Purpose - This study aimed to investigate the impact of immersive virtual reality (VR) technology on learning effectiveness in museum environments by integrating experience economy theory and flow theory. Design/methodology/approach - Survey data were collected from 200 participants who experienced VR in a museum setting. A PLS path analysis was conducted to examine the relationships between key variables. Findings - The study found that the three main VR features-interactivity, vividness, and novelty-had significant positive effects on the four experiential dimensions of the experience economy: educational, entertainment, escapist, and esthetic experiences, with the exception of novelty not impacting esthetic experience. Among these dimensions, only educational experiences significantly influenced perceived learning effectiveness, and this relationship was mediated by the flow state. Research implications or Originality - This research provides valuable insights into how immersive VR can enhance learning effectiveness in museums. It emphasizes the importance of focusing on educational experiences and suggests that achieving a flow state is crucial for improving learning outcomes in VR-based museum experiences.
Journal of Korean Library and Information Science Society
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v.53
no.3
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pp.1-24
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2022
By developing and implementing a book curation education program that reflects the experiential economy theory, this study aims to verify the effect that experience perception of the program has on continuous participation intention and perceived value of the program. Teaching and learning activities of book curation education programs were organized so that practitioners can experience activities for 4 experience element, entertainment experience, educational experience, escapist experience, esthetic experience according to experience economic theory. This study surveyed 195 peoples who participated in the program to measure the effectiveness of the program. As a result of analysis, research hypothesis 1 (the perception of experiences in the book curation education program affects the perceived value of the program) revealed that aesthetic and entertainment experiences were significant, and research hypothesis 2 (the perception of experience in the book curation education program affects the intention to continue participating in the program) showed that all other factors except educational experiences were significant.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.18
no.3
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pp.173-189
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2023
Although many researches have been conducted that the contents consumption, called Hallyu, has a positive effect on the national image of Korea, which leads to product purchases, there have been few empirical studies based on the experience economy theory that connects to value relationships with customers. Therefore, based on the experiential economy theory, this research conducted an empirical analysis of the effect on Korean image and cosmetics purchase intention targeting women living in Malaysia and the Philippines who have experienced the Korean Wave(Hallyu). As a result of the research, entertainment experience, educational experience, and escape experience had a significant effect on the image of Korea, but aesthetic experience did not. Entertainment experience, educational experience and escape experience also had significant relationships in the indirect effect of Korean image on cosmetics purchase intention. In the moderating effect analysis comparing the two countries, in Malaysia, escape experience had a significant effect on the image of Korea, but in the Philippines, entertainment experience and educational experience had a significant effect on the image of Korea, so there was a difference between the two countries. The effect of Korean image on cosmetics purchase intention was confirmed significantly in both countries, but it was greater in the Philippines than in Malaysia. This research is meaningful in that it is an empirical study based on the systematic framework of experiential economy theory. In order to maintain the effectiveness of the Korean Wave(Hallyu), various improvements in the contents that make up the Korean Wave are required and policy consideration by the relevant authorities is needed. It is also necessary to consider each country's different acceptance of the Korean Wave(Hallyu).
Augmented reality, which has recently drawn great attention, has along history in technical terms. However, the latest emergence of mobile augmented reality using smartphones is allowing people to access augmented reality more easily and faster than ever. However, a review of existing studies shows that most of them have focused on the technical realization of augmented reality, whereas few studies have dealt with how users perceive augmented reality. For users, augmented reality is a means of knowledge transfer, which enables the experience of more abundant reality by providing additional informatio nsources to objects or landscapes. There fore, the element of experience must be considered for the perception of users. In addition, the current augmented reality technology certainly provides users with more fun than any other existing technologies. In this regard, this study intended to divided experiences not only into sensory experiences, but also into entertainment, educational, escapist, and esthetic experiences based on the experience economy theory suggested by Pine and Gilmore(1998). Moreover, this study intended to examine whether mobile augmented reality applications, which are highly popular as a means of the experience economy, influence the usefulness, convenience, and enjoyment perceived by users, and to identify which of these cognitive elements influence usage intentions.
The recent global economic crisis has resulted in increased discussion and attention on the sharing economy, a form of economic activity where individuals share currently available products. This study investigates consumer sharing economy usage attitudes and usage intentions by applying rational choice theory. For this study, an investigation that had 400 adult consumers from across Korea answer a structured questionnaire was conducted. A statistical approach using SPSS ver. 22.0 was used to analyze the data. The study found that the consumer's sharing economy value and participation levels were higher than usual. Higher than usual consumption patterns were seen for the construct of rational behavior theory. An analysis of the relative influence of variables regarding sharing economy usage intention also found that usage intention was higher for those who had experienced using a sharing economy services rather than those who did not have experience. In addition, the sharing economy usage intention also increased along with the values for subjective norms, sharing economy usage attitudes, sharing economy participation, sharing economy emotional benefits, and increased values. This study found that fundamental materials for consumer education should be made to eliminate difficulties that consumers have when they use sharing economy services. It is also expected that economic policy will develop to stimulate the sharing economy in a stable manner, that sharing economy-related information will be provided to consumers, and that consumer policies will be prepared to prevent consumer problems before they occur.
