• Title/Summary/Keyword: 패키지관광

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A Study on the Effects of Package Tourism Motives and Tourism Constraints on Attitude and Satisfaction (패키지관광동기와 관광제약이 태도와 만족도에 미치는 영향 연구)

  • Kim, Dae Seok;Seo, Young Wook
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.473-484
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    • 2020
  • The purpose of the research is to propose ways to activate package tours through active promotion by verifying the motives and constraints pursued by customers of package tours, highlighting the advantages of content development and package tours that are revived in their needs. This study verified empirical analysis using SPSS 25.0 for 481 adults aged 19 or older who experienced package tours. The results of the research analysis are as follows. First, the daily escape, external activities, and service appeal of the tourist motivation were all verified with a positive impact on attitude. Second, it was found that the inherent constraints of tourism constraints had a negative effect on the relationship with attitudes, but the structural constraints were not significantly affected. Third, attitudes have shown to have a positive effect on satisfaction. Based on these results, I have described what factors tourists feel important when participating in package tour products, and hope that The factors will be useful in exploring the development of customized products required by tourists. It will need to be expanded to realistic comparative studies needed to revitalize package tours in the future.

Travel Motivations of Package Tour Travelers : A Study of its Impact on Behavioral Intention - Focused on Perceived Values, Tourism Constraints and Satisfaction (패키지관광의 관광동기가 지각된 가치를 통하여 행동의도에 미치는 영향 연구 - 관광제약, 만족도 중심으로 -)

  • Kim, Dae-Seok;Seo, Young-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.1-16
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    • 2020
  • The purpose of this study is to promote package tourism. The value perceived as a sub-factor of tourism motivation and inducement was divided into emotional and functional values. And the variables of tourism constraints, satisfaction and behavior were addedly presented. The analysis proved that all factors have a positive effect on perceived values (emotional and functional) of the sub-factors of tourism motivation (daily escape, harmony, service appeal, convenience). The perceived value (emotional and functional) has also established a positive impact on the satisfaction, and tourism restrictions have been proven to have a negative impact on satisfaction and behavior intention. Finally, it was confirmed that there was a positive relationship between the two variables of satisfaction and behavior. Based on these research results, the implications and future research directions were presented, and it could be useful for promoting package tourism.

The Effect of Characteristics of Attitude and Perceived Value of Motivation of Package Tour on Satisfaction (패키지관광 동기에 대한 태도 및 지각적가치가 만족도에 미치는 영향)

  • Kim, Dae-Seok;Seo, Young Wook
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.230-243
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    • 2020
  • The purpose of this study is to identify the effect of package tour motivation(harmony, amusement, and convenience) on satisfaction through its attitude and perceived value(emotional value and functional value). This study was conducted an empirical analysis of 297 people aged 19 years or older who experienced package tours. The results of the study are as follows. Firstly, all of the sub-factor like tourism motivation -amusement, convenience- had a positive influence on the attitude. but the harmony which is one of the sub-factor of tourism motivation did not have any influence on the attitude. Secondly, harmony, a sub-factor of tourism motivation, did not positively affect the perceived value sub-factor of emotional value. Thirdly, the character of attitude had a positive effect on satisfaction. Finally, both emotional and functional value factors, a sub-factor of perceived value, were found to have a positive effect on satisfaction. Through these research results, the competitiveness of package tours should be secured and expanded to research on efficient marketing strategies so that package tours can be activated.

Time-Spatial Characteristics of Railroad Tour Package with Open Cave (관광동굴이 포함된 철도관광상품의 시공간적 특성)

  • Kim, Won-Jin
    • Journal of the Speleological Society of Korea
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    • no.75
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    • pp.73-77
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    • 2006
  • 운영중인 철도패키지 관광상품중 관광동굴이 포함된 철도관광상품의 특성을 살펴보았다. 모든 상품이 당일 또는 1박정도의 철도노선 주변에 위치한 자연관광자원과 주로 연계된 상품 특성을 보였다. 철도관광상품의 이용활성화를 위한 방안으로 보다 다양한 시장세분화가 요구되며 적극적인 홍보전략이 필요한 것으로 나타났으며 패키지 상품의 차별화도 고려해야 할 것이다. 또한 철도관광상품에 포함된 지자체의 경우 수요관광객에 대한 질적인 서비스 향상과 지역간 관광협력 네트워크구축이 이루어져야 할 것이다. 철도관광상품을 이용한 경험이 있는 관광객에 대한 만족도와 경험하고자 하는 예비관광객에 대한 수요조사도 아울러 필요하다.

