• Title/Summary/Keyword: Experience

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Effects of Consumer Experience Related to Experience Providers of Apparel Companies on Brand Loyalty (의류기업의 경험제공수단에 따른 소비자의 브랜드 경험유형이 브랜드 충성도에 미치는 영향)

  • Hwang, Jeong-In;Park, Jae-Ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.1
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    • pp.175-189
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    • 2013
  • This study was aimed at finding the effects of consumer experience related to experience providers of apparel companies on brand loyalty. The participants of this study included experienced SPA fashion brand shopping female consumers who are between the ages of 20 to 50 residing in Seoul. A total of 285 questionnaires were used for the survey of this study. Methods of data analysis included. The result of this study revealed the 9 factors of experience providers in apparel companies: co-branding, advertising, visual/verbal identity & signage, design & quality, physical environment, people, emotional environment, websites, and sales promotion. The 5 factors of consumer experiences were behavioral experience, relational experience, affective experience, intellectual experience, and sensory experience. The experience providers of the apparel company had a significant impact on consumer experience of SPA, such as behavioral experience, sensory experience, affective experience, intellectual experience and relational experience. Of all, consumer experience of SPA as well as behavioral, sensory and affective experiences had a positive impact on brand loyalty. In conclusion, experience providers, at the disposal of the apparel company, are tactical implementation components for creating consumer experience. Therefore, the marketing strategy of apparel companies should be focused on eliciting affirmative responses from consumers.

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A Study on Influence of Fishing Villages Experience Program Choice by the Tourist Characteristics (관광객 특성에 따른 어촌체험프로그램 선택의 영향력 분석)

  • Lee, Seo-Gu;Choi, Kyu-Chul;Kim, Jung-Tae
    • Journal of Korean Society of Rural Planning
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    • v.26 no.3
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    • pp.1-12
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    • 2020
  • The purpose of this study is to analysis the influence of fishing villages experience programs choice by the tourist characteristics. As an analysis method, a statistical technique of multinomial logistic regression was used. The dependent variable have typified about 70 fishing experience programs, such as tidal-flat experience, fishery experience, and fishing experience, operated by the fishing village experience recreation villages into 9 programs. The independent variables consisted of 7 groups of people: gender, age, marital status, presence of children, experience of visiting a village in a rural and fishing village experience, preference of a village in a recreational experience, and recognition of a village in a fishing village experience. As a result of analysis, no significant differences were found that the selection group preferring 'fishing culture experience', 'leports experience', 'ecological craft experience', and 'festival and event experience' in the selection of fishing village experience program compared to the group choosing 'rural experience'. On the other hand, the group preferring 'tidal flat experience' analysis that 'married' is about 14 times higher than 'unmarried', and the group preferring 'fishing village experience' is 9.55 times higher than the group preferring 'rural village experience'. In the group preferring 'fishery experience' and 'fishing experience', the group preferring 'fishing experience recreation village' was 9.21 times and 14.34 times higher than the group preferring 'rural experience recreation village'. In the 'food experience', 'married' was 25 times higher than 'unmarried'.

A Study on the Characteristics of Vocational Experience Facilities in Accordance with Experience Marketing - Focused on Vocational Experience Facilities for Children - (체험 마케팅에 의한 직업체험관의 특성에 관한 연구 - 어린이 직업체험 중심으로 -)

  • Joo, Hee-Moon;Byun, Dae-Joong
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.108-116
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    • 2013
  • This study has the purpose to review the way of experience element and property of space design appearing in vocational experience space and accumulate basic study material for children's vocational experience space and build systematic and specialized modules. Analysing the marketing elements of experience space through pilot research to arrange frame of analysis, and in a determined range, experimental marketing's property appearing in children's vocational experience center is analysed. This researcher analysed experimental displaying space's function of recognition, emotional, behavior, sense marketing and experimental marketing induced from pilot research on space design expressive elements of experimental marketing when it is applied to spaces through the frame of analysis with the combination of total 8 kind's experience display space function such as investigative, conceptional, aesthetic, entertaining, logical, relative, participating, and comprehensive experience based on 5 vocational experience spaces located in Seoul and Gyeonggi, opened after 2010, being operated at present with more than 500 pyeong (about 1,650 square meter) and targeted for children, after this researcher visited the site directly to make check list with the frame of analysis together with the staff and administrator in charge of vocational experience education. As a conclusion, vocational experience center is a space of edutainment helping children experience various profession more easily to find their interest and to bring up their dream. By analysing current vocational experience center through the element called experimental marketing, current status of vocational experience center could be known. the experience itself in vocational experience center becomes a merchandise. Instead of mere experience, so as to get professional experience and new information, new experiences should be provided by incessant variation and development. This study is to build basic research data for children's vocational experience space, however not only drawing specialty of vocational experience center through the connection of enterprises based on the contents arranged above but also systematic and specialized modules are expected to be built in next researches.

