• Title/Summary/Keyword: cognitive desire

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The Effect of Advertising Content Creativity on Desire to Postpone Cognitive Closure and Ad Attitude - Focusing on the Mediating Effect of Disfluency (광고 콘텐츠의 창의성이 인지종결 지연욕구와 광고태도에 미치는 영향 - 비유창성의 매개효과를 중심으로)

  • Park, Hyunjung;Yoo, Seung-Chul
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.339-356
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    • 2017
  • So far, there have been studies to verify the effectiveness of creative advertising contents, but there have been few studies explaining why creative advertisement contents are effective in consumer cognitive processes. The purpose of this study is to examine the effect of creativity of ad contents on desire to postpone cognitive closure and ad attitude. Furthermore, the cause of the advertising effect of the creative advertisement contents was set as disfluency and the relationship between the related variables was verified. Research has shown that creative advertising does not directly produce positive advertising attitudes, but it also forms ad attitudes through mediating effects of disfluency. In addition, it was found that disfluency mediated the desire to postpone cognitive closure in creative advertising. In summary, this study finds that the disfluency of advertising is an important variable for enhancing the advertising effect of creative advertisement. This study verified the advertising effect of creative advertisement by connecting it with consumers' cognitive variables.

Cognitive Emotional Schema Analysis through Characters' Network in Shakespeare in Love : The Writing Process of Romeo and Juliet and the Subject of Desire (<셰익스피어 인 러브> 인물 관계망을 통한 인지 감성 분석: 『로미오와 줄리엣』의 창작 및 욕망의 주체)

  • Park, Eun Jung;Sohn, Kirak
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.425-435
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    • 2016
  • This paper has the aim to track down the viewers' cognitive emotion of how they are interacting with the story of Shakespeare in Love. Human minds have cognitive and emotional flows while plots, characters, and action-ideas are intertwined in the story of the film. This paper especially focused on the analysis of characters' networks with four statistical data pictures in order to schematize the storytelling architecture on how and why Shakespeare has strongly motivated to write a great star-crossed love play, Romeo and Juliet in his very young age. This paper examines that Shakespeare's subject of desire is to accomplish both a true love and a sincere play which can make the nature of love true. The desire of subject is always slipped aside into scattering with "object a." In the film of Shakespeare in Love, the "object a" is a writing process and has a product of Romeo and Juliet as well.

Consumers' Overconfidence Biases in Relation to Social Exclusion

  • HAN, Woong-Hee
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.7
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    • pp.303-308
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    • 2020
  • Unlike previous studies of overconfidence bias that have been looking for causes of overconfidence bias in human cognitive error or in the desire to view oneself positively, this study presents the cognitive narrowing resulting from the social exclusion experience as the condition of overconfidence bias and investigates the mechanism of cognitive narrowing to overcome the negative emotions from social exclusion, and how overconfidence bias occur due to cognitive narrowing. Current study was performed with 94 undergraduate students. Participants were randomly assigned to social exclusion experience group or non-experience group. We analyzed how the degree of bias of overconfidence differs according to the social exclusion experience. The degree of overconfidence bias of the social exclusion experience group was higher than that of the non-experience group, and the difference was statistically significant. This study extends the concepts of escaping theory and cognitive narrowing to human cognitive bias and confirmed that social exclusion experience increased cognitive narrowing and overconfidence bias. Implications of this research and future research directions were discussed.

Cognitive behavioral therapy for college students with smartphone addiction

  • Kim, Deokju
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.29-39
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    • 2021
  • Cognitive behavioral therapy (CBT) is effective for people with an addiction tendency. This study aims to implement a CBT program for college students at high risk of smartphone addiction and investigate the impact of the program on their desire to use a smartphone, depression, impulsivity, and anxiety. Baseline/post-intervention evaluation and the ABA' single-case experimental design were used. The study consisted of the baseline phase (A), pre-evaluation, intervention phase (B), post-evaluation, and baseline phase (A'). Six participants were enrolled, and the main outcome variables were daily changes in the desire to use a smartphone and changes in depression, impulsivity, and anxiety after the program. Prior to the intervention, all six participants had mild to moderate depression, but after the intervention, three were normal, two had mild depression, and only one had moderate depression. Impulsivity and anxiety scores decreased after the intervention, with anxiety scores showing the most dramatic change. The percentage of non-overlapping data for the baseline phase (A)-intervention phase (B) was more than 75% and that for baseline phase (A)-baseline phase (A') was 100% for all 6 participants. This study presented a good protocol for people with low access to psychological therapy. We expect the findings will be highly useful for people suffering from psychological difficulties due to smartphone addiction.

The Research focusing on the Goal-directed Behavior of Duty Free Shop Users (면세점 이용객들의 목표지향적 행동에 관한 연구)

  • Choi, Yu-Jin;Park, Jin-Woo
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.23 no.4
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    • pp.73-81
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    • 2015
  • The purpose of this study is to explore structural relationship between cognitive factors and emotional factors in predicting behavioral intention of duty-free users. This study conducted questionnaire survey on 246 users of duty-free shops and analyzed it by using structural equation. As the result of the study, attitude was significantly associated with both desire and behavioral intention. Subjective norm had a significant impact on desire, but had no significant imfact on behavioral intention. Whereas perceived behavioral control did not have a significant influence on desire and intention. Desire, which plays mediating role as a major variable in goal-directed behavioral model, turned out to not only have significant impact on behavioral intention but has the strongest effect as well. This study has its academic meaning in that it explored factors which have effect on decision-making process of duty-free users focusing on goal-oriented behavioral model, which is one of integrated psychological models. In practical terms, this study can be used as a basic material for corporations to establish goals in domestic duty-free shops.