Price Evaluations on Tourist of Jeju Tourism Package Product: Focused on Prospect Theory (제주특별자치도 관광패키지상품 가격 평가: 전망이론을 적용하여)

  • Park, Suk-Jin;Kim, Tae-Heon
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.469-480
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    • 2013
  • This study suggests 12 products regarding the pending question of tourism package price mechanism which is linked directly and indirectly to Jeju Tourism, and shows the following conclusions through inspection in mental accounting principles and framing effect based on prospect theory. First, when presenting the price list of the tourism package, it is needed to present in price bundling. Second, it is proven that it is desirable that information about discount prices open the individual discount information of the basic package and option package to public. Third, it is discovered that experienced tourists in purchasing tourism products are more sensitive to price information (price discount) than inexperienced tourists, so that framing effect conform to Knowledge-assembly theory. The current questions of this study are that 'no discount' information should be presented in bundling, that the method of framing is important in presenting discount product information. It is required not only to grasp the viewpoint of modern people in purchasing tourism products, but also to present ready-to-serve products which can save time, effort, cost to give stability in mental accounting principles.

A Social Network Analysis of Tourism Destinations in Package Tourism Products (패키지 관광 상품에 포함된 관광목적지들 간의 사회 네트워크 분석)

  • Park, Deuk-Hee;Lee, Gyehee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.3
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    • pp.1414-1423
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    • 2014
  • This paper aims to analyze destination composition patterns included in package products and to identify the characteristics of the tourism destinations through social network analysis using data collected from tour packages distributed by major Korean travel agencies, targeting Singapore as a key destination. Such tour package data were transcribed into data matrix using Pajek, UCINET, and Cytoscape for analysis. The density and centralization scores derived from the analysis indicated clearly that each destination was almost connected to each other. The centrality scores indicated that the destinations with higher degree of centrality also has higher betweenness centrality within the network. Based on centrality scores, POI(point of interests) of tourism destinations showed concentration in southern area of the target region. Finally, through component analysis, subgroups of tourism destination networks are isolated. Practical implications were also presented for industry practitioners.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

Design of Tourist Management Application for Package Tour using Geofence Technology (가상 울타리 기술을 이용한 패키지 투어 여행자 관리 애플리케이션의 설계)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.91-93
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    • 2021
  • This paper proposes an architecture to develop a mobile package tour application using geofence technology to increase tourism management effectiveness and efficiency. The proposed application allows the tour guide to set a virtual fence on a map with a certain radius dynamically as the virtual boundary to keep tourists inside both when visiting a place or when the tour is moving. The virtual fences are set up for allowing the tour guide to monitoring the tourist's movement by sending a warning to the tourist to get back inside the fence and a notification for the tour guide. If this geofence technology is applied to the package tour application, the tour guide will able to manage the package tour easily and conveniently.

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Character Design Research for Local Brand Marketing -Focused on the package design for fastfood Bibimbob, 'Mix-bob' (지역브랜드 마케팅을 위한 캐릭터패키지 디자인 연구 -전주비빔밥 응용 패스트푸드 '믹스밥' 패키지 개발을 중심으로)

  • Joh, Yun-Sook
    • Cartoon and Animation Studies
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    • s.45
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    • pp.283-298
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    • 2016
  • Design is a fatal factor to differentiate and survive one product from the other in fierce competition of the market, when other conditions such as price or quality makes no much difference. Among many marketing tools, package design is known as a direct communication that visualizes and forms the very initial brand image of a product. Package design is not only for packing, transporting, storing and loading but for engraving the brand image in a consumers' mind and lead them to purchasing. One of recent package design trands is various ways of using character, not just as a printed image on the surface but as a part of three dimensional structure of package. If it succeed, the package design could give out the secondary fun and impact to the consumers. The package design with an effective character is itself a great marketing tool and valuable design asset, which can bring a further profit to the company. Especially, character-package can be a powerful and effective marketing method for various local products, in needs of further publication and sales with limited cost. It should motivate the sales of the products by grabbing their attention and taken as a souvenir. This research takes a character package as a useful marketing method for a local brand in Jeonju, South Korea, and tries to design a three dimensional package using its own character. Through the process, the research aims to propose an important design strategy for repositioning or enhancing an existing brand.

Design and Implementation of Digital Game-based Contents Management System for Package Tour Application (패키지 투어 애플리케이션을 위한 디지털 게임 기반 콘텐츠 관리 시스템의 설계 및 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.872-880
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    • 2022
  • This paper present a design and implementation of a Contents Management System (CMS) to be integrated into a game that uses a Digital Game-based Learning (DGBL) approach for helping tourists learn about tourism spots as a part of the Package Tour Application. In terms of design, this paper shows a system architecture that consists of a database to store the game's content such as tourism spot information, score and question configuration, score history, et cetera, a web application to manage the content and a Rest API to delivers the content to the mobile game. Meanwhile, in terms of implementation, MySQL database and PHP programming language are used. Moreover, a time response performance evaluation is conducted which resulted in between 0.77 s to 1.4 s from CMS to the database. Once successfully integrated with the game, the CMS will allow the game to be played on multiple tours simultaneously, without having to rebuild the game for every package tour group.