• Title/Summary/Keyword: Experience value

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중국 기업의 가상 브랜드 커뮤니티 분위기가 소비자 가치공동 창출 행위에 미치는 영향: 계획행동이론 관점에서 (The Impact of the Atmosphere in Virtual Brand Communities of Chinese Companies on Consumer Value Co-Creation Behavior: From the Perspective of Planned Behavior Theory)

  • 왕문흠;김문홍
    • 아태비즈니스연구
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    • 제14권4호
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    • pp.129-150
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    • 2023
  • Purpose - This study is based on the Theory of Planned Behavior and aims to explore the decision-making mechanisms of consumers participating in value co-creation activities within virtual brand communities. Methodology - The research involved a comprehensive survey of 405 participants from various virtual brand communities. Structural Equation Modeling (SEM) was used for data analysis, applying SPSS and AMOS to test the hypotheses. The study focused on community rules and regulations, community experience and community trust. Results - The research found that community rules and regulations significantly impact subjective norms and perceived behavioral control, but not directly influence consumer attitudes. Community experience positively affected consumer attitudes, subjective norms and perceived behavioral control. Community trust was found to positively influence these aspects of consumer decision-making. However, a gap was identified in the direct influence of perceived behavioral control on actual consumer behavior. Implications - The findings of this study contribute to a more comprehensive understanding of factors affecting consumer behavior in virtual brand communities. It underscores the necessity for community managers to develop strategies that consider these internal decision-making mechanisms, facilitating more effective community engagement. The study also identifies a potential area for future research in the direct influence of perceived behavioral control on actual consumer behavior.

The Effect of Short-form Content Consumption Values on ConsumerParticipation Behavior and Consideration Set in SNS Channels

  • Sang-Seol HAN;Yu-jin JANG
    • 유통과학연구
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    • 제22권8호
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    • pp.109-124
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    • 2024
  • Purpose: This study examines short-platform content that is becoming more popular on social media. This study investigates the relationship between short-form content experience, consumer participation behavior, and consideration set. Furthermore, the mediating effect on empathy factors was confirmed during consumers' experience with short-form content. Data and methodology: Prior studies were reviewed, and hypotheses were developed. Consumers who had watched and shared short-form content within the previous three months were targeted to achieve the study's goal. A structured questionnaire was used to conduct the survey. Results: First, users of short-platform content with practical, playful, and emotional value did not confirm a positive effect on consumer participation behavior. However,short-form content with social value positively impacted consumer participation behavior. Second, consumer participation in short-form content was confirmed to positively affect the consideration set. Third, in terms of the mediating effect of empathy factors, short-platform content with practical, social, and emotional values partially mediates consumer participation behavior, whereas short-platform content with playfulness value completely mediates consumer participation behavior. Conclusions: The results of this study have academic and practical implications for the recent marketing field. In particular, research has been conducted in the field of digital marketing, which has recently changed rapidly.

경험디자인의 구성과 적용 모형에 관한 연구 (A Study on the Experience Design Construction and Its Application Model)

  • 윤세균;김태균;채승진
    • 디자인학연구
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    • 제16권4호
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    • pp.289-298
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    • 2003
  • 21세기는 소비자의 내외재적 경험을 중시하는 경험경제(Experience Economy)의 시대라고 할 수 있으며 그 핵심은 새로운 관점에서 소비자의 욕구를 이해하는 것이다. 그간 전문가 중심적 관점의 디자인 개발은 제품의 사용성이나 조형성 개선에 주력하였으나 이제는 이에 더하여 사용자의 경험 전반에 무게를 두는 진전된 개념을 적용하도록 요구한다. 이를 위해 소비자의 가치체계에 대한 연구를 디자인의 중심적 지식기반으로 활용할 필요가 있으며 가장 핵심적인 내용의 하나가 경험 시스템에 대한 체계적 접근이다. 이런 배경에 따라 본 연구는 첫째, 제품디자인에 있어 '경험(experience)'의 개념을 소비자의 삶의 중요한 측면으로 새롭게 정의하고 두 번째, 경험디자인의 개념을 구체적으로 정의하며, 마지막으로 그 디자인 실무를 위한 적용체계 모형을 제시하고자 한다. 연구의 전개는 경험론(Empiricism)과 존 듀이(John Dewey)의 이론을 기반으로 경험개념을 밝혔고, 경험의 의미와 유형을 디자인 관점에서 재해석하였다. 이 과정에서 경험을 유발하는 구성인자를 도출하여 이를 디자인의 전개 체계와 적용 모형으로 설정하여 디자인에 활용 가능한 방법론이 되게 하였다. 제시된 적용 모형의 내용은 인간과 환경이 상호관계(interaction)하는 방식에 대해 디자인이 사용자에게 서로 다른 경험 유형과 요소를 제공함으로써 독특한 경험대상을 체득하게 하며 동시에 다양한 경험을 창출할 수 있는 모습을 보여준다. 경험디자인은 이와 같은 모형을 바탕으로 새롭게 창출될 수 있는 경험을 사용자 목표에 맞게 계획하고 설계하여 디자인에 적용함으로써 최적의 제품 경험을 사용자에게 제공하는 것이라 할 수 있다.

