• Title, Summary, Keyword: Entertainment

Search Result 1,363, Processing Time 0.043 seconds

A Study on the Activation of Arbitration System for Entertainment Disputes Resolution (엔터테인먼트분쟁 해결을 위한 중재제도의 활성화 방안)

  • Kim, Sang-Chan
    • Journal of Arbitration Studies
    • /
    • v.23 no.1
    • /
    • pp.85-105
    • /
    • 2013
  • The entertainment industry has developed along with current Korean wave fever, and so entertainment-related disputes are increasing rapidly. Litigation is a poor fit for entertainment disputes because of characteristics such as temporal sensitivity. Thus, in the US, the entertainment industry resolves these disputes through ADR mechanisms like arbitration, but cases of settling such disputes through arbitrations are very rare in Korea. This study examined the characteristics and types of entertainment disputes and considered the compatibility of arbitration as a method for settling disputes, and then suggested tasks for revitalizing arbitration systems as entertainment dispute resolution procedures. Arbitrations have many merits, such as the rapid pace of procedures, confidentiality, satisfying the long-term desires of business relationships, the low cost of settling disputes, judgments rendered by experts, etc.; thus, it is a very suitable mechanism to settle entertainment-related disputes. The study proposes necessary steps for revitalizing arbitration systems for entertainment disputes. First, awareness of entertainment industry workers about the arbitration system should be raised. Second, special educational programs for members the of Korean Commercial Arbitration Board related to entertainment should be set up and operated together with encouraging positive attitudes toward actions like establishing a dedicated arbitration unit on entertainment disputes. Third, neutral, professional arbitrators should be secured and aggressive disclosures made. Fourth, a professional ADR organization such as an "Entertainment Arbitration Committee" should be established.

  • PDF

An Empirical Research of Gender Impact on Customer Behaviour towards Mobile Entertainment Services in India

  • Satish Kumar, G.N.
    • Asia-Pacific Journal of Business
    • /
    • v.3 no.2
    • /
    • pp.8-15
    • /
    • 2012
  • Mobile Entertainment is the new era in mobile communication. Mobile Entertainment service is a combination of games, music, videos, chatting and telecommunication which has created a wide market in India. There is a variation between male and female customers towards Mobile Entertainment services. This study is aimed at analyzing gender impact of attitude, subjective norm, perceived behaviour control intention and behaviour towards mobile entertainment services. The Theory of planned Behaviour (TPB) provided a framework. Total 566 male and 376 female mobile users of different age groups participated in the research. The data analysis was conducted in three-stages. First, reliability tests were performed. Upon satisfactory results, confirmatory factor analysis (CFA) is used to analysis convergent, concurrent and discriminant validity of the model. Once the model was validated Structural Equation Model (SEM) Multi-group analysis is used to find the impact of gender behaviour towards Mobile entertainment services. The results of the study confirmed that the model is viable in predicting variation in gender impact on mobile entertainment services. The findings have revealed that attitude, perceived behaviour control and intention has a significant impact on behaviour to use mobile entertainment but subjective norm has no significant impact on behaviour to use mobile entertainment.

  • PDF

Effects of Entertainment Service on Impulse Buying Behavior (엔터테인먼트 서비스가 의복 충동구매 행동에 미치는 영향 - 백화점과 쇼핑몰을 중심으로 -)

  • Park Jung-Shin;Park Eun-Joo
    • The Research Journal of the Costume Culture
    • /
    • v.14 no.3
    • /
    • pp.353-365
    • /
    • 2006
  • Modern consumers seek various pleasure and fun through shopping. Retailing are offering apparel products with entertainment services to customers such as movie theaters, restaurants and so on. The purposes of this study was investigate the effect of entertainment service on impulse buying behavior. Data were obtained from shoppers (N=684) randomly selected department stores and shopping malls located in Seoul and Busan. They were analyzed by factor analysis, t-test and cross analysis. The results showed that entertainment service users showed likely to be more recreational orientation, to be more pleasure, and better mood in retailing environment than entertainment service non-users. That is entertainment service users were more likely to buy impulsively during shopping than entertainment service non-users. Implication and future research directions discussed.

