• Title/Summary/Keyword: entertainment service

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Survey on the Role Performance, Satisfaction, and Importance of Occupational Therapists belonging to Dementia Relief Center for Health Care of the Elderly in Local Communities (지역사회 노인의 헬스케어를 위한 치매안심센터 작업치료사의 역할 수행도 및 만족도, 중요도 조사)

  • Ju, Eun-Sol;Bang, Yo-Soon;Hwang, Min-Ji
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.599-608
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    • 2020
  • This study aims to investigate the performance and satisfaction of occupational therapists at the Dementia Relief Center for health care of the elderly in local communities, and to provide basic data necessary for role establishment by checking occupational therapists' tasks according to the priority. The subjects of this study were occupational therapists in dementia care centers in the Honam area and Gwangju Metropolitan City, who were surveyed via mail and e-mail. The survey had a total of 54 items covering the general characteristics of the therapists and current state of the centers (n=8), performance and satisfaction with the service areas and task content of the centers (n=45), and tasks that were considered important (one short-answer question). It was found that occupational therapists at the Dementia Relief Center were mainly carrying out the "Dementia Prevention Management Projects", which provided the programs for the patients, and they showed the highest satisfaction. Although the 'MMSE-DS' is occupational therapists' own area with high performance and satisfaction, it was not assigned to the occupational therapists at the Dementia Relief Center, indicating that the role was insufficient. The tasks related "administrative works and strengthening community capacities" showed low performance and satisfaction, but they are essential for the operation of the Dementia Relief Center and the management of the patients, so the plans to increase the occupational therapists' performance should be established. The categories of projects that occupational therapists consider important were also consistent with those they had to perform. It means the occupational therapists at the Dementia Relief Center recognized their unique roles. In this context, to establish the role of occupational therapist at the Dementia Relief Center, it is necessary to amend the operating guidelines based on the performance, satisfaction, and priorities of the projects, and to develop the curriculums and programs that can improve the tasks with insufficient performance and low satisfaction.

A Study on Contents Activism Analysis using Social Media - Focusing on Cases Related to Tom Moore's 100 Laps Challenge and the Exhibition of the Statue of Peace - (소셜미디어를 활용한 콘텐츠 액티비즘 분석 연구 - 톰 무어의 '100바퀴 챌린지'와 '평화의 소녀상' 전시를 중심으로-)

  • Shin, Jung-Ah
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.91-106
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    • 2021
  • The purpose of this study is to define the process of leading to self-realization and social solidarity through the process of contents planning, production, and distribution as Contents Activism, and to categorize specific execution steps. Based on this, we try to analyze concrete cases to find out the social meaning and effect of the practice of Contents Activism. As for the research method, after examining the differences between traditional activism and Contents Activism through a review of previous studies, the implementation process of Contents Activism was categorized into 7 steps. By applying this model, this study analyzed two cases of Contents Activism. The first case is the 100 laps challenge in the backyard planned by an elderly man ahead of his 100th birthday in early 2020, when the fear of COVID-19 spread. Sir Tom Moore, who lives in the UK, challenged to walk 100 laps in the backyard to help medical staff from the National Health Service as COVID-19 infections and deaths increased due to a lack of protective equipment. His challenge, which is difficult to walk without assistive devices due to cancer surgery and fall aftereffects, drew sympathy and participation from many people, leading to global solidarity. The second case analyzes the case of 'The Unfreedom of Expression, Afterwards' by Kim Seo-kyung and Kim Woon-seong, who were invited to the 2019 Aichi Triennale special exhibition in Japan. The 'Unfreedom of Expression, After' exhibition was a project to display the Statue of Peace and the lives of comfort women in the Japanese military, but it was withdrawn after three days of war due to threats and attacks from the far-right forces. Overseas artists who heard this news resisted the Triennale's decision, took and shared photos in the same pose as the Statue of Peace on social media such as Twitter and Instagram, empathizing with the historical significance of the Statue of Peace. Activism, which began with artists, has expanded through social media to the homes, workplaces, and streets of ordinary citizens living in various regions. The two cases can be said to be Contents Activism that led to social practice while solidifying and communicating with someone through contents.

