• Title/Summary/Keyword: Use Motive

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The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency (개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향)

  • 이경님
    • Journal of the Korean Home Economics Association
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    • v.42 no.4
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

Relationship among information motive and management behavior of using credit card (서울지역 주부의 신용카드에 관한 지식, 사용동기, 관리행동간의 관계)

  • 임정빈;이영호
    • Journal of Families and Better Life
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    • v.10 no.2
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    • pp.245-261
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    • 1992
  • The Purpose of this study is to find out ;Which is the recognition of housewives abut the credit cards as a financial tool\ulcorner by what kind of motive is the use made\ulcorner How important the using credit card in the financed to household\ulcorner For this purpose, a survey was conducted by interview using questionnaire. The data were analyzed by frequency , percentage, arithmetic mean, standard deviation, x2 -test, ANOVA, correlation, multiple regression using SPSS/PC+ linear structural relationship using LISREL VI program. the conclusion deduced through result of data analysis and the discussion are as follows; First, in the respondent housekeeping, monthly average repayment of credit card is about 1/3 of the living expenses. Second, the knowledge of respondents about credit card was low generally Third, respondents use credit card by the motive of circulating money rather tan the motive of convenience. Fourth , generally respondents are not overdue the charge of credit card, but the smaller the cost of living is or the larger the motive of using credit card, the more overdue the charge of credit card. Fifth, as a result of linear structural relationship among the information credit card, motive of use and management behavior, the motive of using credit card effect on the management of credit card more directly than the knowledge of credit card. Sixth, as credit card is spread widely on the future, the information of credit card will be important variable on the personal credit and the management of credit card will be more important in the household financial management.

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A Study on the Style of Textile Pattern Design Comparing Italian Fashion Brand and Its Extension Brand -Focus on Italian Fashion Brand - (기존 및 확장브랜드의 텍스타일 패턴디자인 개발유형 비교 연구 - 이태리 패션브랜드를 중심으로 -)

  • 이은옥
    • The Research Journal of the Costume Culture
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    • v.10 no.2
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    • pp.146-159
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    • 2002
  • This study examines the textile pattern design of Italian fashion brands and their brand extensions by comparing their images. Five Italian fashion brands are chosen and the textile pattern design of their brand extensions, which were presented during the eight collection. Then their design style is compared with the design style of their main brands. The five main brands and their brand extensions are as fellows: Anna Molinari-Blumarine, Dolce & Gabbana-D&G, Girogio Armani-Emporio Armani, Gian Franco Ferre'-GFF, and Prada-MiuMiu. Their color, motive type, motive layout, motive expression, and pattern drawing technique are examined and compared. Results suggest that most brand extensions generally use color, motive type motive layout. and motive expression similar to their main brands. In particular, their pattern drawing technique is a painting style white their main brands use a graphic style. This result suggests that to create and develop new brand extensions, Italian fashion (main brand) firms in general employ color, motive type, motive layout, and motive expression technique similar to main brands, but different drawing technique to differentiate from their main brands. The results of this study suggest that textile pattern design plays an important role in developing new brand extensions and thus should be considered as a crucial part of the product.

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The Impact of SNS Advertising Attribute on Advertising Likeability and Purchase Intention: A Comparison of Difference According to Use Motive and Use Intensity of SNS (SNS 광고속성이 광고호감도와 구매의도에 미치는 영향: SNS 이용동기 및 이용강도에 따른 차이 비교)

  • Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.155-163
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    • 2020
  • This study investigated experimentally how factors of SNS advertising attribute impact on advertising likeability and purchase intention according to use motive and use intensity of SNS. Firstly showing difference according to use motive of SNS, in user of motive to managing human relation, reliability of advertising contents has effect the largest and entertainment of advertising interest has effect also as important factor. In user of motive to sharing interest information, irritation of advertising on using SNS has effect the largest negatively and information of advertising's information offering capability has effect larger as positive factor. Next showing difference according to use intensity of SNS, in user of high intensity, reliability and information of advertising contents has effect larger than other factors. In user of low intensity, irritation of advertising has effect the largest negatively and other factors have effect very small. This results can provide a practical contribution that explains important factors in producing effective SNS advertising according to using behavior characteristics of SNS.

Effect of social media use motive and credibility on social capital (소셜미디어 이용동기와 신뢰성이 사회자본에 미치는 영향)

  • Park, Jin-Woo;Kim, Deok-Jung
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.207-219
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    • 2014
  • The purpose of this study was to investigate the effect of social media use motive and credibility on social capital. In particular, it explored the motivations for the use of most influential SNS in Korea, Facebook. The result of analysis showed that the use motive, information exchange and making relationship, influenced significantly on social capital. Second, the credibility of social media influenced significantly on social capital(bonding social capital and bridging capital).

Motive of Revolving Credit in the Use of Credit Card and Financial Management (신용카드의 자금융통성 사용목적과 가계관리)

  • 이영호;임정빈
    • Journal of Family Resource Management and Policy Review
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    • v.1 no.1
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    • pp.131-140
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    • 1997
  • The Purpose of this study were to examine the relationship between the motive of revolving credit card in the use of credit and financial management. The Samples were composed of 239 housewives in Seoul. The data were analized using frequency, percentages, and multiple regression. The major findings are summarized of follows : 1) Two-thirds of repondents used credit card over optimum standards. 2) Although the level of the motive of revolving credit in the use of credit card was not high, it was negative to financial management in the case of low-income household. 3) The contents of consumer education has to provide according to a different income class.

