and pursuit of conspicuous character. This result implies that people consume culture-art products not just to pursue pleasure from emotional and intelligent satisfaction as well as social relations, but also to seek the needs and benefits embodied at a social level. The dimensions of attributes of culture-art products had seven different factors, - environmental, price, evaluation, people, artwork, composition, and personal relations - which is plentiful. This is because the attributes of culture-art products are very complicated compared to other consumer goods or services. Since culture-art products include not just cultural or artistic works but also all physical, human, environmental, and systemic elements of the products in a comprehensive manner, consumers perceive everything they experience in the process of consuming culture-art products as part of the products. The dimensions of value cognition was found to affect attributes of the products, mostly using pursued benefits as a mediating factors. This result is consistent with the result of qualitative research, and proves that applying the means-end chain theory in the reverse direction is reasonable. The result can be interpreted that consumers' value cognitions for culture-art products turns into actual benefits leading to consumers' decisions. Furthermore, this result reveals that when consumers choose culture-art products, they take into account the attributes of culture-art products depending on the benefits they pursue. These results confirm that despite their conceptual and abstract attributes, culture-art products have values that contribute to actual benefits for individual consumers and society. Hence, value cognition generates benefits to be pursued and this in turn affects the consumers' choices of attributes on products. Based on the conceptual structure of consumers' value cognitions on culture-art products and its dimensions, it is possible to find detailed methods to provide opportunities for education and training to form and reinforce positive value cognition on culture-art products. And through those methods, it will be possible to develop attributes of culture-art products according to the dimensions of pursued benefits, and allow conceptual products become the subject to valuable consumption in real life. These results provide theoretical understanding of consumer behavior in culture marketing and useful information to culture-art producers, companies that use culture and art, and government agencies that use culture-art as a mean to improve the public perception of quality of life. As a follow up on this study, there should be experimental studies that can develop criteria visualizing the demands of consumers who purchase culture-art products and identify their detailed attributes. Studies that compare characteristics of different areas within the culture-art product category and in-depth studies on a specific area or genre will also be needed. In order to develop marketing strategies for culture-art products, studies on the formation and reinforcement of positive value cognition on culture-art products and education for the development of consumer demand as well as on the development and differentiation of attributes of culture-art products depending on types of consumer groups should also follow.

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A Balanced Cognition-Affect Model of Information Systems Continuance for Mobile Internet Service (모바일 인터넷 서비스를 위한 정보시스템 지속성에 대한 이성과 감성의 조화 모델)

  • Kim, Ki-Eun;Kim, Hee-Woong
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.461-480
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    • 2008
  • There are innumerable studies on technology adoption and usage continuance; most examine cognitive factors while affective factors or the feelings of users are left relatively unexplored. Although attitude and user satisfaction are factors commonly considered in Information Systems(IS) research, they represent only some aspects of feelings. In contrast, researchers in diverse fields have begun to note the importance of feelings in understanding and predicting human behavior. Feelings are anticipated to be essential particularly in the context of modern applications, such as mobile internet(M-internet) services, where users are not simply technology users but also service consumers. Drawing on the support of consumer research, social psychology and computer science, this study proposes a balanced cognition-affect model of IS continuance. Prior works in relation to IS research have already considered the emotional factors. The common factors are enjoyment, anxiety, affect and satisfaction. The main difference in our study is that the factors that we used are the primary dimensions of affect according to Circumplex Model of Affect. The horizontal axis of the model represents the pleasure dimension and the vertical represents the arousal dimension. Other emotional factors such as enjoyment and anxiety can be viewed as a combination of these two dimensions, and they can be placed in the vector space formed by these two primary dimensions. Affect has been defined as the enjoyment a person derives from using computers. Satisfaction has different conceptualizations. It has been conceptualized as judgment based on the expectation disconfirmation theory. Thus, while prior works considered the direct and indirect effects of "feeling-related constructs"(enjoyment and anxiety) on usage behavior, our study proposes effects of "feeling-based constructs"(pleasure and arousal). The balanced cognition-affect model is tested in a survey of, M-internet service users. The results establish the validity of the model.

