• 제목/요약/키워드: attitude context

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모바일 게임 브랜디드 광고의 맥락일치성, 지각된 광고침입성, 광고오락성이 광고효과에 미치는 영향: 중국 이용자를 중심으로 (The Impact of Context Congruity, Perceived Advertising Intrusiveness, and Entertainment on Advertising Effect of Branded Advertisement for Mobile Games: Focusing on Chinese Users)

  • 배신양;장병희
    • 한국콘텐츠학회논문지
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    • 제21권11호
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    • pp.478-489
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    • 2021
  • 현재 모바일 게임 산업은 상승세를 보이고 있으며 주요 산업 중 하나이다. 최근 모바일 게임 중 광고는 기존 광고와 달리 브랜디드 광고를 지향한다. 본 연구에서는 모바일 게임 환경 하에 브랜디드 광고 속성의 효과에 대한 분석을 진행하였다. 맥락일치성, 지각된 광고침입성, 오락성이 광고태도, 브랜드태도, 구매의도에 미치는 영향을 중국 모바일 게임 10~20대 이용자를 대상으로 검증하였다. PLS-SEM 기법으로 분석한 결과, 맥락일치성, 오락성이 광고태도에 유의미한 영향을 미치고 브랜드태도에는 유의미한 영향을 미치지 않았다. 지각된 광고침입성은 광고태도와 브랜드태도에 모두 유의미한 영향을 미치지 않았다. 광고태도는 브랜드태도를 거쳐 구매의도에 유의미한 영향을 미쳤다. 마지막으로 연구 결과를 바탕으로 모바일 게임 브랜디드 광고의 효과를 논의하고 효과적인 브랜디드 광고 전략 방안을 제시하였다.

A Denotational Analysis of Anaphora in Attitude Contexts

  • Yeom, Jae-Il
    • 한국언어정보학회지:언어와정보
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    • 제8권2호
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    • pp.47-72
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    • 2004
  • In general, it is assumed that a pronoun refers to the same individual as the referent of its antecedent. However, when a pronoun and its antecedent are in different information or belief states, the two may not refer to the same individual. Then a question arises what a pronoun refers to. In this paper, two cases are considered. When a pronoun occurs in an attitude context, one case is where its antecedent occurs in a belief context, and the other is where the antecedent occurs in the main context. I propose that a pronoun refers to an individual concept which links two different subjects in two different contexts, and that the selection of a proper individual concept is restricted by the discourse. So a pronoun can be used felicitously only when there is a unique individual concept supported by the individual concept introduced by the discourse and which can link two subjects in two different contexts.

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What Do Our Students and Teachers Believe about Grammar in EFL Context?

  • Suh, Jae-Suk
    • 영어어문교육
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    • 제10권1호
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    • pp.23-52
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    • 2004
  • This paper investigated students' and teachers' attitudes toward L2 grammar in EFL learning context. In a study in which attitude was viewed as consisting of three different components such as cognitive, affective, and behavioral, questionnaire developed on the basis of such a view of attitude was used as a data collection method. The results of the study indicated that in general, both students and teachers were similar to each other in their attitude toward L2 grammar. Among the findings, most important, two groups were shown to fully understand the important role of grammar in L2 learning. Another finding was that despite the 6th national curriculum for English education, our English class was still dominated by grammar-centered instruction. Also it was shown that the way teachers had been taught L2 grammar had a considerable effect on the way they would instruct it in their future classes. Based on these findings, some suggestions were offered for effective grammar pedagogy in EFL context.

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시니어 소비자의 모바일 디지털정보 활용의 결정 요인: 2차적 디지털 격차를 중심으로 (Determinants of Mobile Digital Information Usage among Senior Consumers: Focusing on secondary digital divide)

  • 김효정;이진명
    • Human Ecology Research
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    • 제56권6호
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    • pp.493-506
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    • 2018
  • This study analyzes factors that determine the usage of digital information by senior consumers in the mobile environment. Senior consumers are alienated from digital information in South Korea; therefore, there have been increasing attempts to resolve this digital divide and reduce the digital information usage gap between young adults and senior consumers. The study used panel data from the National Information Society Agency (2017); there were 1,463 participants, aged 50-79 years. SPSS 19.0 was used to conduct the statistical analyses for frequency, factor analysis, Cronbach' ${\alpha}$ analysis, descriptive analysis and hierarchical multiple-regression analysis. The results are as follows. First, negative attitude toward information society negatively influenced the mobile digital information usage in diversity context. Second, average monthly income, degree of digital device usage motivation, positive attitude toward digital device usage, digital literacy of PC & Mobile, and family support positively influenced the mobile digital information usage in diversity context. Third, negative attitudes toward information society negatively influenced the mobile digital information usage in quality context. Forth, average monthly income, degree of digital device usage motivation, positive attitude toward digital device usage, digital literacy of PC & mobile, and family support positively influenced the mobile digital information usage in quality context. The study results can help further understand mobile usage behaviors among senior citizens and the implications on their quality of life in the digital information era.