The Influence of Long-term Aerobic Dancing Exercise on the Body Composition, Fitness and Mental Function of the Elderly Women (장기간에 걸친 에어로빅 댄스운동이 고령 여성의 신체조성, 체력 및 심리적인 요인에 미치는 영향)

  • Yoon, Hyun-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.375-384
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    • 2019
  • The purpose of this study was to investigate the effects of long-term aerobic dancing exercise on body composition, physical fitness and mental function in older women over 70 years old. All subjects were limited to older women aged 70 to under 85. The experimental group performed aerobic exercise of 2-3 times a week for 9.2 ± 4.6 yrs, and the control group did not perform any regular exercise and spent 3-4 times a week mainly in the relaxing facility for older. As a results in this study, the weight, muscle mass and body fat percentage of the aerobic group were not significantly different from those of the control group, but there were significantly positive effects of aerobic group in visceral fat mass, abdominal obesity rate(%), body water content and systolic blood pressure(p < .05). In terms of physical fitness, Sit & reach, one-legged stand (right) and TUG of the aerobic group were significantly higher than those of the control group(p < .05), but there were no significant differences between two groups in the shoulder flexibilities and grip strength. MMSE as a cognitive function was not significantly different between the two groups, but GDS was significantly lower in the aerobic group than in the control group(p < .05). According to the correlation analysis between all variables and MMSE and GDS, MMSE was significantly inversely correlated with height (r = -0.425)(p < .05), and no correlation was detected with other variables. However, GDS have signitively negative correlations with resting heart rate(r = -0.464), sit & reach(r = -0.525) left(r = -0.491) and right grip strengths(r = -0.635) as well as positive correlation systolic blood pressure(r = 0.482) and TUG (r = 0.479), respectively(p < .05). In conclusion, long-term aerobic exercise of elderly women over 70 older had positive effects on variables related to metabolic disease (visceral fat and resting heart rate), silver fitness variables related to falls, and depression level in the elderly.

Factors Influencing the Adoption of Location-Based Smartphone Applications: An Application of the Privacy Calculus Model (스마트폰 위치기반 어플리케이션의 이용의도에 영향을 미치는 요인: 프라이버시 계산 모형의 적용)

