• 제목/요약/키워드: Entertainment Experience

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A Study on the Satisfaction of Basic Medical Class Applying Virtual Reality(VR) (가상현실(VR)을 적용한 기초의학 수업의 만족도 연구)

  • Lee, Mun-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.531-537
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    • 2019
  • Education using Virtual Reality(VR) has attracted a great deal of attention in recent years because it does not require expensive equipments and a large space in the field, and it enables effective education at a relatively low cost. The basic medical science curriculum(functional anatomy) is very important in the health sciences, but the students have many difficulties in understanding. The purpose of this study is to apply VR to basic medical science curriculum and to understand students' perception. The students were asked to directly experience the anatomy virtual reality program(3D Organon®) and to investigate the differences from other learning materials, such as understanding, concentration and interest. Overall, learning using VR showed high significance than other learning materials such as textbooks, models, and 3D application. Therefore, this study suggests the use of virtual reality in medical subjects such as anatomy classes.

The Effect of Perceived Shopping Value Dimensions on Attitude toward Store, Emotional Response to Store Shopping, and Store Loyalty (지각된 쇼핑가치차원이 점포태도, 쇼핑과정에서의 정서적 경험, 점포충성도에 미치는 영향에 관한 연구)

  • Ahn Kwang Ho;Lee Ha Neol
    • Asia Marketing Journal
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    • v.12 no.4
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    • pp.137-164
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    • 2011
  • In the past, retailers secured customer loyalty by offering convenient locations, unique assortments of goods, better services than competitors, and good credit policy. All this has changed. Goods assortments among stores have become more alike as national-brand manufacturers place their goods in more and more retail stores. Service differentiation also has eroded. Many department stores have trimmed services, and many discount stores have increased theirs. Customers have become smarter shoppers. They don't pay more for identical brands, especially when service differences have diminished. In the face of increased competition from discount storess and specialty stores, department stores are waging a comeback war. Growth of intertype competition, competition between store-based and non-store-based retailing and growing investment in technology are changing the way consumers shop and retailers sell. Different types of stores-discount stores, catalog showrooms, department stores-all compete for the same consumers by carrying the same type of merchandise. The biggest winners are retailers that have helped shoppers to be economically cautious, simplified their increasingly busy and complicated lives, and provided an emotional connection. The growth of e-retailers has forced traditional brick-and-mortar retailers to respond. Basically brick-and-mortar retailers utilize their natural advantages, such as products that shoppers can actually see, touch, and test, real-life customer service, and no delivery lag time for small-sized purchases. They also provide a shopping experience as a strong differentiator. They are adopting practices as calling each shopper a "guest". The store atmosphere should match the basic motivations of the shopper. If target consumers are more likely to be in a task-oriented and functional mindset, then a simpler, more restrained in-store environment may be better. Consistent with this reasoning, some retailers of experiential products are creating in-store entertainment to attract customers who want fun and excitement. The retail experience must deliver value to turn a one-time visitor into a loyal customer. Retailers need a tool that measures the full range of components that define experience-based value. This study uses an experiential value scale(EVS) developed by Mathwick, Malhotra and Rigdon(2001) which reflects the benefits derived from perceptions of playfulness, aesthetics, customer "return on investment" and service excellence. EVS is useful to predict differences in shopping preferences and patronage behavior of customers. EVS consists of items measuring efficiency, economic value, visual appeal, entertainment value, service excellence, escapism, and intrinsic enjoyment, which are subscales of experiencial value. Efficiency, economic value, service excellence are linked to the utilitarian shopping value. And visual appeal, entertainment value, escapism and intrinsic enjoyment are linked to hedonic shopping value. It has been found that consumers value hedonic experiences activated from escapism and attractiveness of shopping environment as much as the product quality, price, and the convenient location. As a result, many department stores, discount stores, and other retailers are introducing differential marketing strategy based on emotional/hedonic values. Many researches suggest that consumers go shopping not only for buying products but also for various shopping experiences. In other words, they seek the practical, rational value as well as social, recreational values in the shopping process(Babin et al, 1994; Bloch et al, 1994). Retailers may enhance buyer's loyalty to store by providing excellent emotional/hedonic value such as the excitement from shopping, not just the practical value of buying good products efficiently. We investigate the effect of perceived shopping values on the emotional experience and store loyalty based on the EVS(Experiential Value Scales) developed by Holbrook(1994), Mathwick, Malhotra and Rigdon(2001). This study assumes that the relative effect of shopping value dimensions on the responses of shoppers will differ according to types of stores and analyzes the moderating effect of store type(department store VS. discount store) on the causal relationship between shopping value dimensions and store loyalty. Emprical results show that utilitarian values of shopping experience and hedonic value of shipping experience give the positive effect on the emotional response of consumers and store loyalty. We also found the moderating effect of store types. The effect of utilitarian shopping values on the attitude toward discount store is higher than the effect of utilitarian shopping values on the attitude toword department store. And the effect of hedonic shopping value on the emotional response to discount store is higher than on the emotional response to department store. The empirical results reflect on the recent trend that discount stores try to fulfill the hedonic needs of consumers as well as utilitarian needs(i.e, low price) that discount stores traditionally have focused on