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Educational Program Development for Improvement of the Quality of Life of Community Residents (지역주민의 생활의 질 향상을 위한 대학의 사회교육 프로그램 개발)

  • Lim, Young-Hee;Wang, Soo-Gyung;Yoon, Eun-Young;Koo, Nan-Sook;Kang, Young-Ja;Park, Sung-Ok;Sohn, Sang-Hee;Cha, Sung-Ran;Lee, Hae-Young;Kim, Yang-Weon;Lee, Eun-Kyung
    • Korean Journal of Human Ecology
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    • v.7 no.1
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    • pp.247-266
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    • 1998
  • The purposes of this study were to investigate problems related to quality of life and to identify residents needs for the university educational program for the community residents. The data were analyzed by using $x^2$-test, F-test and multiple range test. Findings of this study provided some useful implications to develop educational programs for community people. These implications are as follows. In the aspect of home management, the need for education about time management was relatively high and the degree of time conflicts was varied to family size, educational level of house, housewife's employment status and outside work time. In the program area of economic life, education for enhancing ability to cope with unexpected events and impulsive consumption behavior, and education for money management technique and value clarification should be included. There were significant differences in the parents' role difficulties according to mother's age and income. Especially parents' role difficulties were children's social emotional development and educational activity. The major problems in management of clothing and textile products were the change of textile sensation, the poor quality of necessaries, and discoloration. This result suggests that education programs on management of clothing and textiles should be developed. In health and food management it showed that subjects were afraid of cancer, hypertension, cerebral vascular diseases in relation with food habits. Hence program of education for health and good food habits should be developed.

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Analysis of Environmentally Responsible Behaviors based on a Typology of Activity Involvement and Place Attachment - Focuses on Visitors to Namhansanseong Provincial Park - (활동관여-장소애착 유형에 따른 환경책임행동분석 - 남한산성 도립공원 방문객을 대상으로 -)

  • Kim, Hyun;Song, Hwasung;Kim, Yeeun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.3
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    • pp.114-124
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    • 2015
  • The concepts of activity involvement(AI) and place attachment(PA) are useful for explaining the sustainable use of natural resources by humans. Although several studies have investigated the effects of AI and PA on environmental behaviors and found its implications, it has not examined the simultaneous effects of both AI and PA. Thus, the purpose of this study was to develop a typology of both AI and PA. This typology was used to explain the environmentally responsible behaviors of visitors. The study sample surveyed 587 users of the main trail in Namhansanseong Provincial Park The results were analyzed by frequency, reliability, factor analysis, cross-tabulation, T-test, correlation and ANOVA analysis. As a result, the typology identified four subgroups of hikers based on involvement in hiking and attachment to setting. Results also indicate that environmentally responsible behaviors do vary significantly across typology. In detail, general environmental behavior and specific environmental behavior were significantly different between the four groups. These finding suggests that PA seems to play a more powerful role than AI in relation to environmental behavior. While more involved and more attached hikers were more active in environmental behaviors, less involved and less attached hikers had a more passive attitude. In this respect, this study placed emphasis on the fact that the future resource management of tourism and outdoor recreation may be established based on its activity experience in certain place.

Effects of Children's Playfulness and Teacher-Child Interactions on Their Peer Interactions (유아의 놀이성과 교사-유아 상호작용이 또래상호작용에 미치는 영향)

  • Choi, So Young;Shin, Hae Young
    • Korean Journal of Childcare and Education
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    • v.11 no.2
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    • pp.311-329
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    • 2015
  • This study examined the influences of children's playfulness and teacher-child interactions on their peer interactions, and investigated whether teacher-child interactions had any moderating effects upon the relation between child playfulness and peer interactions. The participants of this study were 240 children in fourth year classes in child care centers in Seoul and Gyoung-gi province and 24 of their teachers. In order to measure the research variables, the Korean version of PIPPS(Pen Interaction Peer Play Scale) by Choi and Shin(2008), the Children's Playfulness Scale(Barnett, 1991), and the modified version of the Caregiver Interaction Scale(Arnett, 1989) were used. The data were analyzed by means of descriptive statics, Pearson's correlations, and hierarchical regression analysis. The results indicated that children's playfulness and teacher-child interactions had significant effects on their peer interactions. Especially, the teacher-child interactions were related to the play disruption and the play disconnection of peer interactions. In addition, teacher-child interactions moderated the effect of children's social spontaneity(children's playfulness) on their play disconnection(peer interactions). The results have some implications for the role of teacher-child interactions in peer play interactions and a range of prevention efforts.