  • PDF

The Effects of Factors of Fashion-Retail-Entertainment on Store Image & Store Loyalty (패션 리테일 엔터테인먼트 구성 요소가 점포 이미지와 점포 충성도에 미치는 영향)

  • Lee, Seung-Hee;Park, Ji-Eun
    • The Research Journal of the Costume Culture
    • /
    • v.15 no.1
    • /
    • pp.179-192
    • /
    • 2007
  • The purpose of this study was to investigate the relationship among fashion retail-entertainment, store image and store loyalty. Two hundred eleven who female college students living near Seoul area participated in this study. Two hundred sample used for data analysis. For data analysis, frequency, factor analysis, correlation analysis and multiple regression analysis were used. The results were as follows: First, fashion retail-entertainment had 4 factors such as shopping environment, sales service, dining facilities, and others. Store image composed of psychological image, merchandise mix, customer service, and advertising exposure. Store loyalty had 3 factors; cognitive loyalty, intentional loyalty, emotional loyalty. Second, retail-entertainment factors had positive influences on store image and store loyalty. Third, store image had positively affected on store loyalty. Based on these results, successful strategies for fashion retail-entertainment business would provide.

  • PDF

The Effects of Entertainment Producer and Writer Job Stress Factors on Stress Level and Depression (예능 PD, 예능 작가의 직무스트레스요인이 스트레스 수준 및 우울에 미치는 영향)

  • Ryu, Si-Nae;Koo, Jung-Wan
    • Journal of Korean Society of Occupational and Environmental Hygiene
    • /
    • v.29 no.1
    • /
    • pp.108-118
    • /
    • 2019
  • Objective: The purpose of this study was to investigate the effects of occupational stress factors on the level of stress and depression of entertainment program producers and entertainment program writers. Methods: This study was based on analysis of a survey collected by 65 respondents out of 224 questionnaires who are entertainment program PDs and entertainment program writers. The survey was conducted from December 20, 2017 to February 20, 2018. Results: In the logistic regression analysis conducted to investigate the factors affecting the stress level in the job-related characteristics of a) higher total career, b) shorter working period in the current firm, c) longer weekly working hours and d) more count of weekend work, the results found higher stress levels. In the sub-factors of job stress, the stress level encountered by respondents was significantly higher for those with a) higher job demand, b) lower insufficient job control and c) higher job instability. In the logistic regression analysis conducted to investigate the factors affecting depression, the depression level in entertainment PD was higher than the entertainment writer in the sociodemographic characteristics. In the sub-factors of job stress, the stress level was significantly higher for those with higher job demand, lower insufficient job control, and higher job instability. For job-related characteristics, depression was significantly higher for longer weekly working hours. Conclusions: Entertainment program producers and entertainment program writers suffer from psychosocial stress and depression which are caused by excessive job demands, lack of job autonomy and job instabilities. Those factors must be managed and also their workweek should be shortened.

Identifying Retail Entertainment Elements: A Preliminary Analysis by Consumer Responses (리테일 엔터테인먼트 요소 구별: 소비자 반응에 의한 탐색적 분석)

  • Park, Kyung-Ae
    • Journal of Global Scholars of Marketing Science
    • /
    • v.14
    • /
    • pp.193-212
    • /
    • 2004
  • This study attempted to provide preliminary information for retailers to identify viable entertainment elements and to select and develop the optimal mix of entertainment elements for target consumer groups. The study examined consumer responses to various retail entertainment elements and analyzed differences in responses by consumer characteristics. The index of retail entertainment elements was developed with 49 items including entertainment facilities, dining facilities, retail, service facilities, store atmosphere, and marketing mix. The results from respondents' perceived excitement and visit intention for each entertainment element generally showed higher responses to basic marketing mix and store atmosphere elements rather than to entertainment and dining facilities. There were significant differences in responses by gender and age. The results imply that selection and application of retail entertainment elements need to consider target consumer characteristics.

