• Title/Summary/Keyword: 가상 장소 애착

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The Effect of Virtual Tour Experience on Actual Travel Intention -Focusing on the Moderating Effect of Happiness (가상관광체험이 현장여행의도에 미치는 영향 -행복의 조절효과를 중심으로)

  • Weijia Li;Yuejun Wang;Ziyang Liu
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.65-78
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    • 2023
  • This study is based on place attachment theory, explores how to transform tourists' virtual experience into on-site tourism willingness through virtual attachment, And explores the moderating role of happiness in it. A real travel intention model is constructed for people who work in tourism or have the ability to travel alone. Analyzed through analysis tools such as SPSS and AMOS, We hope to explore if the virtual experience can be transformed into a willingness to travel on the ground, and how happiness moderates virtual attachment to virtual tourism experiences. The result shows, the relationship between Virtual Travel Experience and Virtual Attachment is moderated by Happiness, Virtual Attachment is positively related to Place Attachment (Place dependence & Place identity), Place Attachment is positively related to Real Travel Intention. The relationship between tourists and tourist destinations is explored in depth through this study to provide references and suggestions for tourism development.

Estimating Willingness to Pay for Local Festival and Place Attachment in the COVID-19 era: A Case Study of Daegu Chimac Festival (코로나 시대의 장소 애착에 따른 지역 축제 입장료 지불 의사 평가 - 대구 치맥페스티벌을 중심으로 -)

  • Kim, Ju-ho;Kwon, Hyeog-in
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.181-193
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    • 2021
  • Due to the spread of COVID-19, the domestic market was inevitable to face the crisis of tourism industry. Accordingly, most of local festivals decided to cancel or postpone, and have been in difficult situation. In addition, people also have experienced the thrist of cultural activities and tours. However, this situation can also be opportunity to find the clues for activating local festivals in the post-COVID-19 era with estimating the preservation value and deriving the determinants for it. Therefore, this study economically assessed the value of the local festival, Chimac Festival in Daegu, under the hypothetical financial crisis situation for COVID-19. Consequently, monthly income, age and place dependence was found to be influential for Daegu and nearby area citizens to have willingness to pay for the Chimac Festival in Daegu. The result shows that respondents are willing to pay 16,909 on truncated average. Thus, total value of Chimac Festival was estimated as 9.376 billion won.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.