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A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.5-14
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    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

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A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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The Effects of Social Tourism Information Platform on Experience Value and e-Loyalty of Visitors to Tourism Information (관광정보 이용객이 지각하는 소셜관광정보플랫폼이 경험가치 및 e-충성도에 미치는 영향)

  • Yoon, Dae-Gyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.15-26
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    • 2020
  • This study examined the effects of a social tourism information platform on platform users' experiential value and e-loyalty and performed an empirical analysis with the aim to propose methods and implications regarding what strategies can enable practical application for sustainable growth in the operation of a social tourism information platform in the future tourism industry. The results of the analysis are as follows. First, the analysis supported the hypothesis that sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on experiential value. Second, the analysis did not support the hypothesis that the sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on e-loyalty. Third, the analysis supported the hypothesis that experiential value has a statistically significant positive effect on e-loyalty. Consequently, tourism companies should improve customers' experiential value by supplementing their existing platforms, considering the interactivity, information reliability, and usefulness of users based on these characteristics of social tourism information platforms. To increase e-loyalty to their social tourism information platforms, tourism companies should clearly and rapidly provide the information needed by users in addition to improving the visual design of such platforms. Moreover, to increase e-loyalty, the companies can incorporate their own killer content into platforms for users to have an enjoyable time, using platforms that stimulate their interest and give pleasure and fun, and this way, they can satisfy the users' needs for experiential value.

Research for Recognition Levels of Students in Occupational Therapy on the Function of the Dementia Care Center (치매안심센터 기능에 대한 작업치료 전공 학생들의 인식 수준 조사)

  • Cho, Mi-Lim
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.205-212
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    • 2020
  • The purpose of this study was to investigate the recognition levels of students in occupational therapy on the function of the dementia care center. The study included 357 students in occupational therapy and the study was conducted from September 2019 to December 2019 based on the questionnaire about the function of the dementia care center. The major results of this study were as follows: Among the types of projects of the dementia care center, 'consultation and registration management' scored the highest. There were significant differences in recognition levels of 7 projects of dementia care center according to 'age' among general characteristics. There were significant differences in recognition levels of 6 projects except 'a visiting model' according to 'grade'. There were significant differences in recognition levels of 'rest area business for dementia' and 'support for families with dementia' according to 'region'. There was a significant differences in recognition levels of 'dementia care village' according to 'experience of using dementia care center'. There were significant differences in recognition levels of 'consultation and registration management', 'support for families with dementia', 'dementia care village' according to 'experience of clinical practice'. This study will provide basic data for the study of community based rehabilitation and help to establish the curriculum of occupational therapy.

A Study on Chinese K-pop Fandom from the Perspective of the Audience and Consumers (관객과 소비자 관점에서의 중국 K-pop 팬덤에 대한 연구)

  • Su, Xiameizi;Chang, Woong-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.51-64
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    • 2021
  • Among global K-pop fandoms Chinese fandom is a longtime and very strong consumer power in the K-pop industry due to its adjacent geographical location and low cultural barriers. Yet, there is a significant lack of research on Chinese K-pop fandom; most of what is available is from the producers' points of view. Research that explores the position and experience of Chinese fans, who are both mass audience and consumers, is slow to emerge. Thus, there is a need for systematic and careful study of Chinese K-pop fandom. In this research, we conducted a phenomenological study of the experience of Chinese fans of K-pop culture. We conducted participatory observation and in-depth interviews (including a FGI) with Chinese superintendents and active participants in Chinese K-pop fan clubs and fan pages. We then coded the data, following the theory of fandom developed by scholars such as Fiske (1992), and analyzed the phenomenon of Chinese K-pop fandom from the frame of the overall societal environment. We considered the psychological and behavioral characteristics of Chinese fans and the influences they receive from their turbulent social environments. We also considered the expectations of and opinions on the development of K-pop culture from their perspective. Based on our findings, the significant role and influence of independent fans and interdependent fandom in the development of K-pop culture and industry are identified. Finally, we emphasize that the role as facilitators of K-pop agencies is critical in the establishment of communication and trust between fans, K-pop artists, and the agencies.