인터넷 기사의 맥락과 주목도가 광고태도와 기업이미지에 미치는 효과 (Internet article's context and attention effects of the attitude toward advertising and corporate image)

  • 김은희;유승엽
    • 디지털융복합연구
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    • 제10권4호
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    • pp.129-136
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    • 2012
  • 본 연구는 기업의 사회공헌활동에 관한 인터넷 기사의 맥락을 활용한 기업광고 전략을 제시하고자 하였다. 이를 위해 인터넷 기사맥락을 긍정과 부정으로 구분하고, 인터넷 기사의 주목도를 고/저 집단으로 구분한 후 광고태도와 기업이미지에 미치는 상호작용 효과를 검증하였다. 연구결과 첫째, 인터넷 기사의 주목도가 낮은 조건에서, 긍정 맥락이 부정맥락보다 회상율이 높게 나타났다. 둘째, 인터넷 기사의 맥락과 주목도에 따른 광고태도는 상호작용효과가 나타났다. 셋째, 인터넷 기사의 맥락과 주목도에 따른 기업이미지는 상호작용효과가 나타났다. 끝으로 인터넷 기사의 맥락과 주목도에 따른 기업경영 경쟁력은 상호작용효과가 나타났다. 따라서 인터넷 기사의 맥락과 주목도 수준에 따른 광고의 맥락효과를 확인함으로써 소비자의 광고 인지도와 호의적인 기업광고태도 그리고 기업이미지의 향상과 기업경영의 경쟁력 제고에 효과적인 전략방안이 될 수 있음을 시사한다.

Influences of Motivations on Interactivity in the Live Streaming Commerce

  • KIM, Juran
    • 산경연구논집
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    • 제12권10호
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    • pp.43-57
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    • 2021
  • Purpose: This study focuses how motivations influence interactivity in the live streaming commerce context. Live streaming commerce involves the provision of e-commerce activities and transactions via a live streaming platform that offers real-time interaction, entertainment, social activities, and commerce. The purpose of study is to examine effects of motivations on perceived interactivity and the effects of perceived interactivity on attitude and intention to use the live streaming commerce. Research design, data and methodology: The study investigates key questions about consumers' motivation to use live streaming commerce and perceived interactivity by surveying 300 users of live commerce. Participants were asked whether they were live streaming commerce users who had experienced live streaming commerce before participating in the survey. The full survey required live streaming commerce users to respond to all the questions. Results: The study uncovered motivations for using live streaming commerce by finding information, entertainment, pass time, fashion/status and real time and perceived interactivity in the live streaming commerce. The results indicated motivation to use live streaming commerce positively influenced perceived interactivity. Perceived interactivity had positive effects on attitude toward brand. Attitude toward brand had positive effects on intention to use. Conclusions: Live streaming commerce is getting increasing attention from marketers because live streaming commerce has seamlessly integrated commerce, social activities, and hedonic factors. This study clarifies motivations and perceived interactivity in the live streaming commerce context. The study uncovers the relationships between motivations, perceived interactivity, attitude, and intention to use that contributes to the theoretical foundation and practical implications for marketing and management in the live streaming commerce context. Specifically, the study develops the theoretical contributions to perceived interactivity in the in the live streaming commerce context. The results also contribute to the practical implications for new marketing strategies that provides dynamic real-time interaction, exact information, and social and hedonic factors to attract consumers to indulge in the consumption processes. Marketing practitioners will obtain insights that can help them develop and manage brand strategies by understanding the influence of motivation and perceived interactivity in the live commerce context, which offers opportunities for contactless marketing and management.

광고 태도와 브랜드 인지가 브랜드 태도에 미치는 상대적 영향력에 관한 연구 -직접비교 광고, 간접비교 광고와 일반광고의 비교- (Relative Influence of Ad Attitude and Brand Cognition On the Brand Attitude - Focused On Direct Comparative, Indirect Comparative, and Noncomparative Ad -)

