• Title/Summary/Keyword: enjoyment methods

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The Service Quality Perception, Purchase Satisfaction, Recommendation Intention, and Switching Intention of Fashion Consumers according to the Types of Internet Shopping Malls (인터넷 쇼핑몰 유형별 패션 소비자의 서비스 품질 지각, 구매만족도, 추천의도 및 전환의도에 관한 연구)

  • Lee, Eun-Jin;Kim, Jong-Ouk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.8
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    • pp.890-905
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    • 2011
  • This study investigated service quality perception, purchase satisfaction, recommendation intention, and switching intention of fashion consumers according to the types of internet shopping malls. The survey was conducted from February 7 to 21 in 2011, and 294 responses were used in the data analysis. The statistical analysis methods were frequency analysis, factor analysis, reliability analysis, ANOVA, and regression analysis. The result of the service quality perception of internet fashion consumers was classified by site characteristics, reliability, enjoyment, product diversity, responsibility, security, and order convenience. There were significant differences in the site characteristics, reliability, enjoyment, responsibility, and security of service quality perception by the types of internet shopping malls. In addition, the factors of service quality perception that could affect the purchase satisfaction of fashion consumers showed differently according to the types of internet shopping malls. The purchase satisfaction of fashion consumers influenced the recommendation intention in all types of internet shopping malls and the purchase satisfaction influenced the switching intention in fashion specialized internet shopping malls.

Design of Services for Improving the Quality of Care of Hospitalized Children with Acute Diseases (급성 질환으로 입원한 아동의 간호의 질 향상을 위한 서비스 디자인)

  • Koo, Hyun Young;Yi, Kyungmin;Gu, Young Eun
    • Child Health Nursing Research
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    • v.25 no.4
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    • pp.528-540
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    • 2019
  • Purpose: This study was conducted to design services for improving the quality of care of hospitalized children with acute diseases. Methods: The service design process had four phases: discovery, definition, development, and delivery. The participants were 23 mothers of hospitalized children with an acute disease, and seven nurses and three doctors working at a pediatric hospital. Data were collected through self-report questionnaires, in-depth interviews, and observations. The data were analyzed using content analysis and descriptive statistics. Results: The participants reported needs for explanations about the treatment, skillful nursing, and environmental improvements. The concept of the services was familiarity and enjoyment, aimed at solving the problems of unfamiliarity and boredom. A six-guideline was presented for improving the quality of care of hospitalized children with acute diseases: improvement of awareness, development of educational materials, improvement of skills, environmental improvements, play activities, and evaluations of user satisfaction. Conclusion: These findings indicate that nursing services should deliver familiarity and enjoyment to hospitalized children and their families. The findings of this study emphasize that the service design methodology can be used to improve the quality of care of hospitalized children with acute diseases.

The Adoption of Using Mobile Payment During COVID-19 Pandemic: An Empirical Study in Vietnam

  • NGUYEN, Man The
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.11
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    • pp.253-264
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    • 2021
  • The COVID-19 pandemic has imposed a number of restrictions on the lives of people and services, forcing them to adopt a "New Normal" way of living. Contactless technologies provide a mechanism to reduce the risk of infection, encouraging people to use touchless payment methods. The aim of this study is to develop an integrated framework based on the Health Belief Model and the Unified Theory of Acceptance and Use of Technology to justify the use of mobile payment during the COVID-19 pandemic in Vietnam. Based on a survey of 434 samples, the proposed conceptual model was empirically justified using structural equation modeling (SEM). This study found that performance expectancy, effort expectancy, enjoyment, perceived severity, and perceived susceptibility significantly and positively influenced behavioral intention of using contactless payment technologies. In addition, this study discovered that effort expectancy, perceived severity, and perceived susceptibility all have a positive impact on performance expectancy, while enjoyment triggered users' effort expectancy. By adding novel insights into the literature on the acceptance of technology during the pandemic, this study makes a major contribution to justifying how contactless payment technologies can reduce the risk of getting infected by COVID-19.

Development of Safety Training Delivery Method Using 3D Simulation Technology for Construction Worker (건설현장 작업자를 위한 3차원 시뮬레이션 바탕의 안전 교육전달 매체 개발)

  • Ahn, Sungjin;Park, Young Jun;Park, Tae-Hwan;Kim, Tae-Hui
    • Journal of the Korea Institute of Building Construction
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    • v.15 no.6
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    • pp.621-629
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    • 2015
  • Construction worker safety and safety training continue to be main issues in the construction industry. In order to promote safety awareness among workers, it is imperative to develop a more effective and efficient safety training. This study compared two methods in construction worker safety training: 1) a conventional lecture and 2) 3D simulation through Building Information Modeling. Both training methods included the same contents, a selection of safety standard and guide suggested by Occupational Safety and Health Agency and the Korea Occupational Safety and Health Agency; the contents were then produced into two types of training methods. A survey was conducted targeting on safety managers, in which the managers evaluated lifelikeness, active learning and enjoyment that each of training methods can promote. The results of the survey showed that innovative method using 3D simulation was more effective than conventional lecture method in terms of its lifelikeness, active learning and enjoyment. This study will provide implications that innovative method using the virtual reality is more effective than conventional lecture method.

