• 제목/요약/키워드: Enjoyment

검색결과 855건 처리시간 0.023초

모바일과 온라인 게임의 즐거움 요소들에 대한 연구:한국과 중국 간 비교 연구 (User Enjoyment Elements on Mobile and Online Games: Comparative Study between China and Korea)

  • 진위;김종우;이홍주
    • 한국IT서비스학회지
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    • 제12권4호
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    • pp.381-397
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    • 2013
  • User enjoyment is a key factor to understand online and mobile game users' behaviors. This study aims to understand the differences between mobile and online games, and the differences between Korean and Chinese game users in terms of the perceived importance of user enjoyment elements. To use AHP (Analytic Hierarchical Process), we decompose user enjoyment into sub-elements; sensory enjoyment, content enjoyment, enjoyment of the achievement, and enjoyment of interaction. Though the empirical study and independent t-test, we can find that there are the differences in the perceived importance of user enjoyment elements between Korean and Chinese game players, and between mobile and online games. Chinese users more stress on enjoyment of interaction and Korean users more emphasize on enjoyment of the achievement.

해양스포츠 참여자의 즐거움 요인이 레크리에이션 전문화에 미치는 영향 (The Effects of Enjoyment Factors on Recreation Specialization of Water Sports Participants)

  • 남상백;권일권
    • 수산해양교육연구
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    • 제28권2호
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    • pp.356-365
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    • 2016
  • The purpose of this study was to verify the influences of sport enjoyment factors on recreation specialization of water sports participants. The study conducted a research survey through purposive sampling method after selecting 4 water sports center in Busan. 260 questionnaires distributed and 246 were selected as final valid sample by removing 14 questionnaires that have insufficient answers. Then data were analyzed through exploratory factor analysis, reliability analysis, correlation analysis, and multiple regression analysis using SPSS Window ver. 20.0. The results were as followings. First, the enjoyment factors have a positive effect on recreation specialization. Second, escaping from daily routine and improving technical skill dimensions of enjoyment factors have an influence on centrality of life. Third, improving technical skill dimension of enjoyment factors have a positive effect on past experience. Lastly, flow and improving technical skill dimensions of enjoyment factors have an influence on economic investment.

공공도서관 향유지표 개발에 관한 연구 (A Study on the Development of Enjoyment Indicators of Public Libraries)

  • 차미경;표순희
    • 한국문헌정보학회지
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    • 제42권4호
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    • pp.329-354
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    • 2008
  • 지역주민의 문화적 요구가 높아짐에 따라 공공도서관에 대한 관심과 역할이 증대되고 있다. 이에 본 연구는 지역주민이 공공도서관을 얼마나 누리고 즐기는가를 파악하기 위한 향유지표개발을 목적으로 하였다. 향유지표는 향유기반지표, 향유실태지표, 향유결과지표, 향유기초지표라는 4개의 범주로 구성하여 향유를 위한 환경, 이용, 결과, 이용확대 측면을 모두 측정할 수 있는 통합지표로 개발하였다. 향유지표 항목들은 관련된 연구에서 추출되었고 4명으로 구성된 전문가회의를 통해 선정되었다. 또한 508명의 경기도 도민을 대상으로 한 설문조사 분석을 통해 지표의 수정 및 보완이 이루어져 최종 46개의 향유지표 항목을 제안하였다.

헤도닉 정보기술의 수용에 관한 영향 요인 연구 (An Empirical Study on the Factors Influencing User Acceptance of Hedonic Information Technology)

  • 김종욱
    • Journal of Information Technology Applications and Management
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    • 제20권4호
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    • pp.111-125
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    • 2013
  • This study investigates how enjoyment (or playfulness) affects user acceptance of hedonic-oriented (or pleasure) information technology based on the technology acceptance model (TAM). A research model was made to examine the effect of enjoyment on the user acceptance of hedonic information technology. 186 responses were collected from university students who had experiences on Daum's Digital View which is a well-known example of digital signage technology. The result of the statistical analysis reveals that enjoyment also had a strong effect on the acceptance of hedonic information technology, in addition to perceived usefulness and perceived ease of use. However, perceived usefulness is reported to most strongly influence the adoption of Digital View. The effect of enjoyment on intention to use was also significant, but enjoyment shows a much low degree of influence than perceived usefulness on intention to use.