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An Analysis on the Educational Effects of Cornell-note method in Teaching Elementary Mathematics (코넬식 수학노트 활용 수업의 교육 효과 분석)

  • Won, Hyo-Heon;Son, Young-Jong
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.1
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    • pp.233-245
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    • 2013
  • The purpose of this study is to analyse the effects on the academic achievement and learning motive in mathematics class by use of Cornell-note method at an elementary school. Thus, Cornell-mathematic note is designed for the experiment in order to recognize the effects how the Cornell-note influences students' mathematics academic achievement and learning motive. This experiment was carried out for 13 weeks and the target was 28 students. The group was consisted of 6rd grade students in elementary school located in Busan. To see the effects of Cornell-note method after experiment, post-test was carried out about mathematics academic achievement and learning motive. The results of this study are as follows: There was meaningful difference before and after test about mathematics academic achievement and learning motive. The academic achievement and learning motive in mathematics were improved after Cornell-note applied. Improvement of learning motive caused progress of academic achievement in mathematics class. The Cornell-note way is not appropriate, however, to reinforce mathematical communication ability and to attract students' interest. Therefore, systematic symbol is necessary and consider about adoption of story-telling way.

An Integrated Model for the YouTube 'Mukbang' Content use Motivation and Continuous Use Intention: Focusing on Uses and Gratifications Approach and Technology Acceptance Model (유튜브 '먹방' 콘텐츠 이용 동기와 지속이용의도 통합모델: 이용과 충족접근, 기술수용모델을 중심으로)

  • Gweon, Oh-Cheon
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.413-425
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    • 2021
  • This study examines the motivation for using YouTube 'mukbang' content by integrating the use and satisfaction approach and the technology acceptance model, and identified the determinants that affect the continuous use intention. A survey was conducted on 358 YouTube 'mukbang' content users, and major results were derived through exploratory/confirmatory factor analysis and path analysis using the SPSS 21.0 program and the AMOS 21.0 program. The main results are presented as follows. First, information seeking motive, stress relief motive, and time spending motive had a positive effect on perceived usefulness, and information seeking motive and time spending motive had a positive effect on perceived ease of use. Second, information seeking motivation, stress relief motivation, and time spending motivate had a positive effect on perceived enjoyment and perceived novelty. Third, perceived enjoyment did not have a significant effect on perceived usefulness. Fourth, both perceived enjoyment and perceived novelty had a positive effect on continuous use intention. Fifth, perceived ease of use had a positive effect on perceived usefulness, and perceived ease of use and perceived usefulness had a positive effect on continuous use intention. This study will have academic significance in that it elaborates a model that can identify the continuous use of YouTube 'mukbang' content by integrating the uses and gratifications approach, and technology acceptance model. Future follow-up studies should contribute to the refinement of models related to the determinants of the intention to continue using YouTube's 'mukbang' content through an attempt to integrate various models.

A Study on the Effect of TikTok Motivation on Users Stickiness (TikTok 이용동기가 사용자 밀착도에 미치는 영향)

  • Wang, Zi-Xuan;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.217-226
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    • 2021
  • Based on the theory of use and satisfaction, this study investigated the strength of TikTok usage motives (entertainment, information-seeking, interaction, self-expression, and escape) and the effect of each motive on users' adherence (frequency of use, time of use). investigated. After conducting a survey on TikTok Chinese users and removing insincere answers, 101 survey results were analyzed. The analysis results are as follows: First, the intensity of motivation for using TikTok was in the following order: entertainment-seeking, information-seeking, interaction, self-expression, and escape. Among them, the motives of pursuit of entertainment and escape were higher in females than in males. And the motives of pursuit of entertainment and escape were higher in the case of women than in the case of men. Second, as a result of analyzing the effect on user adhesion, the influence of the users' entertainment pursuit motive, interaction motive, and escape motive was significant for the frequency of use, and the influence of interaction was high. Third, the influence of entertainment-seeking motives and escape motives was found to be significant for use time. This means that users often use TikTok for entertainment, interaction, and escapism, and longer TikTok usage time for entertainment or escapism.

무늬의 크기 , 배열, 명도대비에 따른 시각적 효과에 관한 연구 -격자무늬와 물방울무늬를 중심으로-

  • 최은영
    • Journal of the Korean Society of Costume
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    • v.24
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    • pp.193-203
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    • 1995
  • The objective of this research was to study the optical illusion effect and the difference of image of textile pattern design. This research also tried to show the more useful method to make stimulus by computer simulation and to present quantitative data. For the experiment, 3 design variable were selected from design principal book as follows : size, arrangement and value harmony of motive. Size of motive variable was divided into 3 level so by use of check & dot pattern, arrangement of motive variable was manipulated to vias direction for check pattern and value harmony between motive & base color was classified into similar value harmony and contrasting value harmony. Visual stimuli which same model was wearing each design were created by ENVISION program. This photographs were given to evaluating panels, Then panels compared experiment design by slim effect and evaluated for 5-sementic differential scale expressing clothing image. The results were as follows : 1) There were significant difference is slim effect, clothing image as simplicity and boldness according to size of Motive. 2) Arrangement of motive for check pattern had significant effects on slim , clothing images as activity and attractiveness. 3) Case of low value base color and high value dot color has significant high score on slim effect, activity, attractiveness, boldness and youthful image.

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