Direction of Emergency Rescue Education Based on the Experience of New 119 Paramedics for National Health Promotion (국민건강증진을 위한 응급구조학 교육의 나아갈 방향 -신임 119구급대원의 출동경험을 바탕으로-)

  • Kim, Jung-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.207-220
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    • 2021
  • The purpose of the study is to investigate the application and utility of emergency rescue education and derive limitations, improvements and development directions of university education based on the field experience of 119 emergency medical technician(EMT)s. The research subjects were six new 119 emergency medical technician(EMT)s within three years of starting their first-aid service in the field. After conducting in-depth narrative interviews, the analysis was performed using Colaizzi method. The 82 formulated meanings were derived from significant statements. From formulated meanings, 23 themes, 4 theme clusters, 2 categories were identified. The four theme clusters were 'The effectiveness of university education', 'The limitations of university education', 'The direction of improvement in educational methodology' and 'The direction of improvement in educational contents. University education has been helpful overall, but limitations are observed at the same time, suggesting that it should be developed through the improvement of educational methodologies (i.e. problem-based learning, field case review, education through role-playing, simulation education, strengthening skill ect.) and educational content (i.e. training tailored to the field, education focused on trauma or cardiac arrest, expansion of triage education in disaster management, reinforcement of education on-site safety, education on special patients, diverse guidance and faculty for different perspectives).

The Relationship among Leisure Experience, Exercise flow Adherence of Senior in Fitness Center (스포츠센터 노인 운동 프로그램 참여자의 여가경험과 여가몰입 및 운동만족의 관계)

  • Lee, Seung-Bum
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.159-167
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    • 2021
  • The main purpose of this study is to closely investigate the constructive relationship between leisure satisfaction, leisure ability, exercise satisfaction, and consistent motor behavior patterns of the elderly's participation in leisure life sports. In order to achieve this, we surveyed and utilized the sampling of conveniences that selected Yongin and Seongnam city in Gyeonggi-do sports clubs, and accumulated samples of the elderly in living sports. The sample size was 239 elderly people. Based on this, according to the purpose of the study, statistical techniques, spss 23.0, and amos programs were used for analysis. The satisfaction analysis used in the research for a data analysis includes frequency analysis, exploatory factor analysis, confirmatory facor analysis, reliability analysis, correnlation analysis and structure equation model analysis. The research has drawn the following conclusions, based on the above mentioned research method and its procedures: First, it affects the satisfaction of the leisure satisfaction movement. Second, leisure ability affects exercise satisfaction. Third, exercise satisfaction affects the consistent exercise persistence and immersion satisfaction of exercise. As a result, it can be seen that the leisure immersion according to the experience of leisure competence has an effect on the satisfaction of the exercise. As a result, and the continuation of the exercise.

Analyzing Brand Community Members' Desired Value : Focusing on Case of BTS and ARMY (브랜드 커뮤니티 구성원의 추구가치 분석 : 방탄소년단과 아미 사례를 중심으로)

  • Lee, Min-ha
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.89-99
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    • 2021
  • A brand community refers to a group of people who have a passion and loyalty for the brand, and is attracting attention as an effective marketing strategy to increase brand equity because it actively tends to support and promote the brand without expecting compensation. The objective of this study is to identify factors that are needed for sustainable brand community management. Existing studies on brand community management have mainly been conducted by quantitative methods measuring consumer satisfaction and dissatisfaction towards brand community activities, however, this study applied qualitative methods using means-end chains and laddering approaches in order to deeply identify a consumer's desired value on brand community activities. An in-depth interview of 41 members of BTS ARMY, a representative example of brand community, has been conducted and analyzed. The result of this study is as follows. In order to encourage active brand community activities, it is important to provide brand community members with a variety of high-quality brand-related content for a unique aesthetic experience, and a forum where all members can interact and exchange information and ideas to enhance brand value and experience. Finally, to nurture a strong brand community as a partner to co-create brand equity, rather than just a fan community, it is needed to build an environment that fosters opportunities for brand community members to increase self-respect and fulfillment through their brand community activities.