Exploratory Study to Develop Customers' Experience Measurement Scale of H&B Store

  • NOH, Eun-Jung;CHA, Seong-Soo
    • The Journal of Industrial Distribution & Business
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    • v.11 no.7
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    • pp.51-60
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    • 2020
  • Purpose: Recently, Korean cosmetics distribution market has been reorganized with the H&B store. In the domestic cosmetics distribution market, existing brand road shops are decreasing, and multi-shops are leading the H & B stores, which have greatly improved their experience and content. In these environmental changes, the offline distribution channels are turning into the multi-editing shops that have introduced products of various brands and greatly enhanced experiences and contents. Nevertheless, most studies of factors and measurement items for measuring customer experience in the H&B store use Schmitt (1999)'s Strategic Experience Modules (SEMs). Therefore, the purpose of this study is to propose a measure that is practicable through consideration of the in-store customer experience components of the H&B store. Research design, data and methodology: Based on Schmitt's Strategic Experience Modules (SEMs), which are widely used in customer experience marketing, the metric pool was constructed through customer and literature research on H & B store managers. Since then, 101 preliminary surveys and 211 main surveys have been conducted in order to propose a dimension of customer experience and refine the metrics. Results: As a result of the research, H&B store's customer experience was derived from a measurement model consisting of 19 measurement items in total of five dimensions: environmental experience, intellectual experience, behavioral experience, tech experience, and relationship experience. This study analyzed that compared to the existing Schmitt's Strategic Experience Modules (SEMs), (1) emotional experience expanded to environmental experience, (2) Cognitive and relationship experiences are maintained (3) behavioral experience was subdivided into physical and technical experiences. In particular, the environmental experience has been proposed as a major component is an important point because the H&B store recently opened a large flagship store and is competitive in constructing a differentiated space. Conclusions: Related experience was seen as an important component of customer experience in the offline store, but in the process of refining the scale, interaction items with employees of the H&B store were removed, and rather, participation in the APP or SNS channel of the company, event Participation, interaction with other customers, etc. appear to be important, while suggesting the practical implications.

A Study on the Types Classification and Analysis of Experience Activities in Rural Tourism Village (농촌관광마을의 체험활동 분류 및 분석 연구)

  • Han, Song-Hee;Son, Jin-Kwan;Choi, Yoon-Ji;Yoon, Yu-Shik
    • Journal of Agricultural Extension & Community Development
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    • v.22 no.1
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    • pp.31-41
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    • 2015
  • Rural tourism village experience is proceeded quantitatively without distinct characteristic. This research aimed at analyzing the experience and utilizing in the establishment of differentiation and contents development. Type of experience activity was classified as 10 types in Level 1 and 0~4 types in Level 2. As the result of analyzing 3,007 experiences in 168 villages, types of experience activity implemented per 1 village was 17.9. Among them, ecological experience type appeared to be the most, and appeared in order of food, agriculture farming experience. In respect of agriculture farming experience, 'harvest and utilization' was analyzed to be the highest, and regarding rural farmhouse living experience displayed 'farmhouse living' experience the highest. Tradition courtesy experience displayed 'traditional culture' experience the highest, and rural food experience was analyzed to implement 'food making' experience the most. Ecological experience mainly consisted of 'hunting and collecting' and 'observation/learning', in case of play experience, 'traditional play' experience activity was analyzed to be performed the most. Considering utilization material, it appeared in order of 'rice', 'sweet potato', 'potato', 'corn', 'chili', 'agricultural implement', 'farmhouse', 'animal', 'culture', 'history', 'rice cake', 'alcoholic drink', 'tofu', 'kimchi', etc. The place of ecological experience was performed in the forest the most, and lots of experience was performed in stream, valley, and river. The researcher expects that characteristic experience activity will be developed based on this result, by avoiding doubleness of the experience activity among the regions and the villages.

