The current research proposes to fill a research gap by testing how reward uncertainty, different types of motivation, as well as individual risk-taking attitude affect consumers' promotion participation. Being offered with an uncertain reward, relative to individuals with extrinsic motivation, individuals with intrinsic motivation will have greater intention to participate in marketing promotion. In contrast, being offered with a certain reward, relative to individuals with intrinsic motivation, individuals with extrinsic motivation will have greater intention to participate in marketing promotion. This effect arises only among consumers having a low level of risk-taking attitude. For consumers having a high level of risk-taking attitude, their participation intention shows no significant difference between the two motivation type groups, under both certain and uncertain reward conditions. With an understanding of how consumer's response heterogeneously to promotions involving rewards, marketers can better understand not only how to use this promotional tactic more effectively, but also how to better allocate their budget for promotions.
Journal of Agricultural Extension & Community Development
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v.22
no.2
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pp.233-243
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2015
This study is for understanding differences of satisfaction followed by learning and teaching presence perceived by learners and participation motivation on learning in a distance education. General characteristics of learner are classified as an entrance type, sex, age, new/transfer of distance university learners. Perceived presence is classified with learning presence and teaching presence. Participation motivation on learning is classified with the directivity of activity, goal, and study based on the reason of participating in classes in a distance university. And this research tried out to find the effects of learner's characteristics, perceived presence, and participation motivation on learning satisfaction. The results are as follows. First, there was no meaningful difference of general characteristic on satisfaction. It means sex, age, and entrance type did not have an effect on satisfaction. Second, with the level of presence perceived by learner, satisfaction has meaningful differences. It means that students who had higher learning presence perceived of distance university showed higher satisfaction, and so as in teaching presence perceived on satisfaction. Third, factors effecting satisfaction based on participation motivation on learning differ with types of motivation. There was no meaningful difference of the level of activity directivity study participant on satisfaction, but was a meaningful difference of goal directivity and of study directivity in participation motivation on learning satisfaction. It was the learning presence that had a significant effect on learning satisfaction of adult learning.
The purpose of this study was to analyze whether the type of participation motivation of lifelong education for the elderly influenced in the satisfaction of education and the life-changing. The research objects were 340 the elderly who participated in this program of lifelong education and over 65 years old. The results of this study are as below. Firstly, there was significant difference in the satisfaction of education and life-changing only in the sexuality, education, monthly pocket money and spouse. Secondly, in the satisfaction of education and life-changing, it was shown that the satisfaction of education of the type of education-oriented was higher than that of the type of activity-oriented and felt the life-changing much. Thirdly, the result of regression analysis dependent valuable was the satisfaction of education and independent valuables were the sub-factors of the type of participation valuables was shown that only education-oriented and goal-oriented influenced the positive effects. Fourthly, the result being proved whether there were the effects of life-changing according to the type of participation motivation of education was indicated that only the type of education-oriented and goal-oriented influenced the positive effects.
Journal of Family Resource Management and Policy Review
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v.12
no.1
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pp.91-105
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2008
This study identifies key determinants and types of participation in UCC Services. The research examines the how the major factors in perception of social presence, fun and entertainment, self-expression, arousal, human relations, positive feedback, information sharing, monetary business opportunity, and user friendliness of web structure contribute to participation in UCC Services. The data used in this study were collected by a web-based survey so that 629 internet users were available for analysis. Some of the practical implications of the results are follows. We have categorized that the type of people participating in UCC Services were readers, modifiers, remixers, and creators. Digital consumers directly connected with other consumers by producing their own digital contents. Multiple regression analysis among the creators group was not included due to small sample size. Self expression, fun and joy and the convenience of the web interface showed strong positive significant impacts on the UCC Service participation of all participation types. Information sharing, other's positive reputation and arousal showed a positive significant impact on the modifiers or remixers type groups. Monetary business opportunity and human relations were not significant in any UCC type group.
The Journal of Economics, Marketing and Management
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v.6
no.1
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pp.9-16
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2018
Purpose - Benefit delay type services have a characteristic of benefit delay that does not immediately appear at the time of delivery of service. Due to a characteristic of benefit delay, the customer's participation in the service delivery system is hindered, and the quality of service declines. As a result, customer satisfaction would be reduced. The purpose of this study is to construct an analytical framework to analyze a mechanism that promotes customer participation in benefit delay type services. Research design, data, and Methodology - Existing research has considered only the performance of service companies to enhance the quality of service and customer satisfaction. This study focused on customer participation as a factor affecting the quality of service and customer satisfaction and attempted to construct an analytical framework based on a theoretical perspective of motivational research. Results - By adopting the motivation theory, this research derived three concepts, the possibility of gaining benefits, the emotional experience, and the desire of benefit. And motivation is created when the three factors interact with each other. Conclusions - This paper has constructed an analytical framework for analyzing factors that promote customer participation in the benefit delay service and finally has proposed case study for further research.
