• 제목/요약/키워드: Experience theory

검색결과 1,618건 처리시간 0.03초

우수한 공대생의 교육 활동 참여 분석: 개인투자이론을 기초로 (An Analysis on Educational Experience of Competent Engineering Students based on Personal Investment Theory)

  • 홍성연
    • 공학교육연구
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    • 제20권4호
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    • pp.51-60
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    • 2017
  • The purpose of this research is to analyze the educational experiences of competent engineering students and finding the reason why they invest their time and efforts engaging in school activities. Five students with high GPA, high K-CESA scores and successful employment or entrance test scores, participated in the survey and the interview. In checking their responses, their activities' records were gathered from school DB. According to the modified framework based on the personal investment theory, the interviews, survey and DB records were analyzed on the sense of self, the social cultural environment, and pattern of behaviors in schools. The competent engineering students are able to manage themselves, in maintaining a good relationship with the collegiate, and in having high self-efficiency. They also tend to put effort into their studies and participate in inbound and outbound school activities. At the last part, freshmen foundation, relationship within college, students' activity related future career, economic stability during studies are suggested for supporting students in universities.

전자상거래에서 충성고객 가치에 대한 이해: 기대 불일치 이론을 중심으로 (Towards Understanding the Value of a Loyal Customer in Electronic Commerce: An Expectation-Disconfirmation Theory)

  • 구철모;고창은;이대용;이청호
    • 지식경영연구
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    • 제9권2호
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    • pp.129-146
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    • 2008
  • Customers' evaluation of Website with satisfaction is critical in electroniccommerce. Previous research has studied in a distinct approach; especially IT oriented constructs-perceived usefulness, easy of use and marketing oriented constructs-product, shopping experience, service quality. Despite those important previous studies regarding the usage and the purchase of goods and services, how consumers are satisfied and why consumers leave Web sites without purchasing have not been extensively researched. This study explored those determinants of consumer satisfaction with Web site using expectation-disconfirmation theory (EDT). The present paper extends the range of EDT from antecedents of expectation to consequence of satisfaction. The result suggests that experience and familiarity has an impact on expectation as well as perceived performance and satisfaction. Second, higher expectation makes a negative impact on disconfirmation of expectation. Third, positive disconfirmation of expectation makes a positive impact on satisfaction. Forth. satisfaction produces loyalty and repurchasing intention. Finally, loyal customer has stronger intention to repurchase than satisfied customer.

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Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • 제27권6호
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

체험형 패션 매장 내 체험적 요소가 점포 애착을 매개로 소비자 충성도에 미치는 영향 -패션 혁신성의 조절효과를 중심으로- (Effects of Experience Factors in Experiential Fashion Store on Consumer Loyalty Mediated by Store Attachment -Focusing on the Moderating Role of Fashion Innovativeness-)

  • 김우빈;최미영
    • 한국의류학회지
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    • 제47권2호
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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.

학생들의 학교 밖 과학 경험과 과학의 본성에 대한 견해 사이의 관계 (The Relationship between Students' Out-of-school Science Experience and Their View on the Nature of Science)

  • 강석진
    • 대한화학회지
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    • 제56권3호
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    • pp.378-385
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    • 2012
  • 이 연구에서는 학생들의 학교 밖 과학 경험과 과학의 본성에 대한 견해 사이의 관계를 조사하였다. 연구 대상은 서울시 소재의 학교에서 표집한 6학년 267명, 8학년 281명, 10학년 307명이었다. 과학의 본성에 대한 학생들의 견해 조사에는 과학의 목적, 과학 이론의 정의, 과학적 모형의 성질, 과학 이론의 잠정성, 과학 이론의 기원에 관한 5 문항으로 이루어진 과학의 본성 검사지를 이용하였다. 학생들의 학교 밖 과학 경험은 7 문항으로 구성된 수정본 과학 경험 검사의 하위 범주를 이용하여 측정하였다. 연구 결과, 6학년에서는 학생들의 학교 밖 과학 경험과 과학의 본성에 대한 견해 사이에 통계적으로 유의미한 관계가 나타나지 않았다. 8학년의 경우, 학교 밖 과학 경험 상위 수준 학생들은 과학적 모형의 성질에 대한 문항에서 현대 인식론적인 견해를 지니고 있었으나, 과학 이론의 잠정성 문항에서는 반증주의적 견해를 지니고 있었다. 10학년 학생들의 경우, 과학의 목적, 과학 이론의 정의, 과학적 모형의 성질에 대한 문항에서 학교 밖 과학 경험 상위 수준 학생들이 하위 수준 학생들에 비해 인식론적으로 세련된 견해를 지니고 있는 것으로 나타났다.