The Relationships Among the Department Store's Marketing Mix, Experience Factors and Store Attitude (백화점의 마케팅믹스요인, 체험요인 및 점포태도의 관계)

  • Fan, Qing-ji;Kim, Won-Kyum;Cui, Guang
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.243-246
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    • 2010
  • In this research, the object is to analysis the impact of the four dimensions of Marketing Mix, product, price, place and promotion on store attitude. At the same time as mediating factors of relationship between Marketing Mix and customer attitude, experience factors, such as sense experience, feel experience and think experience are also analyzed. The results show that the promotion has a significant effect on sense experience, and place also has a significant effect on sense experience, feel experience and think experience. Another important result is, experience factors, such as sense experience, feel experience and think experience have significant effect on store attitude.

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A Study on the Effect of Healing Experience Program on Satisfaction: Focused on Experience Cost and Experience Time (치유체험프로그램이 만족도에 미치는 영향에 관한 연구: 체험비용과 체험시간을 중심으로)

  • An, Hye-Jung;Kan, Soon-Ah
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.3
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    • pp.183-200
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    • 2022
  • This study is a study on the effect of a healing experience program on satisfaction in the field of healing agriculture. In the development of a rural experience program, what factors constituting the healing experience program affect satisfaction, and how much time and participation cost affect the satisfaction of the healing experience program from the marketing point of view of the healing experience program. I want to analyze By researching the effect of experience cost and experience time on satisfaction of the healing experience program, I would like to suggest the development direction of the healing experience program. To this end, by empirically analyzing the effect of a healing experience program using experience cost and experience time as parameters on satisfaction, we present a theoretical basis for priority considerations when developing a rural experience program. There are entertainment experience, educational experience, deviant experience, and aesthetic experience as sub-factors of the experience program, experience time and experience cost as parameters, and satisfaction as a dependent variable. In addition, the reliability of the research results was secured by setting the demographic variables of the survey subjects as control variables. The empirical analysis was conducted on 314 valid questionnaires from the unspecified majority who were interested in or aware of the healing experience program. SPSS v22.0 was used, and to test the mediating effect, the three-step verification method of Baron & Kenny(1986) and the SPSS PROCESS Macro Model No. of Andrew F. Hayes(2018). 4 The reliability of the mediating effect was secured by applying the verification method and comparing the analysis resul. As a result of the study, it was found that educational experience (𝛽=.134, t=1.759*) had a positive (+) effect on experience cost, and aesthetic experience (𝛽=.144 t=1.684*) had a positive (+) effect on experience time. +) was found to have an effect. Also, educational experience (𝛽=.239, t=4.112***) was found to have a positive (+) effect on satisfaction, and aesthetic experience (𝛽=.330 t=4.921***) had a positive effect on satisfaction. It has been shown to have a (+) effect. Experience time was found to have a negative (-) inconsistent mediating effect between aesthetic experience and satisfaction. That is, it is the total effect (𝛽=.330 t=4.921***), and the direct effect (𝛽=.349 t=5.241***) increased by 𝛽=.019 compared to the total effect when the experience time was input, while the indirect effect (𝛽=-.019), which was shown to exert a negative (-) mediating effect.

The Effects of Screen Baseball Experience Factor on Pleasure, Experience Value and Quality of Life Based on Experience Economy Theory (체험경제이론을 적용한 스크린야구장 체험요인이 즐거움, 체험가치, 삶의 질에 미치는 영향)

  • Choi, Seung-Sik;Kim, Hyeong-Geun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.141-152
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    • 2021
  • The purpose of this study is to examine the effects of screen baseball experience factor on pleasrue, experience value and quality of life based on experience economy theory. To achieve the purpose of the study, 366 questionnaires who had experience visiting screen baseball were surveyed. Frequency analysis, factor analysis, reliability analysis, correlation analysis, Multiple regression analysis using SPSS ver 21.0. Results of this study are as follows, First, Experience factors (entertainment experience, escapist experience) were found to have a significant effect on the pleasure. Second, Experience factors(entertainment experience, escapist experience and aesthetic experience) were found to have a significant effect on the experience value. Third, Experience factors(entertainment experience, educational experience and escapist experience) were found to have a significant effect on the quality of life. Through these study results, this suggests that the experience factors of screen baseball users positively influence the pleasure, experience value and quality of life. Therefore, it is necessary to develop an experience factor reinforcement program and expand facilities in order to increase the pleasure, experience value, and quality of life of screen baseball users in the future.