Journal of Agricultural Extension & Community Development
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v.23
no.1
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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.
With the advent of generative artificial intelligence technology, it became possible to create a virtual human, and produce a lecture video only with textual information. It is expected that the virtual human will enhance the efficient production of educational contents and the student's entertainment experience and satisfaction. However, there have been still few studies that have demonstrated the process of how virtual human technology reaches students' satisfaction. Therefore, the purpose of this study is to empirically examine whether the human likeness, which is the main characteristic of a virtual human based on Uncanny Valley theory, affects human experience and satisfaction. In particular, human likeness of the Uncanny Valley theory was subdivided into human likeness in the visual and verbal dimensions, and the process of reaching satisfaction was understood based on the experience economy model. In particular, human similarity in Uncanny Valley theory was classified as similarity in the visual and language levels, and the process of reaching satisfaction based on the experiential economic model was analyzed with a partial least squares structure model equation (PLS-SEM). The survey was conducted online for a panel of office workers at a specialized research institution in China. The results indicate that both the visual and verbal human likeness had a positive effect on experience economy factors (education, entertainment, esthetic, escape), and then these experiential factors had a significant effect on satisfaction. The results also provide some suggestions to consider when designing educational contents by virtual human.
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.
Military experience has a great impact on a soldier ability to handle risks. Therefore, when those soldiers become managers, they may behave differently in making risky corporate decisions, especially in activities like the R&D investment. However, studies on how military experience affect R&D have been largely missing in the largest emerging economy, i.e. China, despite that the country hires a higher percentage of military managers than the US. In addition, it remains a question whether military managers affect the state-owned enterprises (SOEs) in China, as many of the corporate decisions are made by the government. This paper tries to address these questions. The imprinting theory and the upper echelon theory suggest that managers' personal experience can affect their behaviour, which in turn influences their corporate decisions. In this paper, we examine whether managers with military experience lead to higher R&D investment and whether such an effect exists in state-owned enterprises. Based on a sample of listed firms in China's A-share market over 2008-2017, we make two findings. First, companies with military managers have high R&D investment. By dividing managers' military positions into high and low rank, we find that companies tend to have higher (lower) R&D investment if their managers hold a high-rank (low-rank) position. Second, the effect of high-rank military managers on R&D investment is more pronounced if the manager is also the founder and the company is a non-state-owned enterprise. For low-ranking military managers, a stronger effect on R&D investment is also observed if they are also the founder, but whether their companies are state-owned or not has no impact on R&D investment. This study identifies managers' military experience as a contributing factors to corporate R&D investment in the largest emerging economy. This paper tests an implication of the imprinting theory and the upper echelon theory, i.e., managers' personal experience can affect their behaviour, which in turn influences their corporate decisions. Specifically, we focus on one aspect of personal experience - military experience - and look at whether it is beneficial to firms' technological innovation, therefore enriches the literature of managerial heterogeneity. Our findings on the influence of managers' military experience on firms' technological innovation can help us better understand the role of managers play in corporate decision making, and how managers' individual traits interact with the firm's characteristics.
Journal of the Korean Society of Clothing and Textiles
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v.47
no.2
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pp.277-294
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2023
As more consumers have turned to online shopping since the COVID-19 pandemic, communication through offline channels has also entered a new phase. Young consumers recognize offline channels as a play space for enjoying various experience elements. Applying Pine and Gilmore's (1998) experiential economy theory, this study initially explores the structure of experience factors in the context of experiential fashion stores (RQ1). Next, we investigate the effect of experience factors on consumer loyalty by mediating store attachment (RQ2). In addition, the moderating effect of fashion innovativeness was verified (RQ3). This survey targeted members of the MZ generation who have visited experiential fashion stores. A total of 225 survey responses were analyzed using AMOS 22.0 and SPSS 26.0. First, as a result of factor analysis, the experience factors of experiential fashion stores were classified into education, escapism, and aesthetic entertainment. Secondly, as a result of structural equation modeling (SEM), all three experience factors positively affected store attachment, and increased attachment positively enhanced consumer loyalty. Finally, as a result of multigroup SEM analysis, consumers with low fashion innovativeness considered educational experience as an important factor in inducing store attachment, while consumers with high fashion innovativeness value escapism and aesthetic entertainment experiences.
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