• Title/Summary/Keyword: Entertainment Experience

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A Study on the Effect of Experience Types of Experience Economic Theory on the Revisit Intention of Healing Agricultural Participants: Focused on the Mediating Effect of Satisfaction (체험경제이론의 체험유형이 치유농업참가자의 재방문의도에 미치는 영향에 관한 연구: 만족도의 매개효과 중심으로)

  • Lee, Sang-Hyuk;Heo, Chul-Moo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.6
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    • pp.213-227
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    • 2021
  • The purpose of this study is to identify factors that are causal and intention to revisit healing agricultural facilities and to identify the relationship between factors. the effect of experience type was analyzed on revisit intention by using facility experience satisfaction as a meditator for healing agriculture participants. The sub-variables of experience types were divided into educational experience, devious experience, entertainment experience, and aesthetic experience. 259 questionnaires collected from the people who experienced healing agriculture programs in the whole country were used for empirical analysis. The PROCESS macro v3.4 and SPSS v22.0 were used to analyze based on the singular simple mediation model which contains a single mediator. First, all types of experience had a positive (+) effect on satisfaction. Second, satisfaction had a positive (+) effect on revisit intention independently of experience type. Third, all types of experience had a positive (+) effect on revisit intention. Fourth, satisfaction mediated between experience type and revisit intention except for deviating experience among experience types. As a follow-up study, it is necessary to study for the adjustment of mediators other than the mediator introduced in the study or the controlled mediated analysis through the conditional process model in which the moderator variable is introduced.

Unraveling the relationship between the dimensions of user experience and user satisfaction in metaverse: A Mixed-methods Approach (메타버스 이용자 경험요인이 만족도에 미치는 영향: 텍스트 마이닝과 계량 분석 혼합방법론)

  • Jeong, Da Hyeon;Kim, Hee Woong;Yoon, Sang Hyeak
    • The Journal of Information Systems
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    • v.32 no.3
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    • pp.19-39
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    • 2023
  • Purpose This study aims to identify user experience factors that can enhance both metaverse utilization and satisfaction based on the honeycomb model. For this we presented two research questions: first, what are the experience factors of metaverse users? Second, do metaverse user experience factors impact satisfaction? Design/methodology/approach To address these questions, a mixed-methodology approach is employed, including text mining techniques to analyze online reviews and quantitative econometric analysis to reveal the relationship between user experience factors and satisfaction. A total of 69,880 reviews and ratings data were collected. Findings The analysis revealed eight metaverse user experience factors: entertainment, operability, virtual reality, immersion, economic activity, visual performance, avatar, and sociality, all of which were found to have a positive impact on user satisfaction.

Towards the Community Space for Secondary School (중등학교 시설에서의 커뮤니티공간 연구)

  • Lee, Kum-Jin
    • Journal of the Korean Institute of Educational Facilities
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    • v.19 no.1
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    • pp.3-12
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    • 2012
  • The opportunity provided for design method and strategy of community space for secondary school through the experience of public library and gallery, is the purpose of this paper. Community space is an important issue in school architecture as it seeks to revive the public area in educational building and to renew the open space as a multi-entertainment space. The latest works of school, however, which are evaluated as well reflected the reality of educational patterns, are still deficient in that communicational elements in school are underdeveloped and inadequate. The cases of this paper, which are grown up as entertainment library and multi-purpose cultural space such as Seattle Public Library, Sendai Mediatech, Tate Modem Gallery, and Kunsthaus, are suitable to offer the method of the creation of community space for school. This paper reviews an assessment of its success in community space for school architecture with multi-entertainment-purpose library and cultural space connected open space and concludes with the establishment of design method for future school; extraction of the factors contributing to development of community space in school and proposal of design method; implementation of school renewal with library and gallery plus open space for the creation of identity considering both of study and play.