  • Cha, Hoon S.
    • Asia pacific journal of information systems
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    • v.22 no.4
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    • pp.7-29
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    • 2012
  • Smartphone and its applications (i.e. apps) are increasingly penetrating consumer markets. According to a recent report from Korea Communications Commission, nearly 50% of mobile subscribers in South Korea are smartphone users that accounts for over 25 million people. In particular, the importance of smartphone has risen as a geospatially-aware device that provides various location-based services (LBS) equipped with GPS capability. The popular LBS include map and navigation, traffic and transportation updates, shopping and coupon services, and location-sensitive social network services. Overall, the emerging location-based smartphone apps (LBA) offer significant value by providing greater connectivity, personalization, and information and entertainment in a location-specific context. Conversely, the rapid growth of LBA and their benefits have been accompanied by concerns over the collection and dissemination of individual users' personal information through ongoing tracking of their location, identity, preferences, and social behaviors. The majority of LBA users tend to agree and consent to the LBA provider's terms and privacy policy on use of location data to get the immediate services. This tendency further increases the potential risks of unprotected exposure of personal information and serious invasion and breaches of individual privacy. To address the complex issues surrounding LBA particularly from the user's behavioral perspective, this study applied the privacy calculus model (PCM) to explore the factors that influence the adoption of LBA. According to PCM, consumers are engaged in a dynamic adjustment process in which privacy risks are weighted against benefits of information disclosure. Consistent with the principal notion of PCM, we investigated how individual users make a risk-benefit assessment under which personalized service and locatability act as benefit-side factors and information privacy risks act as a risk-side factor accompanying LBA adoption. In addition, we consider the moderating role of trust on the service providers in the prohibiting effects of privacy risks on user intention to adopt LBA. Further we include perceived ease of use and usefulness as additional constructs to examine whether the technology acceptance model (TAM) can be applied in the context of LBA adoption. The research model with ten (10) hypotheses was tested using data gathered from 98 respondents through a quasi-experimental survey method. During the survey, each participant was asked to navigate the website where the experimental simulation of a LBA allows the participant to purchase time-and-location sensitive discounted tickets for nearby stores. Structural equations modeling using partial least square validated the instrument and the proposed model. The results showed that six (6) out of ten (10) hypotheses were supported. On the subject of the core PCM, H2 (locatability ${\rightarrow}$ intention to use LBA) and H3 (privacy risks ${\rightarrow}$ intention to use LBA) were supported, while H1 (personalization ${\rightarrow}$ intention to use LBA) was not supported. Further, we could not any interaction effects (personalization X privacy risks, H4 & locatability X privacy risks, H5) on the intention to use LBA. In terms of privacy risks and trust, as mentioned above we found the significant negative influence from privacy risks on intention to use (H3), but positive influence from trust, which supported H6 (trust ${\rightarrow}$ intention to use LBA). The moderating effect of trust on the negative relationship between privacy risks and intention to use LBA was tested and confirmed by supporting H7 (privacy risks X trust ${\rightarrow}$ intention to use LBA). The two hypotheses regarding to the TAM, including H8 (perceived ease of use ${\rightarrow}$ perceived usefulness) and H9 (perceived ease of use ${\rightarrow}$ intention to use LBA) were supported; however, H10 (perceived effectiveness ${\rightarrow}$ intention to use LBA) was not supported. Results of this study offer the following key findings and implications. First the application of PCM was found to be a good analysis framework in the context of LBA adoption. Many of the hypotheses in the model were confirmed and the high value of $R^2$ (i.,e., 51%) indicated a good fit of the model. In particular, locatability and privacy risks are found to be the appropriate PCM-based antecedent variables. Second, the existence of moderating effect of trust on service provider suggests that the same marginal change in the level of privacy risks may differentially influence the intention to use LBA. That is, while the privacy risks increasingly become important social issues and will negatively influence the intention to use LBA, it is critical for LBA providers to build consumer trust and confidence to successfully mitigate this negative impact. Lastly, we could not find sufficient evidence that the intention to use LBA is influenced by perceived usefulness, which has been very well supported in most previous TAM research. This may suggest that more future research should examine the validity of applying TAM and further extend or modify it in the context of LBA or other similar smartphone apps.

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Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

Relation between Leisure Constraints and Participation by Leisure Types of Security Agent (시큐리티요원의 여가유형에 따른 여가제약과 참가의 관계)

  • Kim, Kyong-Sik;Kim, Chan-Sun;Park, Young-Man
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.826-835
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    • 2009
  • This study is to examine the relation between leisure constraints and participation by leisure type of security agents. By using purposive sampling method, this study collected 387 questionnaires in 14 private security service registered in 2009 at the Seoul National Police Agency. Cronbach's $\alpha$ .673. The conclusion are as follow. First, leisure constraints difference in socio-demographic characteristics such as sex, age, education level, income, position, job pattern. Second, in case of hobby and cultural activities, higher time constraints showed lesser frequency of participation, higher structural constraints showed lesser period of participation, higher personal constraints showed lesser intensity of participation. On the other hand, high time constraitns had high intensity of participation. In case of play and entertainment activities, even with high self-conscious constraints, it showed increased frequency and period of participation and high personal constraints showed increased period of participation but in contrast, higher structural constraints showed decreased frequency of participation and period. In case of viewing and appreciative activities, even with high interpersonal constraints, frequency and period of participation increased and higher time constraints also had increased period of participation. On the other hand, higher structural constraints showed decrease in frequency of participation and period.