Study on the Production Process of Performance Arts Visualization Projects: Focused on a Case Analysis of NT Live Cinema Broadcasts (공연예술 영상화 제작과정 연구:NT Live 시네마 브로드캐스트 사례분석을 중심으로)

  • Park, Jin-Won;Kim, Ga-eun
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.45-58
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    • 2021
  • This study aims to select representative performance art visualization projects that react to changes in the culture enjoyment methods and needs of contemporary performance art consumers for performance art culture value creation and vitalization that suit the Fourth Industry and a global age, verify new cultural value creation possibilities of performance projects, and look into important matters and keynotes of production processes. Focusing on the report 'NT Live-Digital broadcast of theatre Learning from the pilot season'(2011), a thorough analysis was conducted on the Royal National Theatre of England, a leading model of cinema broadcast performance visualization projects, including the purpose, production processes (copyright agreements, personnel compositions, filming and broadcasting), marketing methods, and audiences of its "NT Live" project and observations were made of production processes and cultural and artistic values that differ from existing performance art to examine administrative and financial keynotes for the sustainability of performance visualization projects. Through this, possibilities of source creations with artistic, cultural, and economic values that cinema broadcast (live performance broadcast) performance viewing methods have as a new form of performance art products can be verified. In addition, the development of various performance approaches that respond to the culture enjoyment methods and consumption patterns of audiences will result in the vitalization of performing arts visualization projects through the enhancement of popular appeal and the expansion of audience types of the performing arts field.

Determinants of Customer Loyalty in the Context of Online Shopping: A Comparative Analysis of Internet Shopping and Mobile Shopping (온라인 쇼핑 상황에서 고객충성도의 결정요인: 인터넷 쇼핑과 모바일 쇼핑의 비교 분석)

  • Koh, Joon;Choi, Sujeong;An, Baicheng
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.486-500
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    • 2015
  • This study focuses on customer loyalty that explains how firms can maintain long-term relationship with customers, in the internet shopping and mobile shopping contexts. Specifically, this study examines the key determinants of customer loyalty from two perspectives: service quality and shopping value. Concerning service quality, previous studies have long argued that it is a starting point of building customer loyalty. Shopping value is a key variable in capturing consumers' shopping motives. In this study, we consider two types of shopping value: usefulness as utilitarian value and enjoyment as hedonic value. Moreover, this study examines whether the effects of service quality and shopping value on customer loyalty differ depending on internet and mobile shopping groups. To test the proposed hypotheses, we conducted multiple linear regression analysis and chow test with a total of 199 data collected on users who have experience in internet shopping and mobile shopping. The key findings are as follows: First, in the internet shopping group, customer loyalty depends on service quality (responsiveness and empathy) and usefulness, whereas in the mobile shopping, it only depends on enjoyment. Second, the impacts of service quality and shopping value on customer loyalty are different depending on internet shopping and mobile shopping. The results imply that e-tailors should develop differential methods suitable for internet shopping or mobile shopping to enhance customer loyalty.

Investigation Causal Relationship among Skin SCUBA Participation Motivation, Enjoyment and College Life Satisfaction of College Students (대학생의 스킨스쿠버 참여 동기와 재미요인 및 대학생활만족의 인과관계 규명)

  • LEE, Min-Gu;KIM, Dong-Ju;JANG, Jae-Yong
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.2
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    • pp.525-538
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    • 2016
  • This study is to investigate the effect of the amusement factor and the motive of participation in skin-scuba class on the satisfaction with university life with the university students participating in the skin-scuba class and to provide the practical research data for the development of the marine sports, for the proper operation of skin-scuba class, and for the leisure life which the university students may lack. For these purposes, technical statistics between questions were disposed in order to grasp the average and standard deviation on each variables, exploratory factor analysis and reliability analysis were conducted for the reliability and validity of the scale, and correlation analysis and multiple regression analysis were conducted to test the casuality of amusement factor, the motive of participation in skin-scuba class and the satisfaction with university life as the research methods. Research results showed that it was confirmed that the amusement factor and the motive of participation in skin-scuba class act as the important variables in the satisfaction with university life and it was predicted that the motive of participation in skin-scuba class and the amusement factor had interrelation with parameter. Therefore, a variety of programs reflecting the amusement factors should motivate the university students to particiapte in the skin-scuba class to increase the satisfaction with university life and to encourage the re-participation of students.