A Study on the Application of Universal Design Principles to Collective Housing for Senior citizen who lives alone - Focused on the 'Carnation House' in Gyeounggi-do ara - (독거노인을 위한 노인공동생활시설의 유니버설 디자인 적용성 평가 연구 - 경기도 지역 '카네이션하우스'를 중심으로 -)

  • Moon, Ja-Young;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.23 no.6
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    • pp.95-104
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    • 2014
  • Today, the number of the elderly living alone without any family members is on a sharp rise, and those aged people living alone are making these social issues such as solitary death, depression and suicide more popular. In order to resolve the issues, some of the local governments have been supporting the elderly living alone in common houses that would be used by senior citizens only. This study became interested in this 'carnation house' which has been carried out targeting the elderly living alone in Gyeonggi-do, and selected elementary universal design factors that should be applied to general residential environments of the aged people and analyzed the factors. As a case study, this research investigated four carnation houses as research subjects and came up with these following ideas about how to make improvements. First, the study found out that all the entrances did not have raised letters and that UD has not been satisfactorily applied to both the thresholds and the effective widths, and that is considered something to be fixed. Second, in case of regular rooms and living rooms, none of the rooms failed to have safety doorknobs which should have been installed and plus, thresholds and stepped pulleys need to be removed, Third, it goes the same with the kitchens, and the thresholds should be eliminated while cabinets are secured. In addition, furniture that understands the elderly's measurements should be used. Fourth, in terms of restrooms, they should be designed to be spacious enough not to cause anyone in wheelchairs inconvenience, and the study suggests that the effective widths should be widened and that both the safety doorknobs and the emergency calls must be installed. Basically, after the test on the UD adaptability, the study concluded that the application rates in connection with the adaptability were low which led the study to assume that such result has been gained due to the lack of installation standards in relation to the common living facilities of the elderly. The study now argues that purposes of buildings should be first clarified and then, these detailed space planning guidelines that deal with general characteristics of the aged people should be established.

The Effects of the Urban Spatial Structure on Traffic Congestion Costs (도시의 형태가 교통혼잡비용에 미치는 영향연구)

  • Lee, Tae-Kyung;Won, Jae-Mu
    • International Journal of Highway Engineering
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    • v.13 no.3
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    • pp.147-156
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    • 2011
  • Since the urbanization process has been taking place, negative outcomes such as environmental pollution and traffic congestion have produced as well. Reflecting the phenomenon, our study assumed that physical structure of urban form were implicit in relation to both economic performance and cost. It can be interpreted that as the urban space has been growing bigger, economic performances such as regional product output, economy of scale and the effect of agglomeration economies are increased. On the contrary, the negative effects such as environmental pollution and traffic congestion were incurred as economic loss and expenses. It means that even though economic performance can help increase regional product output, we should consider the loss on economic expenses which are paid for social problems such as environmental pollution and traffic congestion, which are caused by urbanization. Therefore, this study aims to statistically validate the relationship between traffic congestion as the most representative economy costs and physical characteristics of urban in a large city such as Seoul and to suggest its implications. As a result of model development for empirical analysis, GRDP(0.604), the population(0.582), employment GINI coefficients(0.296), population GINI coefficients(0.254) in order led to congestion cost. We can come to the conclusion that in case of scale factor such as the population, if the population tends to concentrate, urban becomes more crowded and that if GINI coefficients (the population, employment) which are variable on inequality according to region have the disparity with surrounding areas, congestion cost is caused a lot on account of movement related with employment. In addition, this phenomenon was caused if both the population and employment were geographically biased on one side.

A Study on Formulating the Classification Model for Smartphone's Satisfaction Factors (스마트폰 만족요인 분류 모델 수립에 관한 연구)