사르트르의 상상력 이론과 뒤프렌의 미학 이론의 접점 - 아날로공 개념을 중심으로 (A Comparative Study of Sartre's imagination theory and Dufrenne's aesthetic theory on a Concept of 'analogon')

  • 지영래
    • 영상문화
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    • 제35권
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    • pp.5-33
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    • 2019
  • 본 논문에서는 장 폴 사르트르(Jean-Paul Sartre, 1905-1980)의 상상력 이론과 그의 '비실재 미학'에서 핵심적인 자리를 차지하고 있는 '아날로공' 개념이 지닌 의의와 문제점을 살펴보고, 이에 대한 미켈 뒤프렌(Mikel Dufrenne, 1910-1995)의 반론을 중심으로 그의 미적 지각에 대한 이론을 검토한다. 지각하는 행위와 상상하는 행위의 극단적인 이분법에 기초하고 있는 사르트르의 상상력 이론은 『상상력』(1936)과 『상상계』(1940)라는 두 권의 저작에서 구체화되고 있고, 거기서 사르트르는 아름다움이란 결코 실재에 속하는 것이 아니라 "상상적인 것에만 적용될 수 있는 가치" 이고 따라서 "예술 작품은 하나의 비실재"라고 결론내리고 있 다. 이에 대해 뒤프렌은 사르트르의 '비실재 미학'이 일반 지각이론에 적용되는 상상력 이론을 예술 작품의 감상에까지 확대 적용하고, '상상적인 것'을 '비실재'와 동일시함으로써 생긴 오류라고 본다. 뒤프렌의 관점에서 볼 때 "예술은 상상하는 것을 허락하지 않는다". 예술 작품의 의미가 비실재인 것은 맞더라도 그것이 상상적인 것은 아니다. 미적 대상의 의미는 실재하는 것 속에서, 즉 지각된 감각물 속에서 찾아져야 하며, 이때 상상력의 역할은 실재에 의해 제공된 영역을 끊임없이 확장하고 거기에 시공간적인 깊이를 제공함으로써 실재로서의 농도와 견고성을 확보하고 무궁무진한 총체성을 지닌 하나의 세계로 통합시키는 것이다. 아날로공으로 명명되는 지각된 대상물의 지위에 대한 문제가 사르트르와 뒤프렌 사이의 미학적 입장을 가르는 근본적인 문제이다.

도시농업 참여 의도에 영향을 미치는 요인 : Pine II and Gilmore 이론과 Schmitt 이론의 결합을 중심으로 (Factors Affecting Participation Intention of Urban Agriculture : Focusing on the Combination of Pine II & Gilmore and Schmitt's Experiential Economy Theory)

  • 윤중환;정병규
    • 벤처혁신연구
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    • 제5권3호
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    • pp.81-98
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    • 2022
  • 최근 코로나19 팬데믹 상황에서 힐링 개념으로 도시농업이 주목을 받고 있다. 2020년에는 1,848,000명이 도시농업 활동에 참여한 것으로 나타나고 있다. 본 연구는 도시농업 참여 의도에 영향을 미치는 요인을 실증적으로 분석하기 위해 이루어졌다. 연구의 이론적 토대는 Pine II and Gilmore의 체험경제이론과 Schmitt의 체험 이론이다. 독립변수는 Pine II and Gilmore의 체험경제이론 4가지 요소 즉 교육적, 오락적, 일탈적, 심미적 체험과 Schmitt의 이론을 활용하여 재분류한 관계적 체험으로 총 5개의 변인을 설정하였다. 이들 독립변수와 종속변수인 도시농업 참여 의도간에는 흥미를 매개 변인으로 설정하였다. 실증 분석을 위해 설문조사를 통해 자료를 수집하였다. 이렇게 수집된 자료 중 유의한 314부를 바탕으로 통계분석을 통해 가설을 검정하였다. 먼저 독립변수와 종속변수 간 영향 관계 검정 결과 교육적, 오락적, 일탈적 체험은 도시농업 참여 의도에 정(+)의 유의한 영향을 미쳤다. 영향력의 크기는 오락적 체험, 일탈적 체험, 교육적 체험 순이었다. 심미적 체험과 관계적 체험은 유의한 영향 관계가 검정되지 않았다. 한편, 본 연구결과 매개변수로 도입된 흥미는 오락적, 일탈적, 심미적 체험과 도시농업 참여 의도 간 매개 역할을 하는 것으로 나타났다. 교육적 체험 및 관계적 체험과 도시농업 참여 의도 간에는 흥미의 매개 효과가 검정되지 않았다. 본 연구는 도시 농업 참여에 관해 힐링의 개념으로 접근하여 체험 이론의 대표적인 Pine II and Gilmore 이론과 Schmitt 이론을 결합하여 분석함으로써 도시농업 활동 참여에 미치는 요인을 이론적인 틀을 바탕으로 실증적으로 분석했다는 점에서 학술적인 의미가 있다. 또한 실무적으로 오락적 체험과 일탈적 체험이 도시농업 참여 의사결정에 중요 영향 변수임을 밝힘으로써 도시농업에 관하여 힐링 개념 접근이 방향적으로 맞다는 부분을 제시한 것은 의미가 있었다.