Investigating the Influence of NFT ART Characteristics on Consumer Perceived Value: Insights from Purchasing Experience (NFT ART의 특성이 지각된 가치에 미치는 영향에 관한 연구)

  • Jeong, Young Soon;Jeong, Ji Eun;Lee, Chae Hyun;Park, Jong Woo
    • Journal of Korean Society for Quality Management
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    • v.52 no.2
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    • pp.255-274
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    • 2024
  • Purpose: Non-Fungible Token (NFT) ART, based on NFT technology, represents a novel form of art that has recently garnered significant attention in the art market. NFT technology enables the assertion of ownership over digital data, introducing the concept of ownership into the digital realm. As digital data gains ownership, NFT ART is anticipated to be positively viewed as an investment and expected to become more active due to the characteristics of this new technology. Therefore, this study aims to verify the influence of NFT ART characteristics on perceived value. This study contributes to extracting the distinctive characteristics of NFT ART compared to other forms of art and to understanding the perceived value of NFT ART among consumers with purchasing experience. Methods: This study applied structural equation modeling to explore the relationships among the variables using SPSS 26.0 and R program version 4.2.3. A total of 320 questionnaires were retrieved, all of which were adopted as valid analytical samples without missing values. Results: The findings indicate that the decentralization, transparency, and scarcity of NFT ART positively influence the perceived usefulness and enjoyment among consumers, while security does not have a significant impact. This suggests that higher levels of decentralization, transparency, and scarcity in NFT ART enhance perceived usefulness and enjoyment for consumers, significantly influencing the perceived value. Furthermore, it was confirmed that these characteristics are considered important values and perceptions from the consumer's perspective. Conclusion: The research presents positive factors for the activating of purchases among consumers considering buying NFT ART. It emphasizes the necessity of benefits for all participants to activate the art market. Additionally, the perceived value provides crucial insights for inducing active purchasing behavior in the NFT ART market and serves as a foundational study for further research.

Mother's Child Rearing Practices: Variables Related To The First-Born Child (첫자녀에 대한 어머니의 양육행동 및 관련변인)

  • Lim, Hee Su;Park, Seong Yeon
    • Korean Journal of Child Studies
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    • v.15 no.2
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    • pp.153-168
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    • 1994
  • The purpose of this study was to examine mother's child rearing practices by mothers of their first-born child as a function of child's sex, temperament, and social class and of mother's marital satisfaction. The subjects were 158 mothers of 3-year-old first-born children in Seoul. Block (1984)'s CRPR, Buss and Plomin (1975)'s EAS, and Roach et al.'s MSS (1981) were used to measure maternal child rearing practices, children's temperament, and mother's marital satisfaction, respectively. The statistical methods for data analysis included t-test, ANOVA, Duncan's multiple range test, multiple regression. The major findings showed there were no sex of child differences in child rearing practices. Social class differences were found in "encouragement of independence", "enjoyment of child" and "openness to experience" in maternal child rearing practices. There were differences in maternal child rearing practices by child's temperament and mother's marital satisfaction. In a multiple regression analysis, it was found that the most significant predictor of maternal child rearing practices was mother's marital satisfaction.

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The Bizarreness Phenomenon in The Contemporary Fashion - Focused on the works of korean fashion designers - (현대패션에 나타난 엽기현상 - 국내 패션디자이너의 작품을 중심으로 -)

  • 박옥미;송정선
    • Journal of the Korean Society of Costume
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    • v.54 no.2
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    • pp.53-65
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    • 2004
  • As the contemporary public consensus prefers individuality to classical things, they have gotten sick of the universality and pursue fashion anew. As a result the new concept of artistic value delivers a shock to ordinary and traditional images. The bizarreness culture of fashion contains two extremes, horror and humor. which make people uneasy but amused by sensuous descriptions. Bizarre things captivate the audience regardless of the violent stimuli. The conversion of aesthetic consciousness is brought accordingly by horror and humor. In this paper, It is discussed that the concept of history of bizarreness and the social effect from its phenomena in current fashion are expressed through the two methods above. The bizarreness phenomena in current fashion is shown as a new hybrid type which has been recreated and came out of the internet. This phenomena has caused abnormal results and ironically mixed products, what was once directness, violence and disgust, are on the other hand enjoyment and amusement. A widening field, the bizarreness phenomenon, as an important implication in which can completely change the current trend, will be on track as a crucial concept representing contemporary cultures.