부산지역 해양레저스포츠 참여자의 스포츠즐거움, 참여만족 및 참여지속의사와의 관계 (The Relationships among of Sport Enjoyment, Participation Satisfaction, and Participation Adherence Intention of Water Leisure Sports Participants in Busan)

  • 최덕환;권재윤
    • 수산해양교육연구
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    • 제28권5호
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    • pp.1459-1469
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    • 2016
  • The purpose of this study was to analyze the relationships among sport enjoyment, participation satisfaction, and participation adherence intention of water leisure sports participants in Busan. The study conducted a research survey through purposive sampling method after selecting 3 water leisure sports center in Busan. 360 questionnaires distributed and 352 were selected as final valid sample by removing 8 questionnaires that have insufficient answers. Hypothesis test on collected data was conducted by using SPSS 20.0 and AMOS 19.0 programs. The results were as followings. First, sport enjoyment had a significant effect on participation satisfaction. Second, sport enjoyment had effect on participation adherence intention. Third, participation satisfaction had effect on participation adherence intention. Fourth, sport enjoyment had directly positive effect on participation adherence intention. In addition, it had effect on participation adherence intention as the partial mediation of the participation satisfaction.

모바일 패션 쇼핑 특성, 지각된 유용성과 즐거움, 구매의도의 관계 -사용용이성의 매개효과- (Relationships among Mobile Fashion Shopping Characteristics, Perceived Usefulness, Perceived Enjoyment, and Purchase Intention -Mediating Effect of Ease of Use-)

  • 김춘연;황진숙;조재정
    • 한국의류학회지
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    • 제39권2호
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    • pp.161-174
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    • 2015
  • This study investigates relationships among mobile fashion shopping characteristics, perceived usefulness, perceived enjoyment, and purchase intention as well as examines the mediating effect of ease of use in mobile fashion shopping. A final sample of 379 (from the distributed questionnaires) was used for data analysis. The statistical analyses used for the study were PASW 18.0 to verify the reliability of items and AMOS 16.0 to conduct confirmatory factor analysis and structural equation modeling. The results were as follows. Both measurement models and structural models showed an acceptable model fit. Three constructs of mobile fashion shopping characteristics were significantly associated with perceived usefulness, perceived enjoyment, and ease of use. In addition, ease of use influenced perceived usefulness and perceived enjoyment. Perceived usefulness and perceived enjoyment had a positive impact on attitude and attitude influenced purchase intention positively. Finally, there was a mediating effect of ease of use on the relationship of mobile fashion shopping characteristics, perceived usefulness and perceived enjoyment. The findings provide useful implications for fashion marketers to build effective mobile fashion shopping strategies.

움직이는 가상 모델을 활용한 인터넷 쇼핑몰에서 쇼핑의 즐거움, 위험감소가 미래행동의도에 미치는 영향 (The Influences of Shopping Enjoyment and Risk Reduction on Behavioral Intention in Internet Shopping Malls using a Moving Virtual Model)

  • 양희순;최영림
    • 한국의류산업학회지
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    • 제13권3호
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    • pp.390-397
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    • 2011
  • This study investigates the influences of shopping enjoyment and risk reduction on customers' attitude and the behavioral intention in the Internet shopping mall using a moving virtual model. For this study, we produced a moving virtual model to present a fashion product. The virtual model walks for about one minute on the stage. After respondents viewed it, they completed a questionnaire. The questionnaire consists of online shopping enjoyment, risk reduction, customers' attitude and behavioral intention. Respondents are limited to females aged in their 20s and 30s, who have experienced Internet shopping and are highly interested in fashion products. 411 samples were used for the final analysis. Cronbach's alpha, factor analysis, and multiple regression analysis were conducted. The results are as follows. Online shopping enjoyment and risk reduction influenced the behavioral intention directly as well as through the attitude. However, the size of the influence indicated that online shopping enjoyment is larger than risk reduction. Therefore, Internet malls should utilize the moving virtual model to provide customers with enjoyment and risk reduction, which will increase customers' favorable attitudes and the behavioral intention such as purchase intention and word of mouth.