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모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구 (Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device)

  • 조병철
    • 방송공학회논문지
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    • 제21권5호
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    • pp.704-713
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    • 2016
  • 미디어 융합시대 전 세계적으로 주목을 받고 있는 모바일 웨어러블 디바이스로 인해 신체의 가치가 흔들리고 있다. 모바일 증강 디바이스는 시간적 공간적 제약을 무너뜨리며 네트워크화된 세상으로 연결하면서 대중들에게 새로운 문화 체험과 가치를 열어 줄수 있는 좋은 기회를 제공하기도 한다. 본 연구에서는 360° 가상현실 카메라를 이용하여 강남역 도시 공간정보를 획득하였으며 전용 가상현실 헤드셑, 스마트폰과 연결된 유투브 플랫폼을 이용하여 확장된 도시 공간 경험을 수행 하였다. 하지만 신체의 감각은 관음증, 정신분열 등 인간의 불안정한 욕망으로 그 가치를 잃어버릴 위기에 처해 있으며 문명사적 전환기에 직면해 있다. 결론적으로는 인간의 심도 있는 접근을 통해 적절한 균형을 유지하는 것이 관건이며, 이를 위해서는 학제적 연구의 필요성을 역설하였다.

찌개 HMR (Home Meal Replacement)에 대한 L.A. 지역 미국 소비자들의 태도, 인식 조사 및 기호도 조사 (A Study on the Attitude, Perception, and Preference of Jjigae HMR (Home Meal Replacement) for Americans in L.A. Area)

  • 김미영;이보라;이영승;이영헌
    • 한국식품조리과학회지
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    • 제30권6호
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    • pp.704-715
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    • 2014
  • This study was performed to examine attitude, perception, and sensory evaluation of Jjigae HMR (Home Meal Replacement) for Americans in the L.A. area. Attitude and perception of Jjigae were conducted by 128 consumers. The questions were as follows: 1) frequencies and attitude toward soup and stew, 2) experience and frequency of Korean food intake, 3) awareness of Korean Jjigae. A total of 69.5% of American had previous experience with Korean foods. However, the frequencies of Korean food intake were once every few months (27.4%) or once a year (18.9%). The 20.2% of consumers selected Kimchi-jjigae as the best-known Korean Jjigae, and 17.1% of consumers had previous experience with Kimchi-jjigae. However, the 23.7% of consumers did not have experienced with Jjigae. Sensory evaluation was conducted using Sundubu-jjigae and Kimchi jjigae. Overall liking and flavor liking were conducted by Americans using a nine-point scale (1: Dislike extremely - 9: Like extremely). The degree of intensity for sensory attribute was also rated using a nine-point Just-About-Right(JAR) scale (1: not nearly spicy/sour enough, 5: Just-About-Right, 9: too spicy/sour). Purchasing intention was rated using a five-point scale (1: Definitely would not purchase, 5: Definitely would purchase). Overall liking and flavor liking of two jjigae (Sundubu-jjigae & Kimchi-jjigae) had a value higher than five on the nine-point scale. The level of spiciness of Sundubu-jjigae was suitable for consumers whereas spiciness of Kimchi-jjigae was significantly different from the JAR value of five points on the nine-point JAR scale, showing that Kimchi-jjigae was significantly spicier than JAR point. Purchasing intention had a value higher than three on the five-point scale.

모바일 리워드 어플리케이션의 이용 만족과 지속적 이용의도에 관한 연구: 사용자 유형과 성별 그리고 적립금 사용경험을 중심으로 (A Study on User Satisfaction and Continued Use of Mobile Rewards Applications: Focused on User Type, Gender and Experience of Using Reserved Value)

  • 김은희
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제6권12호
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    • pp.605-619
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    • 2016
  • 본 연구는 최근 스마트폰을 활용한 모바일 광고로써 많은 관심을 받고 있는 리워드 어플리케이션은 어떠한 효과가 있는지 확인하고자 하였다. 따라서 모바일 광고인 리워드 어플리케이션을 사용하는 사용자 특성과 인구통계학적인 특성 그리고 리워드 어플리케이션 특성에 따라 이용만족과 지속적 이용의도에는 어떠한 차이가 있는지 확인하였다. 연구결과는 다음과 같다. 첫째, 리워드 어플리케이션사용자 성별과 적립금 사용 경험 유무에 따른 리워드 어플리케이션 이용만족에는 상호작용효과가 있음을 확인하였다. 둘째, 리워드 어플리케이션 사용자 유형과 사용자 성별에 따른 리워드 어플리케이션의 지속적 이용의도에는 상호작용효과가 있음을 확인하였다. 셋째, 리워드 어플리케이션 사용자 성별과 적립금 사용 경험 유무에 따른 리워드 어플리케이션의 지속적 이용의도에는 상호작용효과가 있는 것으로 확인되었다. 이상의 연구는 모바일 리워드 어플리케이션 활성화시키기 위한 마케팅 전략의 기초자료를 제공하였다는 것에 의의를 두고자 한다.