Relations Between Mothers' and Preschoolers' Use of Mental State Terms During Pretend Play and Preschoolers' Mental State Terms in Hypothetical Narratives (가상놀이에서 어머니와 유아가 사용하는 마음상태 용어와 가상적 내러티브에서 유아가 사용하는 마음상태 용어 간 관계)

  • Shin, Nana;Kim, Soyoung
    • Korean Journal of Child Studies
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    • v.37 no.2
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    • pp.127-142
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    • 2016
  • Objective: This research examined mothers' and preschoolers' uses of mental state terms during pretend play and linked such use to children's independent mental state terms used in hypothetical narratives. Methods: Fifty four-year-olds and their mothers were engaged in pretend play and the preschoolers were asked to provide hypothetical narratives. Mothers' and preschoolers' mental state terms were analyzed in terms of types and frequencies. Results: During pretend play, the mothers and preschoolers used desire state terms most variously and frequently, followed by cognitive and emotion state terms. In the hypothetical narratives, the preschoolers used desire state terms most variously and frequently; however they talked about emotion state terms more variously and cognitive state terms more frequently. In addition, the mothers' mental state terms were correlated with the preschoolers' mental state terms during the pretend play, and the mothers' and preschoolers' uses of mental state terms during pretend play were related to the preschoolers' mental state terms in hypothetical narratives. Conclusion: Findings from this study highlight that, during the preschool period, a mothers' mental state language might foster her child's understanding of mental states in himself/herself and in others.

Evaluation of the MBTI Popularity in South Korea -- An Analysis Based on Media Coverage

  • Wanting Jiang
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.26-33
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    • 2024
  • With the start of COVID-19 in 2020, the MBTI test became popular among Korean young generation and then developed into a nationwide hot topic. This paper aims to investigate the characteristics of the MBTI popularity in Korea and the public opinions toward this phenomenon. With the analysis of the reports contents, 231 news reports related to MBTI were selected from KINDS (Korea Integrated News Database System) as research samples. The general attitude of the media towards MBTI tests and the reasons for the formation of positive and negative evaluations will be discussed from three perspectives: media attention, media attitudes and cognitive sources. The research finds that the increasing interest in MBTI among the younger generation in Korea is driven by a post-epidemic desire for self-exploration, emotional planning, and online group affiliation. MBTI has gained quasi-scientific status, similar to horoscopes, influenced by celebrities and a substantial fan base in online communication. While widely used for entertainment and social currency, there are concerns that extensive labeling may unconsciously impact individuals' self-perception and hinder the development of a holistic and objective cognitive framework.

The Decision Making Process of Unplanned Purchases of Clothing Based on Need Recognition and Cognitive Efforts (욕구인식과 인지적 노력에 근거한 의류상품 비계획구매 의사결정과정)

  • Jin, Hyun-Jeong;Rhee, Eun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.10
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    • pp.1601-1610
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    • 2009
  • Unplanned purchase is an unexpected buying behavior affected by product or marketing stimuli. Unplanned purchase does not follow the order of the rational decision making process. Through an in-depth interview, this study classified the types of unplanned purchase of clothing and examined the decision-making processes. The results (according to the need recognition level of consumers prior to stimuli) show three types of unplanned purchase of clothing products that are classified as: the need-manifesting type, the need-embodying type, and the need-reminding type. In addition, each type is reclassified into the high-cognition type and the low-cognition type according to the cognitive effort level of consumers during the purchase decision-making process. The need-manifesting type recognized a buying need after exposure to stimuli and then engaged in unplanned purchases. The need-embodying type recognized a problem, but the purchase intention was not concrete. The need-reminding type recognized a desire to buy clothing products, but temporarily forgot it, and then later remembered the problem recognition from the past after experiencing the stimuli.

User's Emotion Modeling on Dynamic Narrative Structure : towards of Film and Game (동적 내러티브 구조에 대한 사용자 감정모델링 : 영화와 게임을 중심으로)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • This paper is a basic study for making a system that can predict the success and failure of entertainment contents at the initial stage of production. It proposes the user's emotion modeling of dynamic narrative on entertainment contents. To make this possible, 1) dynamic narrative emotion model is proposed based on theoretical research of narrative structure and cognitive emotion model. 2) configuring the emotion types and emotion value, proposed model of three emotion parameter(desire, expectation, emotion type) are derived. 3)To measure user's emotion in each story event of dynamic narrative, cognitive behavior and description of user(film, game) is established. The earlier studies on the user research of conceptual, analytic approach is aimed of predicting on review of the media and user's attitude, and consequently these results is delineated purely descriptive. In contrast, this paper is proposed the method of user's emotion modeling on dynamic narrative. It would be able to contributed to the emotional evaluation of entertainment contents using specific information.

Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.