Online Platform Experience: Enhancing Customer Engagement and Loyalty in the Hospitality Industry (온라인 플랫폼 경험: 호스피탈리티 고객 인게이지먼트 및 로열티 향상 방안)

  • Kim, Joon-hyeong Joseph
    • Asia-Pacific Journal of Business
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    • v.8 no.2
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    • pp.75-94
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    • 2017
  • This study aims to develop a conceptual framework linking antecedents and consequences of online platform experience in the context of hospitality businesses. In doing so, an introduction to online platform experience in the hospitality industry was made, and environmental stimuli, that is, enablers of online platform experience were identified: information, entertainment and relation. Additionally, the theoretical review attempted to explain how customers are likely to be engaged in, and to be loyal to, the hospitality organizations' provisions in the context of online platforms. When presenting the theoretical model, a Stimulus-Organism-Response paradigm was employed to propose the hypotheses predicting positive online platform experience, which seems to derive from internally provoked cognition and affection within individuals, leading to behavioral consequences. This model is expected to be applicable to the online context, where hospitality businesses tend to adopt the concept of gamification and to implement associated loyalty programs. Finally, theoretical and practical implications, along with potential avenues of future research, were discussed.

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A Study on the Direction of City Marketing Policy Based on Mobile Advertisement Characteristics (모바일 광고 특성에 따른 도시마케팅 정책 방향 연구 : 제주를 중심으로)

  • Kim, Yun-Jeong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.363-372
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    • 2019
  • Mobile advertising applying various contents is being activated with the specificity of the mobile environment. In terms of not only products but also City Marketing, advertising strategies that are beyond the limits of traditional advertising are needed. However, related advertising in the region is mainly carried out on the basis of industry promotion. Therefore, in order to distribute goods through local industry, it is urgent to link with industry through city marketing for the region. The purpose of this study is to present the direction of city marketing policy through the process that Mobile advertising characteristics building up experience and feeling for the city brand. For this purpose, we selected mobile advertising characteristics to strategically use mobile advertising in the region, and examined the effects of Jeju city brand experience and city brand feeling. We also confirmed the moderating effect of communication experience with mobile advertising. The result of this study will be able to contribute to the policy direction of advertising for Jeju city marketing.

Fun Factors for User Experience Design (Fun Factors를 적용한 핸드폰 UI(Game적 요소를 적용한 핸드폰 UI))

  • Kim, Deok-Won;Jin, Young-Kyu;Woo, Joo-Kyung;Chung, Amy
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.27-32
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    • 2007
  • 핸드폰이 단순한 커뮤니케이션 도구에서 종합 엔터테인먼트 기기로 빠르게 진화되고 있으며 이를 뒷받침 하는 하드웨어와 네트워크 기술 역시 계속 발전해 나가고 있다. 또한 핸드폰이 다양한 기능을 제공하고 휴대폰에 내장된 어플리케이션의 종류가 많아 짐에 따라 UI에도 많은 변화가 일어나고 있지만 주로 사용성을 개선하는 기능적인 개선으로 치중되고 있는 상황이다. 본 연구의 목적은 핸드폰 UI를 새로운 관점으로 접근하여 '재미'라는 요소를 접목한 실험적인 UI를 기획하고 이를 적용하는 데 있다.

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A Study on the Influence of the Exhibition's Image on Visitor's Satisfaction and Behavioral Intention (전시회 이미지가 방문객 만족 및 행동의도에 미치는 영향 연구)

  • Kim, Si-Joong
    • Journal of the Economic Geographical Society of Korea
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    • v.20 no.3
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    • pp.419-430
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    • 2017
  • This study aims to analyze the effect of the exhibition's image toward Visitor's Satisfaction and Behavioral Intention (re-visit and recommendation), and to investigate the influence relationship between visitor's satisfaction and behavioral intention. Thus, the survey is carried out to 489 visitors from Daejeon International Wine Fair and the result shows as following. First, after the analysis of local exhibition's image, 6 factors(wonderfulness tendency, experience tendency, purchase tendency, entertainment tendency, and utility tendency) come out. Second, the impact on image of exhibition's image from 6factors is sequentially followed as wonderfulness tendency, experience tendency, purchase tendency, entertainment tendency, and utility tendency, however the local tendency have no impact on. Third, in the influence relationship between re-visit and exhibition image- as a following order- wonderfulness, purchase tendency, experiment tendency, entertainment tendency and local tendency are sequentially have an impact. Forth, the result of the analysis for influence between elements of the exhibition's image factor and the intention of recommendation shows that wonderfulness, experience tendency, entertainment tendency, and purchase tendency elements had a meaningful influence on the intention of recommendation however, local tendency and utility tendency do not have an impact. Fifth, the satisfaction of visitors have an affirmative influence on the intention of behavior(re-visit and recommendation).