입원 치료중인 유방암 재발 환자의 삶의 경험 (Life Experience of Inpatients with Recurrent Breast Cancer)

  • 김영주
    • 대한간호학회지
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    • 제41권2호
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    • pp.214-224
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    • 2011
  • Purpose: Understanding daily life experiences of patients admitted to hospital with recurrent breast cancer. Methods: The grounded theory method was used for this study. Results: Consistent comparative analysis was used throughout the study to obtain the results. Results showed that inpatients with recurrent breast cancer experience 'a co-existence of life suffering and fear of death'. The causal condition of this result was determined to be 'patient's response to cancer recurrence (acceptance/despair)', including contextual conditions such as, 'previous experience with cancer treatment', 'patient's current physical condition', and 'treatment methods for recurrent cancer'. Intervening conditions, such as 'a strong will to live', 'family support', 'moral support providers', and action/interaction strategies were found to provide patients with 'a strength to live'. Shown in these results, inpatients with recurrent breast cancer were seen to have a simultaneous 'hope for life and fear of death'. Conclusion: When providing nursing services to inpatients with recurrent breast cancer, people must recognize there is a notable difference between individual patients' contextual conditions and interactive strategies. Henceforth, proper cognitive nursing must be provided which encourages patients to maintain a strong will to overcome the many hardships of treatment as well as physical nursing, such as management of side effects caused by chemotherapy.

텍스트매체 사용에 있어서 매체 경험이 매체 인지와 의사소통과정에 미치는 영향 (Effects of Medium Experience on Medium Perception and Communication Process)

  • 양재호;이현규;서길수
    • Asia pacific journal of information systems
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    • 제9권3호
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    • pp.1-23
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    • 1999
  • The objective of this study is to examine the media richness theory and the social information processing model by analyzing the effect of media experience on media perception and communication process. To accomplish this objective, a laboratory experiment was conducted. The independent variable was text medium experience and a face-to-face medium was added as a control group. The dependent variables were medium perception and communication process. Medium perception includes perceived richness, medium feeling, task satisfaction, and communication satisfaction. Communication processes were also analyzed to compare each treatment group. The results can be summarized into two facts. First, face-to-face group showed higher perceived richness than text medium group. And experienced text medium group perceived their text medium richer than inexperienced text medium group. Second, experienced text medium groups showed more interactions between subjects than inexperienced text medium group. Experienced text medium group also showed more agreements and meta-communication which could be found in face-to-face group. The result of this study supported media richness theory by finding that face-to-face medium was perceived richer than text medium, And the results also proved social information processing model by comparing experienced text medium group and inexperienced text medium group. The text medium, although thought to be the leanest one, could be perceived richer if users had lots of experience on it.

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Design of Evaluation Index System for Information Experience based on B2C e-Commerce Bigdata and Artificial Intelligence

  • KANG, Jangmook;HU, Haibo;CHEN, Yinghui;LEE, Sangwon
    • International journal of advanced smart convergence
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    • 제8권4호
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    • pp.1-8
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    • 2019
  • The online retail market continues to grow, especially in China, as e-commerce has developed rapidly in recent years in many countries. Meanwhile, the development and use of new network information technology provides consumers with various contact and experience environments for online shopping. Based on the theory of media weakness, the study began to focus consumer experience on the nature of commercial transactions. The study proposed and designed an initial measure of the consumer information evaluation index, which combines previous findings with implications. Finally, the five-dimensional B2C system was established to evaluate consumers' information experience providing information display, information interaction, information support and information personalization. We researched on evaluation index system for information experience of B2C e-commerce consumers based on samples of Chinese consumers.