An Analysis of the Experience of Visitors of Fishing Experience Recreation Village Using Big Data - A Focus on Baekmi Village in Hwaseong-si and Susan Village in Yangyang-gun - (빅데이터를 활용한 어촌체험휴양마을 방문객의 경험분석 - 화성시 백미리와 양양군 수산리 어촌체험휴양마을을 대상으로 -)

  • Song, So-Hyun;An, Byung-Chul
    • Journal of Korean Society of Rural Planning
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    • v.27 no.4
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    • pp.13-24
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    • 2021
  • This study used big data to analyze visitors' experiences in Fishing Experience Recreation Village. Through the portal site posting data for the past six years, the experience of visiting Fishing Experience Villages in Baekmi and Susan was analyzed. The analysis method used Text mining and Social Network Analysis which are Big data analysis techniques. Data was collected using Textom, and experience keywords were extracted by analyzing the frequency and importance of experience texts. Afterwards, the characteristics of the experience of visiting the Fishing Experience Village were identified through the analysis of the interaction between the experience keywords using 'U cinet 6.0' and 'NetDraw'. First, through TF and TF-IDF values, keywords such as "Gungpyeong Port", "Susan Port", and "Yacht Marina" that refer to the name of the port and the port facilities appeared at the top. This is interpreted as the name of the port has the greatest impact on the recognition of the Fishing Experience Villages, and visitors showed a lot of interest in the port facilities. Second, focusing on the unique elements of port facilities and fishing villages such as "mud flat experience", "fishing village experience", "Gungpyeong port", "Susan port", "yacht marina", and "beach" through the values of degree, closeness, and betweenness centrality interpreted as having an interaction with various experiences. Third, through the CONCOR analysis, it was confirmed that the visitor's experience was focused on the dynamic behavior, the experience program had the greatest influence on the experience of the visitor, and that the experience of the static and the dynamic behavior was relatively balanced. In conclusion, the experience of visitors in the Fishing Experience Villages is most affected by the environment of the fishing village such as the tidal flats and the coast and the fishing village experience program conducted at the fishing port facilities. In particular, it was found that fishing port facilities such as ports and marinas had a high influence on the awareness of the Fishing Experience Villages. Therefore, it is important to actively utilize the scenery and environment unique to fishing villages in order to revitalize the Fishing Experience Villages experience and improve the quality of the visitor experience. This study is significant in that it studied visitors' experiences in fishing village recreation villages using big data and derived the connection between fishing village and fishing village infrastructure in fishing village experience tourism.

Analysis of the Influence of Factors Affecting the Relationship Continuity of Rural Experience Tour - Focusing on the Comparison between Men and Women - (농촌체험관광의 관계지속성에 미치는 요인들의 영향분석 - 남성과 여성의 비교를 중심으로 -)

  • Jeong, Sang sook;Yoon, Seong Soo;Song, Chang Seob;Maeng, Seung Jin
    • Journal of The Korean Society of Agricultural Engineers
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    • v.63 no.4
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    • pp.43-53
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    • 2021
  • The purpose of this study is to analyze the factor influencing in order to increase the intention to revisit rural experience tourism. 181 men and women who had experienced rural experience tourism were surveyed in a Self-Assessment Questionnaire. Some farming experience, life experience, cultural experience, and leisure experience were set as independent variables as representative programs of rural experience tourism, satisfaction and trust as mediated variables, and relationships as dependent variables. Here, the relationship is regarded as a variable representing the intention to revisit. When performing multi-group path analysis by separating men and women, both men and women had a statistically significant positive (+) effect in the Leisure experience→Satisfaction path and the Trust→Relation path. In addition, the paths that were statistically significant for women were not statistically significant, but were statistically significant only for men were Farm experience→Satisfaction path, Farm experience→Relation path, and Leisure experience→Relation path. In addition, the paths that were not statistically significant for men, but statistically significant for women were Culture experience→Satisfaction and Trust→Satisfaction. According to this study, in order to increase the intention to revisit, both men and women should consider leisure experience. And men should emphasize farming experience, while women should emphasize cultural experience. It is considered that there is a need to further subdivide leisure experience, farming experience and cultural experience for the region. This study has a limitation of only 181 people. More large-scale research will be possible in the future.