The purpose of this study is to investigate the effects of culture and arts activities (experience, type, frequency) and participation motivation on subjective well-being and to investigate the mediating effects of learning motivation. For this study, the subject is limited to adults who are leading consumers of culture and art activities can decide what activity to do. By survey, data from 1,000 respondents are used for analysis after applying proportional sampling based on the proportion of sex and age indicated in the population statistics. Exploratory factor analysis and reliability analysis were conducted based on the collected data using SPSS v.22.0. The results obtained from the empirical analysis are as follows. First, regarding culture and art activities (experience, type, frequency) and subjective well-being, the results are as follows. H1. Those who experienced culture and arts activities have higher subjective well-being than non-experienced ones. H2. Participating in culture and art activity increases subjective well-being more than just spectating culture and art programs. H3. Heavy participants in culture and art activities have higher subjective well-being than lighter participants. These results indicate that culture and art activities are important variables that have a positive effect on subjective well-being. Therefore, participating in culture and art activities may be an appropriate way to enhance subjective well-being because they are life experiences that individuals can experience in their daily lives. Second, H4. internal motivation and external motivation, sub-factors of participation motivation in culture and art activities, have a positive effect on subjective well-being, and amotivation has a negative effect on subjective well-being. Therefore, in order to improve subjective well-being, it is important to strive to lower amotivation and increase internal and external motivation. Third, H5. learning motivation has a partial mediating effect on the relationship between participation motivation in culture and art activities and subjective well-being. This result suggests that culture and art activities and education might be helpful for subjective well-being when they are conducted together since participation motivation in culture.
The purpose of this study are to identify dimensions of leisure motivation of urban housewives. to segment hose wives according to their leisure motivation type and to find out the characteristics of each group. Sample of survey are 574 married women under age 60 living in Seoul. data collected by questionnaire and interview were analyzed through statistical method including factor analysis. ANOVA, Duncan test, MCA and cluster analysis etc. Major finding are as follows; 1) Urban housewives' motivation for leisure activity is composed of self-developmental, relaxatonal, social, family-oriented and imitational dimensions. 2) Main determinants of wives' leisure motivation are their age, education, job, stage in family life cycle. number of family members and household income. Their Sex role personality traits also have effect. 3) The urban housewives' leisure motivation is strongly correlated with their participation in leisure activity. 4) According to the factor scores of each motivation dimensions, subjects can be grouped to 4 typed by use of cluster analysis technique. They were named as Leisure-Indifferent type, Little-Leisure-Seekers. Passive-Leisure-Seekers and Active-Leisure-Seekers. Each of these groups showed different features in socio-demographic factors. different personality traits, and different leisure behavior. For and urban housewife, the most important need for leisure is developing herself. Rest. social life and family are important for leisure, too. Imitation is another reason. Groups with different combination of leisure motivation seem to have different resource and personality. These results have implication for futuer leisure plan for them.
Journal of the Korea Society of Computer and Information
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v.27
no.12
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pp.239-249
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2022
This study attempted to categorize the motivation for participation in leisure sports and analyze the difference in consumer demand for leisure sports wear according to the type. As a result of the analysis, the functionality of the preferred material consisted of movement, comfort, and body temperature maintenance. When purchasing, the factors to consider were extracted such as basic emphasis, emphasis on flaunting, and emphasis on practicality. The improvement requirement was composed of basic function improvement and various function additional factors, and the purchase satisfaction factor was composed of three factors: brand, practicality, design, and functionality. Motives for participation in marine leisure sports were grouped into mania, leisure, and health types. As for the functionality of the preferred material, the mania type and leisure type preferred movement, comfort, and body temperature maintenance functionality over the health type. As for the factors to consider when purchasing, the mania type and leisure type had higher consideration for the factors of basic emphasis, ostentation, and practicality than the health type. In the improvement requirements, both basic function improvement and various function additions had the highest mania type and the lowest health type. In terms of purchase satisfaction factors, practicality and brand were found to have a high leisure type, and functional factors were found to have a high mania type. For the enthusiastic group, it is thought that product development should focus on functionality and additional functions, and health types should be focused on design and utilization.
The purpose of this study was to examine the effect of teaching behaviors perceived by college students' participating in liberal dance classes on learning motivation and continuous participation intention. The main target audience of this research is college students who participate in liberal dance classes in five universities in Seoul and Gyeonggi. By using purposive sampling among non probability sampling, totally 330 papers had been distributed, and 314 questionnaires had been used for practical analysis. The data process was performed by frequency analysis, exploratory factor analysis, confirmatory factor analysis, reliability analysis, structural equation modeling. The results were as follows: First, teaching behaviors perceived by college students' participating in liberal dance classes had a significant effect on learning motivation. Secondly, teaching behaviors perceived by college students' participating in liberal dance classes had a significant effect on continuous participation intention. Lastly, learning motivation perceived by college students' participating in liberal dance classes had a significant effect on continuous participation Intention. Lastly, there was the mediating effect of learning motivation was inspected in the relationship between teaching behaviors perceived by college students' participating in liberal dance classes and continuous participation intention.
The purpose of this study is to investigate the influence of gamification strategies on improving participation and motivation of shared electric scooter users. To this end, this study derived the user type through the first research question of how the shared electric scooter usage behavior and pulse are, and derived user tasks and scenarios. The second research question, a shared electric kickboard app with gamification, was tested by users to see if it helps increase user participation and form motivation. As a result of the analysis, it was found that users were induced to be considerate of other users by using a combination of the motivational, relational, and self-expression strategies of gamification. Second, it was found that the use of motivation, achievement and reward, and reward visualization strategy elements promotes user's voluntary behavior. Third, through relationship, achievement, and reward strategies, users participated to create a positive culture of shared electric scooters, drawing immediate feedback, indicating that convenience has increased. In conclusion, it was found that the user helped to play a positive role in voluntary participation and motivation through the use of the shared electric kickboard service with gamification.
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