Purpose - The online-to-offline (O2O) business model has brought considerable changes to the traditional Chinese business model. The main difference between O2O and pure online consumption is that O2O offers a richer experience and word-of-mouth. it is easier to trigger online word-of-mouth. However, few scholars have been concerned about the impact of experiential value on customer satisfaction and online word-of-mouth (e-WOM) in the study of O2O. This study takes the O2O business model in China's catering industry as its research object and uses structural equation modelling to analyze the impact of online and offline experiential values on customer satisfaction and e-WOM. Research design, data, and methodology - According to previous researches, consumer experiential value is mainly divided into return on investment (economy and efficiency), service excellence, playfulness and aesthetics. According to the characteristics of O2O in China's catering industry, this study divides the online experience value into efficiency and economy (return on investment). The offline part is divided into return on investment (economy and efficiency), service excellence, playfulness and aesthetics. Using a web-based survey, we collected 303 valid samples. Structural equation modelling was used to create the research model. Results - The results show that efficiency (online) and service excellence (offline) have a significant effect on customer satisfaction. Economics (online) and playfulness (offline) have a positive impact on customers' e-WOM. In addition, the higher the customer satisfaction, the greater the positive impact on the spread by word of mouth. However, aesthetic(offline) and return on investment(offline) have no significant impact to customer satisfaction and e-WOM. Conclusions - The study findings show that the key to boost customer satisfaction in the catering industry is to improve product quality and service. Although traditional competitive strategies such as online discount have been questioned by many scholars about their decreasing effectiveness, they are indispensable means to attract online traffic and trigger e-WOM. The traditional enterprises can reconstruct traditional business processes through the O2O model to effectively improve customer satisfaction and word of mouth by improving the experiential value of economy and efficiency. Additionally, it can be used as the natural advantages of online communication to induce customers to engage in word of mouth and attract more potential customers.
As a method to satisfy needs and emotions of consumers who pursue diversity, the use of Kitsch in the fashion industry has been increased. Previous studies on Kitsch fashion have focused on qualitative research on the characteristics of Kitsch product, and little empirical researches have been conducted on consumer attitude such as consumer response to Kitsch products and brand equity. Therefore, the purpose of this study are 1) to investigate comparisons of experiential values (i.e., Aesthetic, Amusing, Cultural) with Kitsch product moderated by consumers' characteristics (i.e., consumer uniqueness, fashion involvement), and 2) to explore the relationship between experiential values and brand equity. Factor analysis, reliability analysis, ANOVA, and structural equation model using SPSS 18.0 and AMOS 18.0 were used for the data analysis. 210 questionnaires were analyzed for this study. The results of this study were as follows. First, significant difference in aesthetic values of Kitsch products were shown. Kitsch Product with nostalgic characteristics has higher aesthetic values than others. Specifically differences in experiential values with Kitsch product were partially moderated by consumers' characteristics (i.e., consumer uniqueness, fashion involvement), Second, cultural value had a positive influence on brand awareness, while amusing and cultural values had a positive influence on brand image. Also aesthetic and amusing values had a positive influence on brand loyalty. Academic and business implications were discussed from this study.
The purpose of this study is to examine the effect of distress tolerance on subjective well-being and the mediating effect of experiential avoidance in the relationship between distress tolerance and subjective well-being. We conducted an online survey a total of 285 normal adults in the nation from October 21 to 24, 2015. The questionnaire was composed of a distress intolerance index, a concise measure of subjective well-being, and acceptance action questionnaire. And questionnaires were distributed and retrived by an online survey company. Collected data has been analyzed by the structural equation modeling. The correlation analysis showed that distress tolerance was positively correlated with subjective well-being, while negatively with experiential avoidance. Also, the verification of mediating effects of experiential avoidance in the relation between distress tolerance and subjective well-being indicated that experiential avoidance partly mediated the relationship at a meaningful level. Additionally, deflection correction bootstrap analysis was used to verify indirect effects and its results revealed that the mediating effect going from distress tolerance to subjective well-being passing through experiential avoidance was statistically significant. That is, distress tolerance not only influences subjective well-being directly but also influences indirectly through experiential avoidance. Finally, significance and limitations of this study were discussed along with the suggestions for further research.