Decomposition Analysis of Regional Governments in Foreign Direct Investment Increase or Decrease (우리나라 지방자치단체의 외국인직접투자 증감요인 분해 분석)

  • Lee, Sang-Chun;Kim, Yoon-Sun
    • International Commerce and Information Review
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    • v.14 no.3
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    • pp.159-183
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    • 2012
  • Promoted in places like Korea, the central government and the local governments that can provide information on which to base investment policy to attract foreign direct mutation-specific gravity model (Shift-Share Model) In this study, the decrease of foreign direct investment performance using factors looked up in the industry. The sample period of 2009, 2010, 2011 nationwide (metropolitan and non-metropolitan separated) of foreign direct investment performance for Industry Standard Industrial Classification (Division) was conducted. Factors to look at the results of the National Growth Effect(NS), the industrial structure effect (IM), local allocation effect(RS) to decrease foreign direct investment in 2010 and 2011 non-metropolitan, metropolitan national growth effect(RS) is negative(-) has a value. Because it appears to be the aftermath of the global recession, the impact on the domestic economy Metropolitan area and the Industrial Mix Effect(IM) to the development of education, culture, business, and transportation, etc. in the development of service industries than in non-metropolitan valid environment. In the sector of services (food accommodation, business services, entertainment), We did it, was able to find the function. However, the Regional Share Effect(RS) be competitive in the manufacturing sector in metropolitan areas in the metal and chemical sectors have been identified. These results seems to enhance the competitiveness of the region, such as the metropolitan area's excellent workforce. Shift-Share analysis technique based on competitive factors of the region, to find the failure has limitations.

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A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Examining the Functions of Attributes of Mobile Applications to Build Brand Community

  • Yi, Kyonghwa;Ruddock, Mullykar;Kim, HJ Maria
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.82-100
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    • 2015
  • Mobile fashion apps present much opportunity for marketers to engage consumers, however not all apps provide enough functions for their targeted audience. This study aims to determine how mobile fashion apps can be used to build brand community with consumer engagement. Qualitative data on fashion mobile apps were collected from the Apple app store and Android market during the spring and summer of 2015. A total of 110 fashion mobile apps were collected;, 50 apps were identified as apparel brands that either manufacture or sell apparel to consumers, which we categorized as "brand" fashion apps, and the remaining 60 were categorized as "non-brand" fashion apps. The result of the study can be summarized as below. The 60 non-brand fashion apps were grouped into 5 app types: shopping, searching, sharing, organizational, and informational. The main functions are for informational use and shopping needs, since at least half (31 apps) are used for either retrieving information or for shopping. However, in contrast, social networking and location were infrequent and not commonly utilized by these apps. The most common type of non-brand fashion apps available were shopping apps;, many shopping apps enable users to shop from several different websites and save their items into one universal shopping cart so that they only check out once. Most of these apps are informational and help consumers make more informed decisions on purchases;, in addition many offer location services to help consumers find these items in store. While these apps perform several functions, they do not link to social media. The 50 brand apps were grouped into 5 brand types: athletic, casual, fast fashion, luxury, and retailer. These apps were also checked for attributes to determine their functionality. The result shows that the main functions of brand fashion apps are for information (82% of the 50 apps) as well as location searching (72% of 50 apps). Conversely, these apps do not offer any photo sharing, and very few have organizational or community functions. Fashion mobile apps and m-marketing elements: To build brand community, mobile apps can be designed to motivate consumer's engagement with brands. The motivations of fashion mobile apps are useful in developing fashion mobile apps. Entertainment motives can be fulfilled with multimedia attributes, functionality motives are satisfied with organizational and location-based features, information motives with informational service, socialization with community and social network, learning and intellectual stimulation from informational attributes, and trend following through photo sharing. The 8 key attributes of mobile apps can correspond to the 4 m-marketing elements (i.e., Informative content, multimedia, interactions, and product promotions) that are further intertwined with m-branding elements. App Attributes and M-Marketing aim to Build Brand Community;, the eight key attributes can impact on 4 m-branding elements, which further contribute to building brand community by affecting consumers' perceptions of brands preference and advocacy, and their likelihood to be loyal.