• 제목/요약/키워드: Entertainment Economy

검색결과 81건 처리시간 0.023초

TV홈쇼핑 서비스품질의 관계몰입과 고객충성도에 대한 영향 -패션제품을 중심으로- (The Effect of TV Home Shopping Service Quality on Relationship Commitment and Customer Loyalty -Fashion Products-)

  • 홍금희
    • 한국의류학회지
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    • 제39권6호
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    • pp.899-909
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    • 2015
  • TV home shopping maintains annual growth in the midst of harsh competition by numerous fashion retail channels. This study investigated the dimensions of service quality of TV home shopping for fashion products as well as the effect of service quality on relationship commitment and customer loyalty. Questionnaires were distributed to consumers in their 20s to 40s who purchased fashion products via TV home shopping in the past 6 months. A total of 240 questionnaires were put into the analysis. The results are as follows. First, four dimensions of service quality of TV home shopping were found: convenience, economy, entertainment, and information seeking. Relationship commitment had two dimensions of affective commitment and calculative commitment. Second, the service quality of TV home shopping affected customer loyalty through a relationship commitment. The predictors of affective commitment were entertainment, economy, and information seeking; in addition, those of calculative commitment were economy and entertainment. Third, both affective commitment and calculative commitment predicted customer loyalty to TV home shopping. The affective commitment had more predictive power. The findings show that the service quality of TV home shopping did not directly affect customer loyalty, but they had influence through relationship commitment variables. Entertainment and economy were the most powerful predictors among service quality dimensions.

혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과 (The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology)

  • 김은영;성희원
    • 한국의류학회지
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    • 제45권5호
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

유흥장 전기설비 설치에 대한 국내.외 규정 비교 분석 (Comparison and Analysis of Cometic and Foreign Standard for electrical facilities installation of entertainment spaces)

  • 배석명;방선배;이건호
    • 한국조명전기설비학회:학술대회논문집
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    • 한국조명전기설비학회 2004년도 춘계학술대회 논문집
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    • pp.321-325
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    • 2004
  • Electrical facilities of entertainment spaces become more complicate and bigger due to growing industry and economy. Therefore using only Technical standards for Electrical facilities of internal standard, we have some difficulty for management and installation of electrical facilities of entertainment spaces. So this paper gives a information which is applied to install the electrical facilities of entertainment space by analysing and comparing of internal and external standard.

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농촌체험의 체험요인이 지각된 가치와 만족에 미치는 영향 - 체류기간의 조절효과 - (A Study on the Relationships among Experience, Perceived Value, and Satisfaction of Rural Tourism - The Moderating Effect of Length of Stay -)

  • 김경희;이선민
    • 농촌지도와개발
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    • 제23권1호
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    • pp.1-14
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    • 2016
  • The purpose of this study was to examine the relationships among experience, perceived value, and satisfaction of rural tourists based on the experience economy(Pine, & Gilmore, 1998; 1999). In addition, this study included the moderating effect of length of stay on the proposed relationships. This study was attempt to develop measurement scales based on the theory of experience economy(Pine, & Gilmore, 1998). Data were collected from 481 visitors by field survey from the 10 rural tourism communities. SPSS 20.0 and Amos 18.0 statistical package were used for frequency, reliability, confirmatory factor, and structural equation modelling analysis. The results of a confirmatory factor analysis yielded four dimensions of experience(esthetics, education, escape, and entertainment). The results of structural equation modeling indicated that entertainment, esthetics, and education had positive effects on perceived value, which in turn had a positive effect on satisfaction. In addition, length of stay moderated the relationships among experience, perceived value, and satisfaction. The entertainment and esthetics among experience factor had an effects on perceived value in the group of day visit group, and the entertainment, education, and esthetics among experience factor had an effects on perceived value in the group of stay night group. And the perceived value had a positive effect on satisfaction in the all group. Therefore, in order to increase rural tourists' satisfaction effectively, practitioners needs to develop rural tourism products by considering area of experience economy including tourists' length of stay.

The Effect of Experience Economy of VR Contents on Satisfaction

  • Hwang, Kyunghwa;Yoo, Kunwoo
    • Asia Pacific Journal of Business Review
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    • 제5권2호
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    • pp.45-57
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    • 2021
  • The COVID-19 pandemic has ushered in a new era of untact and we are quickly adapting to this untact era. In the current situation where it is difficult to contact each other face-to-face, Virtual Reality (VR) is an opportunity factor for indirect tourism and a good alternative to viewing cultural heritage. This study showed that the effects of experience economies such as entertainment experience, aesthetic experience, escapist experience, and spiritual experience on VR content satisfaction. Furthermore, we examined whether consumers' perceived risks to COVID-19 moderate the relationship between experience economy and satisfaction. This study investigated 149 people who experienced VR content about Jerusalem. The results have shown that entertainment experience and aesthetic experience have a positive effect on the satisfaction with the VR content. Furthermore, perceived risks about COVID-19 have been shown to moderate the effects of aesthetic experience and spiritual experience on satisfaction. Finally, we provided implications based on our findings.

