An Effects of Experience Economy for Accepting Knowledge Based Mobile Augmented Reality : Hedonic Information System Perspective

체험경제요인이 지식기반 모바일 증강현실의 수용에 미치는 영향 : 쾌락적 정보시스템 관점

  • 정남호 (경희대학교 호텔관광대학) ;
  • 이현애 (경희대학교 대학원 관광학과) ;
  • 구철모 (경희대학교 호텔관광대학)
  • Received : 2013.12.06
  • Accepted : 2013.12.17
  • Published : 2013.12.01


Augmented reality, which has recently drawn great attention, has along history in technical terms. However, the latest emergence of mobile augmented reality using smartphones is allowing people to access augmented reality more easily and faster than ever. However, a review of existing studies shows that most of them have focused on the technical realization of augmented reality, whereas few studies have dealt with how users perceive augmented reality. For users, augmented reality is a means of knowledge transfer, which enables the experience of more abundant reality by providing additional informatio nsources to objects or landscapes. There fore, the element of experience must be considered for the perception of users. In addition, the current augmented reality technology certainly provides users with more fun than any other existing technologies. In this regard, this study intended to divided experiences not only into sensory experiences, but also into entertainment, educational, escapist, and esthetic experiences based on the experience economy theory suggested by Pine and Gilmore(1998). Moreover, this study intended to examine whether mobile augmented reality applications, which are highly popular as a means of the experience economy, influence the usefulness, convenience, and enjoyment perceived by users, and to identify which of these cognitive elements influence usage intentions.


Supported by : 한국연구재단