  • Zhu, Bo;Kim, Tae-Won;Kim, Sang-Wook
    • Information Systems Review
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    • v.13 no.3
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    • pp.47-63
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    • 2011
  • The rapid spread of the Smartphone usage among the public has brought great changes to the overall society. Aiming to gain their competitiveness with better Smartphone service quality, manufacturers are endeavoring to keep the pace with the popularization of mobile internet and social changes. Researches on the Smartphone service quality are actively undergoing in the academic circles as well. A great many of studies ranging from the past mobile services to the recent Smartphone services have thus far focused on proposing the systematic arrangement and the typology in terms of service quality, which in turn have provided the theoretical foundation and broaden the scope of comprehension. Besides technical aspects of the mobile and Smartphone services, the earlier studies in the behavioral domain, however, only took into considerations the positive aspect of users' satisfaction with the quality of services via new media devices like Smartphone. The rationale behind this mainly comes from the assumption that as the opposite definition of satisfaction is dissatisfaction, the services are not adopted if dissatisfied. However, it is not always true to conclude that service users are satisfied when the service is functionally fulfilled and dissatisfied otherwise. That is because there exist some cases that quality attributes provide satisfaction when achieved fully, but do not cause dissatisfaction when not fulfilled. And there also exist other cases that quality attributes are taken for granted when fulfilled but result in dissatisfaction when not fulfilled. To account this multi-dimensional feature of service quality attributes in relation with user satisfaction, this study took advantage of Kano model following the identification of a set of the Smartphone service quality attributes by investigating the previous studies. Categorizing of the service quality elements reflecting the customers' needs would perhaps help manage Smartphone service quality, enabling business managers to identify which quality attributes more emphasis to put on and what strategy to establish for the future.

Relations between the Middle Aged's Perception of Successful Aging and their Preparations for the Old Age (중년층의 성공적 노화인식과 노후준비와의 관계에 관한 연구)

  • Kang, Sung-Ok;Ha, Kyu-Soo
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.121-144
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    • 2013
  • The purpose of this study is to explore the effects of the middle aged's perception of successful aging on their preparations for the old age. We used data from 350 participants, aged 35-64 in Seoul-Gyonggi region. The hierachial regression analysis estimated the relation between the middle aged's perception on successful aging and their preparations for the old age. The findings indicate that the middle aged's level of preparations for the old age was slightly higher than average. The level of their emotional preparation appeared highest and the level of economical preparation showed lowest. The perception of successful aging indicated relatively high, and especially the level of comfortable everyday life showed highest. The results also showed that personal characteristics influencing on preparations for the old age were sex, age, marriage status, religion, occupation, monthly income, health condition, level of plan for the old age, and social activities frequency, and demonstrated that the perception of successful aging effected on preparations for the old age positively.

Attributes of "Play" in Interactive Art: Interpreting Maurice Benayoun's Artworks (상호작용적 작품에서 놀이속성: 모리스 베나윤(Maurice Benayoun)의 작품을 중심으로)

  • Park, Yeonsook
    • The Journal of Art Theory & Practice
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    • no.15
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    • pp.83-109
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    • 2013
  • The study mainly discusses appreciation of interactive art works seen from the perspective of play attributes that make spectators glimpse the truth of things. The general studies of interactivity, as one of remarkable features in contemporary art, are regarding the relation between the effects of digital media and interactivity as well as video games. From the preceding discussion, I analyze the effects of the appreciating interactive art works which are focused on new sensory systems, the methods to intuit the essence of the art works. Based on the concept, as I investigate the play attributes found in the interactive art works, this study gives attention to the possibility that if the spectators can reach the inherent aspects of interactive art works, while interacting them. Thus to discuss the properties of the play, this article studies play concept of Johan Huizinga(1872-1945), psychologist and anthropologist and play theory of Hans Georg Gadamer(1900-2002) who considers play as a metaphor for art. As Huizinga thinks acting is the important attribute of play, Gadamer argues whenever the term 'play' is used, we should think about 'to-and tro movement' and the movement is absence of goal as well as endlessly renews through repetition. Then what we should pay attention to, seeing the essence of art and play as similar? That is, Gadamer claims, we can understand the truth of things through the play. To apply the play concept to the interactive art works, I research the works of Maurice Benayoun(1957 - ), French interactive artist. By employing interactivity, he attempts to extend and affect the experience of his art works to one of social phenomenon. Striving this, spectators can widen and deepen the breadth of their intuition and recognize the essence of art works. It is the interactive art works that can be the apex of the transformation of structure from the play to the art. The endless repetitive process of play, which is free creation-annihilation process, is similar with the interactive experience of spectators that is variable, de-centered, and multi-sensory. The pure action of the play lets us recognize, sense and accept the world and through the system of interactive art experience, we can expand the horizons of perception. Interactive art works with these play attributes are capable of playing the role that the spectators glimpse the truth of things and experience the world around them.

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