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

  • Satish Kumar, G.N.
    • 아태비즈니스연구
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    • 제3권2호
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    • pp.8-15
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    • 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.

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온라인 여행사 여행체험활동 특성이 기억할만한 관광경험, 만족도 및 충성도에 미치는 영향: S-O-R 프레임워크를 기반으로 (The Effect of the Characteristics of Tours and Activities in Online Travel Agencies on Memorable Tourism Experiences, Satisfaction, and Loyalty: Based on the S-O-R Framework)

  • ;양성병
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권2호
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    • pp.263-288
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    • 2022
  • Purpose Recently, the tours and activities (TAA) market provided by online travel agencies (OTA) has grown rapidly and has become the third-largest in the travel industry. However, compared to its practical proliferation, TAA has not yet received much academic attention. This study aims to discuss the effect of the four domains (e.g., educational, entertainment, escapist, and esthetic experiences) of the experience economy on users' memorable tourism experiences (MTE), satisfaction, and loyalty in the context of TAA. Moreover, the study investigates how this mechanism varies depending on the tour guides' professional competency. Design/methodology/approach This study developed a research model based on the S-O-R framework. Using the survey method, data were collected from consumers who had experienced TAA offered by OTA more than once within one year. A total of 307 respondents (consumers) were used for the final analysis, and developed hypotheses were tested using a structural equation model technique. Findings The results of this study are as follows. First, educational, entertainment, and escapism experiences in the experience economy positively affect MTE. Second, within the experience economy, entertainment and esthetic experiences have a positive effect on satisfaction. Third, MTE positively influences satisfaction, repurchase intention, and recommendation intention. Fourth, satisfaction has a positive impact on repurchase and recommendation intentions. Finally, according to the level of tour guides' professional competency, there is a significant difference in the effect of escapism experience on MTE/satisfaction.

A Study on the Elements of Chinese Animation IP (Intellectual Property) Development Based on the Pan-Entertainment Industry

  • Yan, JiHui;Lee, Byung Chun;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권1호
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    • pp.168-179
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    • 2021
  • With the introduction of China's new policies, the Chinese animation industry has gradually formed a sustainable industrial structure chain, and the output value of the animation market is also in a state of continuous growth. Since 2013, domestic animation has been developing from "lower age" to "ageing" and "adults". At the same time, with the popularization of China's pan-entertainment industry model, the multi-domain symbiosis of the Internet and mobile Internet has been realized, creating a fan economy of star IP (Intellectual Property), and promoting the linkage of various industries under the same IP. This paper mainly analyzes the development of the animation IP market in China's pan-entertainment mode in recent years, and analyzes the cross-media operation mode of the animation industry. At the same time, it studies the application of self-media in animation.

영화산업 발전단계를 바탕으로 본 문화콘텐츠산업의 정부개입과 산업 성숙도의 연관성 (How Government Policy Affects to Entertainment Industry?: Case Study of Korean Film History)

  • 권혁인;이현정
    • 한국콘텐츠학회논문지
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    • 제14권7호
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    • pp.386-394
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    • 2014
  • 문화콘텐츠 산업은 높은 부가가치를 이끌며, 세계 경제를 주도하는 산업으로 주목받고 있다. 이에 정부는 문화콘텐츠 산업 발전을 위한 방안을 제시하는 노력을 지속적으로 시도하고 있으나, 정부의 산업 개입 방향성에 대한 기준은 모호하다. 따라서 본 연구에서는 성숙도의 개념을 도입하여 경험재로서 측정이 어려운 문화콘텐츠의 발전에 정부가 어떠한 개입을 시도해왔는지 알아보고자 한다. 이를 위하여, 본 연구는 한국영화산업의 현황 및 발전정도를 바탕으로 성숙단계를 구분하고, 각 단계에서 시행되었던 정부정책을 조사하였다. 그 결과, 정부정책이 산업 시스템 구축을 주도하는 방향인 경우, 산업 성숙도는 시장을 구조화하는 단계에서 머물렀고, 자유경쟁 속에서 영세한 창작 기업 및 개인 지원정책으로 변경한 이후 비로소 시장 활성화 단계로 진행했음을 확인할 수 있었다.