라이브 커머스의 특성이 소비자 반응에 미치는 영향 -정교화 가능성 모델을 중심으로- (The Effects of Characteristics of Live Commerce on Consumer Responses -Focusing on Elaboration Likelihood Model-)

  • 조하경;박민정;유정민
    • 한국의류학회지
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    • 제47권2호
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    • pp.371-391
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    • 2023
  • This study examines the impact of live commerce characteristics on customer responses in the ELM perspective. Based on ELM, the central route is composed of information completeness, accuracy, and currency, and the peripheral route is composed of streamer credibility, streamer reputation, social presence, and system quality. An online survey of female customers aged 20 to 49 who have purchased beauty products through live commerce within the past three months was conducted. The results demonstrate that information completeness and information currency exert significant impact on perceived usefulness and enjoyment. Social presence and system quality also exert significant impact on perceived usefulness and enjoyment. Moreover, perceived usefulness and enjoyment had significant impact on behavioral intention. The effect of information completeness on perceived usefulness and enjoyment was much stronger for high product involvement groups. Furthermore, the effect of streamer reputation on perceived enjoyment was much stronger for high product involvement groups. In contrast, the effect of social presence on perceived usefulness and enjoyment was much stronger for low product involvement groups. This study suggests theoretical implications for applying ELM to live commerce and practical implications for differentiated live commerce marketing strategies.

지각된 아바타 패션 스타일링 게임 어포던스가 메타버스 인게이지먼트 행동 의도에 미치는 영향 (The Effect of Perceived Affordances of Gamified Avatar Fashion Styling on Metaverse Engagement Behavior Intention)

  • 위지원;윤남희;이윤정
    • 한국의류학회지
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    • 제47권3호
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    • pp.560-576
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    • 2023
  • Drawing on gamification affordance theory, this study examines the relationships among key affordances of avatar fashion styling, perceived enjoyment, and engagement behavior intentions-defined as the intention to share content on avatars in the metaverse platform-and the moderating role of metaverse familiarity. Based on survey data collected from 198 Korean ZEPETO users with avatar fashion styling experience, the hereby proposed research model was tested with structural equation modeling. The results demonstrated that self-expression and competition positively influenced perceived enjoyment, which subsequently affected customers' engagement behavior intention. Furthermore, metaverse familiarity as a moderating effect intensified the positive association between affordances and perceived enjoyment as well as between perceived enjoyment and engagement behavior intentions. The individual interaction effect of each affordance dimension on perceived enjoyment was different, with self-expression having a greater influence on enjoyment among the high-familiarity group and competition having a greater influence on enjoyment among the low-familiarity group. Considering that users with low metaverse familiarity might have higher needs for social interaction for adaptation, competition, being more socially triggering, might have affected these users more crucially.

지각된 가치와 지각된 즐거움과 모바일 디바이스의 지속적인 사용 (Continued Usage with Attachment on Mobile Devices Influencing Perceived Value and Perceived Enjoyment)

  • 권순재
    • 한국정보시스템학회지:정보시스템연구
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    • 제24권1호
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    • pp.119-145
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    • 2015
  • 본 연구에서는 사용자와 정보시스템간(예: 모바일디바이스)의 애착동기(attachment)를 살펴보고자 하였는데, 특히 사용자경험(user's experience)의 조절효과(moderating effect)를 중심으로 분석을 실시하였다. 240명의 대학생을 대상으로 지각된가치(perceived value), 지각된즐거움(perceived enjoyment), 애착동기(attachment)의 요인들이 모바일디바이스의 지속적인 사용(continuos usage)과의 매개변수(mediating variable)의 관계를 분석하였다. 이와 경주하여, 사용자의 과거경험(user's past experience)이 모바일디바이스의 지속적인 사용과의 관계에서 조절효과(moderating effect)를 가지는지를 분석하였다. 그 결과 애착동기(attachment)는 지각된즐거움(perceived enjoyment)과 지각된 가치(perceived value)에서 지속적인 사용(continuos usage)에 매개변수(mediating variable)로서의 위치를 검증하였다. 또한, 지각된즐거움(perceived enjoyment)과 지속적인 사용(continuos usage)에 조절효과를 가지는 것으로 분석되었지만, 지각된가치(perceived value)에서는 조절효과가 미비한 것으로 분석되었다.