A Focus Group Interview(FGI) on Experience During Clinical Fieldwork of Students in Occupational Therapy (작업치료과 학생들의 임상실습 경험에 대한 포커스그룹 인터뷰)

  • Kang, Jin-Ho;Nam, Young-Ok;Oh, Myung-Hwa
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.299-309
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    • 2019
  • The purpose of this study was to investigate about student's experiences in occupational therapy through clinical fieldwork, such as the change in perception of occupational therapy, the stress that students experience, and the satisfaction of clinical fieldwork. We conducted a focus group interview with 10 participants to see what they experienced during the clinical fieldwork. The contents of the interview were recorded and conducted, and the meaning was analyzed according to the focus group interview procedure through repeated listening. Components were psychological experience, professional experience, environmental experience, changes of values, and behavioral changes. In psychological experience, he experienced anxiety and burden. Experiential experience was the connection of theory and clinical experience and realization of major knowledge. In the environmental experience, we experienced clinical guidance management system, and the change of values experienced change of perception of occupational therapy and change of perception of disabled person. Finally, behavioral changes have experienced an active response through clinical practice experience. Clinical fieldwork is a basic element that prepares students to become occupational therapists. It affects the role of occupational therapist and perception performance through various experiences in new environment. It is thought that the efforts of the institution are needed. The results of this study will help occupational therapists to direct clinical fieldwork in the right direction in clinical fieldwork.

A Structural Equation Modelling of the Relationship between User Experience, Self-efficacy and Game Performance in Healthcare Serious Gam (체감형 헬스게임에서 사용자경험과 자기효능감이 게임 만족도와 성과에 미치는 영향)

  • Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.15-29
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    • 2012
  • In order to predict satisfaction and performance of sensible healthcare game using motion recognition sensor, this study analyzed the effects of flow, presence and social cognitive factor and then, it attempted to verify structural relationships thereof. Self-efficacy, being a social cognitive factor, was found to affect the level of functional satisfaction of health game but it showed no direct effect to intention of using game. Flow experience was also observed to be a meaningful predictor for the level of functional and entertainment satisfaction in the direction hypothesized. It is also shown that presence exerts a direct effect on functional satisfaction. Finally, it is discovered that functional satisfaction has meaningful influence on entertainment satisfaction as well as future intention to use. The results verifies that even in sensible healthcare game, user experience and social cognitive factor have significant effects on satisfaction and performance of a serious game.

Phenomenological Research on Disability Acceptance and Recovery Experience for the Life-Care of Adolescents with Disabilities (장애청소년의 라이프 케어를 위한 장애수용과 회복경험에 대한 현상학적 연구)

  • Bak, Ah-Ream;Kang, Jin-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.177-185
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    • 2020
  • This Study used phenomenological research method to understand disability acceptance and recovery experience for the life care of adolescents with disabilities. As a result, the study found four components: confusion and psychological anxiety due to disability, gradually accepting disability, strengthening motivation for recovery, overcoming disability, and returning to society. Psychological comfort was obtained through the support of the family and the psychological rapport between the therapists. The Youths with disabilities experienced a change in their perceptions of disability and hoped for life after discharge, overcoming frustration and showing their positive future. Based on the results of this study, we were able to understand the disability acceptance and recovery experience of adolescents with disabilities and identify the components of acceptance and recovery. The derived components can be used to guide disability acceptance and recovery interventions for the care of youth with disabilities.