  • PDF

Effect analysis study of "Korean Wave" on Chinese entertainment shows (중국 예능 방송의 한류 영향 분석 연구)

  • Han, Ting Ting;Choi, Chul Young
    • Cartoon and Animation Studies
    • /
    • /
    • pp.313-327
    • /
    • 2014
  • Starting with a Korean soap opera in the year 1993, entertainment industry of South Korea such as K-pop, soap operas, Korean celebrities has been introduced and spread throughout China. The new word 'Korean wave' was coined by fans of Korean entertainment culture at this time, and passion on the subject gradually expanded from soap operas to entertainment programs in the market of China. It is necessary to analyze the current situation that Korean entertainment programs gaining tremendous popularity on the entertainment field in China and research on ways to cope with the fierce competition and to change to survive from it. Nowadays Korea has its own unique attribute with its national traits after years of mere imitative adaptation from broadcast program of Japan and that of America since 1980's. Regarding the process, similar situation is ongoing on the entertainment field in China. This paper intends to study potential of Chinese entertainment industry compared to the differences on programs between Korea and China by scoping out success of Korean entertainment program in China and the impact on Chinese entertainment market.

Effects of Entertainment Service on Impulse Buying Behavior of Apparels -Comparing with Department Stores and Shopping Malls- (엔터테인먼트서비스가 의복충동구매행동에 미치는 영향 -백화점과 쇼핑몰을 중심으로-)

  • Park, Eun-Joo;Park, Jung-Shin
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.30 no.9_10
    • /
    • pp.1333-1343
    • /
    • 2006
  • Consumers seek the pleasure, fun and satisfaction in shopping. Retailing environments of apparel products are rapidly changing than ever before. One of there changes are offered apparel products with entertainment service, such as theaters, restaurants and so on. The purpose of this study was to investigate the effects of entertainment service, shopping orientation and emotion on impulse buying behavior in department stores an shopping malls. A self-administrated questionaire was developed based on the results of previous researches and pre-test. Data were obtained from shoppers(N=684) randomly selected in department stores and shopping malls located in Seoul and Busan. Data were analyzed by factor analysis, t-test, cross analysis, and path analysis. The results showed that; impulse buying behavior was directly or indirectly affected by shopping orientation in both of two store types. In department stores, consumers were affected to make a good mood by entertainment service while, in the shopping malls, consumers were influenced directly by entertainment service to be a good mood and to purchase impulsively apparel products. Therefore, the impulse buying behavior was influenced differently by entertainment service in store types. From the retailer's perspective, they give insights into the development of strategies utilized to marketing planning of entertainment service in each store types.

Exploring the Factors Affecting Intention Behavior Gap in K-entertainment Tourism (외래 관광객의 한류 공연 관람의도와 행동 간 불일치 요인 탐색)

  • Lee, Min-Jae;Kim, Jin-Young;Seo, Won-Seok
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.1
    • /
    • pp.105-113
    • /
    • 2015
  • This paper investigated Korean popular entertainment (K-entertainment, hereafter) tourism using theory of intention-behavior. Dividing the sample of international visitors to Seoul into the groups of "inclined actors", "inclined abstainers", and "disinclined abstainers," we examined the factors affecting such a division. The results showed that between the inclined actors and the inclined abstainers, there was no significant difference in the years of exposure to K-entertainment contents or the frequency of going to K-entertainment performance in the past. In contrast, the inclined actors were found to have a greater level of knowledge, ability, and cooperation compared to the inclined abstainers. In addition, we found that the K-entertainment performance in Korea was perceived as a substitute, rather than a complement to the performance held elsewhere in the world. Our findings suggest that interests in K-entertainment alone are not sufficient to drive the international visitors' intention to the action of attending K-entertainment performance during their visit to Korea. To this end, this study implies that it is necessary to design attractive tourism packages that include K-entertainment performance.

A Study on the Plan of Entertainment Commercial Center by Analyzing the Entertainment Factors (엔터테인먼트 요소 구분을 통한 상업시설 공간계획에 관한 연구)

  • Choi, Eun-Hee
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • /
    • pp.97-100
    • /
    • 2008
  • Commerce has been taking a part of important on composing structure and system, having been started with simple role on exchange goods. In this point, We can say that commerce is the condensation of life based on understanding human cultures. Commercial center has been changing on a form as well as a function all through the history, following the changes of society. The attentional point is that there are always entertainment factors and have the relationship with space of the building in constant The purpose of comsume is not only just for a product but also enjoy consuming time and space. Most people have concentration spending their free time city where they live. This study identify the entertainment factors for a commerce an entertainment center.

  • PDF