An Empirical Investigation of the Impact of Customer Learning on Customer Experience in the Context of Knowledge Product Use

  • KIM, Yong Jin;YIM, Myung-Seong
    • The Journal of Asian Finance, Economics and Business
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    • 제7권12호
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    • pp.969-976
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    • 2020
  • The role of customers has changed from that of passive users to value co-creators. Therefore, it is important to understand how customer learning takes place and how it affects customer experiences with services and products. However, while past studies insist on the importance of the issues in designing customer experiences, they do not empirically address these issues. This study investigates the support processes for customer learning, and their impact on customer learning, which in turn influences customer experience. To test the hypotheses, we employed the survey method. Target informants were the actual users of Apple iPods. A total of 200 survey questionnaires were distributed and 146 were collected. Among these, seven erroneous responses were excluded, leaving 139 usable ones. The proposed model was empirically analyzed using the Covariance-based SEM (Structural Equation Modelling) technique. The findings of this study suggest that, among the three support processes in customer learning, learning-by-doing support and learning-by-investment support positively affect customer learning, which influences customer experience. This study contributes to the literature by identifying different types of support for different kinds of customer learning processes and by empirically testing the impact of the support for the process on customer learning, and in turn, its impact on customer experience.

Identifying Key Factors Affecting Mobile Market-Platform Attractiveness

  • Lee, Jeonghoon;Kim, Sookyung
    • Journal of Information Technology Applications and Management
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    • 제21권1호
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    • pp.137-150
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    • 2014
  • The following study specially aims to market platform in the mobile circumstance. The characteristics of customers and infrastructure are handled by market platform under the new media. These characteristics will be revealed based on the unification of organizational structure and interaction of information structure in the relationship marketing. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on Perceived integratedness and Interactive Accessibility of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized on the base of the market communication. Perceived integratedness and Interactive Accessibility, 2 properties of new media increase the co-creation experience and perceived convenience in the market platform of their customers. Therefore, the structure of market platform that enhance the co-creation experience and perceived convenience has higher attractiveness. They create beneficial experience to the customers and productive values to the producers as well.

Trade in Tourism Service on the Basis of Tourism System: A Mixed-methods Study of South Koreans to the United States

  • Suh-hee Choi;Liping A. Cai;Yunseon Choe
    • Journal of Korea Trade
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    • 제27권4호
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    • pp.101-122
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    • 2023
  • Purpose - Acknowledging the limitations of the widely-used concept of destination image, this study proposes the concept of tourism image using trade in tourism service on the basis of Leiper's (1990) tourism system. This new concept incorporates an image formed from South Koreans focusing on the tourist holistic experience relevant to the United States based on the tourist rather than the tourism destination. Design/methodology - A convergent parallel mixed-methods study design constituted the concept, which emerges from the analysis of narratives and quantitative examinations of South Koreans focusing on tourism experience to the United States. Findings - The study considers the following aspects in addition to destination image: first, images formed outside the destination, e.g., in the tourist generating region and the transit region; second, non-hedonic images, which are a part of the tourist experience despite not directly involving a visit to the tourist attractions; and third, non-service-driven elements, such as co-created destination images formed from interaction with residents and fellow tourists. Originality/value - The tourism image concept allows consideration of aspects that have been overlooked in destination image studies yet may affect the image of the tourism experience.

사회취약계층의 숲체험교육 질적향상 방안을 위한 중요도-만족도 분석 (Importance-Performance Analysis for the Quality Improvement of Forest Experience Education for Vulnerable Social Groups)

  • 박세익;고병준;박희정;최용락;이상현
    • 한국환경과학회지
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    • 제32권3호
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    • pp.149-159
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    • 2023
  • This study aimed to improve the level of satisfaction and service quality of a forest experience education program for vulnerable social groups by administering a survey problems of the program and suggested improvements. 428 participants in the program. Reliability analysis of the survey yielded values of, Cronbach's α value was higher than 0.8 for all items, indicating very high reliability. Importance-performance analysis (IPA), a method of measuring and comparing the degree of satisfaction, found two factors: "first need for correction" which included "diversity of programs" and "professionalism of programs"; and "the need for sustained effort" which included "benefits of programs", "the role of program instructors" and "the interest of programs". Previously, forest experience education focused on programs involving base expansion and promotion, or quantitative expansion education. Therefore, this study is meaningful in providing basic data on forest experience education for vulnerable social groups.