  • 김성재;유명길
    • 한국콘텐츠학회논문지
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    • 제9권8호
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    • pp.341-349
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    • 2009
  • 본 연구에서는 직접비교 광고와 간접비교 광고 그리고 일반광고와 비교하여 브랜드 태도 형성에 영향을 미치는 감정적(광고 태도), 인지적(브랜드 인지) 변수의 상대적 영향력을 측정하였다. 분석결과 직접비교 광고에서는 브랜드 인지가 브랜드 태도에 미치는 영향력이 광고 태도가 브랜드 태도에 미치는 영향력에 비해 훨씬 큰 것으로 나타났다. 간접비교 광고에서도 마찬가지로 브랜드 인지가 광고 태도에 비해 브랜드 태도에 더욱 큰 영향을 미치는 것으로 나타났으나, 직접비교 광고에 비해 그 차이가 상대적으로 작게 나타났다. 반면 일반광고에서는 광고 태도의 영향력이 브랜드 인지에 비해 더욱 큰 것으로 나타났다. 이번 연구를 통해 직접비교 광고뿐만 아니리 간접비교 광고에서도 소비자들이 인지적 노력을 통해 태도가 형성됨을 알 수 있었다. 따라서 그동안 국내 기업들이 상대적으로 꺼려왔던 직접비교 광고가 간접비교 광고에 비해 오히려 더욱 효과적일 수 있을 것으로 기대된다.

정치광고에서 광고 태도와 후보자 인지가 후보자 태도에 미치는 상대적 영향력에 관한 연구 -직접비교 광고, 간접비교 광고와 일반광고의 비교- (The Relative Influence of Political Ad Attitude and Candidate Cognition On the Candidate Attitude - Focused On Direct Comparative, Indirect Comparative, and Noncomparative Ad -)

  • 문재학
    • 경영과정보연구
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    • 제32권5호
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    • pp.101-117
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    • 2013
  • 본 연구에서는 정치광고에서의 직접비교 광고와 간접비교, 그리고 일반광고를 중심으로 후보자 태도 형성에 영향을 미치는 광고 태도와 후보자 인지의 상대적 영향력을 측정하였다. 분석결과, 직접비교 광고에서는 후보자 인지가 후보자 태도에 미치는 영향력이 광고 태도가 후보자 태도에 미치는 영향력에 비해 훨씬 큰 것으로 나타났다. 간접비교 광고의 경우, 후보자 인지가 광고 태도에 비해 후보자 태도에 더욱 큰 영향을 미치고 있으나, 직접비교 광고에 비해 그 차이가 상대적으로 작게 나타났다. 한편, 일반광고에서는 광고 태도의 영향력이 후보자 인지에 비해 더욱 큰 것으로 조사되었다. 본 연구의 결과는 그동안 상업 광고를 대상으로 수행된 이중처리태도모델을 정치광고에 적용시켜 분석했다는 점에서 의의가 있다. 즉 직접비교 정치광고 뿐만 아니라 간접비교 정치광고에서도 유권자들이 인지적 노력을 통해 후보자에 대한 태도가 형성됨을 알 수 있었다.

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UGC as a New Digital Promotion in the Metaverse Context

  • Huimin XU
    • 산경연구논집
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    • 제14권10호
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    • pp.11-22
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    • 2023
  • Purpose: This study aims to investigate how brand-related user-generated content (UGC) influences consumers' brand attitude and behavioral intention in the context of the Metaverse, and the mediating role of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. Research design, data and methodology: The study was conducted using a survey with 239 questionnaires from frequent social media users in China and hypothesis testing through AMOS 26.0 structural equation modeling. Results: The findings suggest that (1) brand-related UGC positively influences brand attitude and behavioral intention through virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. (2) The study identified the fully-mediated effects of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising in the impact of brand-related UGC on brand attitude and behavioral intention. (3) The mediating pathway with the most significant impact on behavioral intention was the virtual brand experience and attitude toward the advertising, followed by the effect of the virtual brand experience, perceived information usefulness, and perceived interactivity on brand attitude. Conclusions: This study presents UGC as a new type of digital promotion that can positively impact the effectiveness of brand advertising in the Metaverse.

Major Predictors of User's Continuance Intention to Provide information: In the Context of Online Community and Social Media

  • Kang, Jae-Jung;Kim, Yoo-Jung
    • 한국컴퓨터정보학회논문지
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    • 제21권2호
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    • pp.113-122
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    • 2016
  • This study investigates how anticipated value(attainment value, intrinsic value, utility value, and reward value) and self-efficacy in providing information have an influence on continuance intention to provide information in the context of online community or social media. We propose a conceptual model for examining the framework for the effect of anticipated value on attitude toward providing information, and the effect of attitude toward providing information and self-efficacy in providing information on continuance intention to provide information. Proposed research model is empirically assessed using the survey data obtained from 221 respondents in Korea. Results show that attainment value and intrinsic value have a significant impact on attitude toward providing information, whereas utility value and reward value are found to be insignificant. In addition, attitude toward providing information and self-efficacy in providing information are positively and significantly related to continuance intention to provide information.