• Title/Summary/Keyword: Experience Theory

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Antecedents and Consequences of Flow Experience in Online Movie Information Sharing Behavior: An Empirical Study of Young Chinese Moviegoers Living in Korea

  • Zhu, Zong-yi;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.141-153
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    • 2020
  • This study aims to understand the antecedents and consequences of flow experience in online movie information sharing behavior of young Chinese moviegoers residing in Korea to explore a potential market. We followed the Stimulus-Organism-Response (S-O-R) theory and flow theory approaches for developing measures of constructs and investigated previous related studies. This study collected 186 data from Chinses students who attend Korean university. Statistical analysis revealed that information seeking behavior and telepresence are related to online flow experience. In addition, the online flow experience affected consumer satisfaction and information sharing behavior. Flow experience also has been predicted the mediation effect between stimulus information seeking behavior, telepresence and satisfaction and information sharing behavior. Our research findings offer insights for marketers in the movie distribution business who are interested in a better understanding of the behaviors of Chinese moviegoers residing in Korea

A Research On Optimizing The User Experience Of Intangible Cultural Heritage App (무형문화유산 앱 사용자 경험 최적화에 관한 연구)

  • Mao, Pingting.;Cho, Dongming.
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.398-410
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    • 2022
  • The applications of intangible cultural heritage in China have encountered development bottlenecks due to poor user experience. In this paper, we begin to study the reasons why the user experience is not good, and to study design methods that enhance the user experience through the theory of five-factor model. Through literature study and comparative study of contestants, this paper investigates the advantages and disadvantages of their interaction design and summarizes the common problems. Next, a survey of these user populations will be conducted to find some design elements that affect the user experience. Finally, through empirical research, the design elements are incorporated into the theory of user experience modeling and case studies demonstrate that the application of the design elements is beneficial to improving the user experience.

A Study on Effect of the Book Curation Education Program Using Experiential Economy Theory on Perceived Value, Continuous Participation Intent (체험경제이론에 의한 북큐레이션 교육 프로그램이 지각된 가치와 지속적 참여 의도에 미치는 영향에 관한 연구)

  • Kim, Mi-Jung;Lee, Byeong-Kee
    • 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.

A Study on the Influences of Authenticity of Hwasung-si Baegmi-ri Fishing Village Experience Program and Tourist Experience on Tourist Satisfaction (화성시 백미리 어촌체험마을사업의 고유성과 관광체험이 방문객의 만족에 미치는 영향)

  • Jang, Cheol-Ho;Jang, Young-Soo;Lee, Jung-Phil
    • The Journal of Fisheries Business Administration
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    • v.45 no.2
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    • pp.97-112
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    • 2014
  • This study aimed to redefine the concept of fishing village tourism. In addition, it aimed to carry out detailed analyses of the influences of authenticity and non-authenticity of fishing village experience on tourist's satisfaction as well as the influences of tourist's experience on their satisfaction. The study evaluated responses of people who visited research target fishing villages in the East sea area(Hwasung-si Baegmi-ri) which had been rated as successful case. The evaluation was performed to analyze how tourist satisfaction would be influenced by the authenticity of the fishing village experience program based on the authenticity theory(Wang, 1999) and the experience realms theory(Pine & Gilmore, 1999). This study tried to find out realistic factors of the experience realms theory through field investigation, conducting interviews, and holding discussions. From these, the cause-and-effect structure of authenticity, tourism experience and satisfaction could be identified. The results of hypothesis tests are as follows; With respect to the relationship between authenticity and satisfaction in hypothesis I, authenticity did not have a statistically significant effect on satisfaction, while non-authenticity had a significant influence. As a result, the research hypothesis I that authenticity influences satisfaction was partially supported. Regarding hypothesis II of the link between authenticity and tourism experience, a significant effect of authenticity was found in education experience, entertainment experience for Baegmi-ri village. The effect of non-authenticity was significant on deviation experience. Consequently, hypothesis II was also partly supported. The relationship between tourism experience and satisfaction in hypothesis III was significant in education, entertainment, and deviation experiences which lends support to hypothesis III to some extent.

Application of Experiential Learning Theory to Medical Education (경험학습이론의 의학교육에의 적용)

  • Chae, Sujin
    • Korean Medical Education Review
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    • v.22 no.2
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    • pp.93-98
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    • 2020
  • This paper examined the principles of experiential learning theory (ELT) relevant to learning from experience and introduces examples which were applied to medical education from a theoretical perspective. The experiential learning theory encompasses the theories of Dewey, Kolb, and Schon, whose key ideas highlight the continuity of experience, interaction of experience, and reflection. According to ELT, growth is education, and education is a reconstruction of experience. Experiential learning is a way of thinking about the educational process by constructing meaningful learning through reflection-in-action. This paper examines the learning principles of ELT and presents practical examples of the application of ELT and its implications for medical education. An in-depth understanding and application of ELT could benefit the field of medical education.

Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

Turnover Experience of Male Nurses (남자 간호사의 이직 경험)

  • Kim, Hyunsu;Lee, Jeongseop
    • Journal of Korean Academy of Nursing
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    • v.47 no.1
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    • pp.25-38
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    • 2017
  • Purpose: The aim of this study was to identify turnover experiences of men in nursing and to derive a substantive theory on the turnover experience of men who are nurses. Methods: Data were collected through in-depth interviews with 13 men who had worked as a nurse for 1 year or more, and had a turnover experience during that period. Collected data were analyzed on the basis of Strauss and Corbin's grounded theory. Results: The core category in the turnover experiences of the respondents was 'seeking a stable place for me'. In the analysis of the core category, types of 'contentment', 'seeking', 'survival' and 'confusion' were identified. The sequential stages of these nurses' turnover experience were 'confrontation', 'incertitude', 'retrying' and 'realization'. However, when a problem arose in the process, they returned to the stage of confusion. Thus, these stages could occur in a circular fashion. Conclusion: These findings provide a deep understanding of the turnover experience of men in nursing and offers new information about how they adapt to nursing practice. The findings should be useful as foundational data for men who hope to become nurses and also for managers responsible for nurses who are men.

Can Managerial Military Experience Affect Corporate Innovation? : Evidence from an Emerging Market

  • Lang, Xiangxiang;You, Dandan;Cui, Li;Peng, Zhe
    • Journal of East Asia Management
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    • v.1 no.1
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    • pp.1-27
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    • 2020
  • 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.

An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

A study on the credibility estimation model for the indurance experience rate-making (보험 경험요율산정을 위한 신뢰도 추정모형 연구)

  • 강정혁;양원섭
    • Korean Management Science Review
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    • v.11 no.3
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    • pp.153-167
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    • 1994
  • Credibility theory has provided with a useful tool the assignment of weighting factor that reflects the credibility of the observed individual and collective experience to secure fair experience rate-,making. We review credibility models which can effectively estimate risk premiums using credibility theory, and suggest an empirical Bayed model based on the collective statistics to estimate the structural parameters. To illustrate the use of evolutionary models, the models are applied to the actual data, such as loss ratio, claim frequencies and severity, in the Korean automobile insurance. Also the possibilities of generalizations and applications of empirical models are discussed.

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