Journal of Information Technology Applications and Management
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v.27
no.6
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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.
Purpose - this research is to examine the relationship between Franchise's experiential value, lovemarks, respectful recognition, and brand loyalty focusing on the control variables. Control variables such as age, occupation, education, monthly income, and kinds of restaurant are included to measure influence on these as well. Research, design, data, and methodology - 500 questionnaires were distributed from June 10th to July 10th, 2017. 225 respondents were totally included in this analysis using SPSS and AMOS program. In order to test hypothesis, factor analysis and reliability verification firstly were employed, and then covariance structure analysis was used. Results - Empirical results are as followed. First, it can be mentioned that the esthetics of dessert cafe is analyzed to have a positive effect on the perception of love and respectful perception. Second, playfulness has a positive effect on perception of love. Third, respect perception has a positive effect on brand loyalty. When variables such as age, occupation, education, monthly income, and restaurant type were used as control variables, only monthly income had a significant effect on respect recognition. This shows that the control variable has a significant effect on the causal relationship of the variables. Conclusions - In summary, it can be stated that it is necessary for marketers to establish marketing strategies in order to boost customers' experiential value such as esthetics of franchise and also to strengthen lovemarks for respectful recognition and brand loyalty.
An active application of concrete track is being expected far the future constructions of Korean railroad. In comparison with the existing ballasted tract, a concrete track is very susceptible for the settlement, since its rehabilitation requires much time and cost. When a concrete track is constructed on fine-grained subgrade soil, excessive cumulative plastic settlements due to repetitive train road may occur. In this case, the settlement of the concrete track may be effectively reduced by installing a small number of small-diameter piles beneath the track. This paper presents the effect of pile installation on the reduction of cumulative plastic settlement of concrete track. A method combining experiential equation and numerical method is proposed. Using an existing experiential equation and the estimated earth pressure distribution, the cumulative plastic strain was calculated. From the results, it is verified that the effects of the pile installation is significant to effectively reduce the cumulative plastic settlement of concrete track. The reduction effects of the cumulative plastic settlement according to the pile number and pile arrangement are presented.
Safety education delivered to construction workers in a lecture manner has limitations in concentration and immersion, so delivery power and interest are low. In order to improve unstable behavior through education and prevent safety accidents, it is necessary to change the paradigm to hands-on education. Purpose: Experiential safety education aims to contribute to preventing accidents for construction workers by quickly recognizing risks, improving emergency response skills, and verifying the effectiveness of pre- and post-learning. Method: Based on a survey of workers who experienced the same work environment as the actual construction site, an opinion survey on the pre- and post-safety experience education and a variable measurement tool were planned, and a research hypothesis was established. Results: The Bayesian theory and MC simulation analysis were used to analyze the structural equation model, and the change in construction worker behavior was confirmed through the intended safety (A), non-experiential education in the sub-area of anxiety (B), average, standard deviation, and minimum and maximum values. Conclusion: The effect of education and industrial accidents are reduced only when construction workers are motivated to participate.
The purpose of this study is to identify the relationship between experience marketing using makeup services and theme park users' satisfaction, loyalty, and revisit intention. This is because it can identify the usefulness of makeup services and provide implications for effective field marketing strategies. In order to achieve the purpose, 668 users of the theme park were surveyed after convenience screening as research participants. The main theme was the makeup service for visitors to Lotte world, Everland, and Hapcheon Ghost theme park. this study reviewed previous studies and applied them to the makeup service. Based on this, the research model and the hypothesis were established, and as part of the empirical research, the hypothesis was verified through analysis methods such as frequency analysis, reliability verification, factor analysis, and structural equation modeling. The summary of the research results based on empirical analysis is as follows. First, as a result of analyzing experience marketing using makeup services has a positive impact on the satisfaction of customers using theme parks. Second, experience marketing using makeup services has a positive effect on customer loyalty. Third, experience marketing using makeup services has a positive effect on intention to return. Fourth, satisfaction and loyalty were found to affect the intention to return. Based on this research, we hope that the makeup service as experiential marketing can be effectively applied in various fields, and that the research can be used as basic data to make the makeup service into the representative cultural contents marketing.
Journal of the Korea Fashion and Costume Design Association
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v.23
no.4
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pp.1-17
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2021
This study was examined whether the experiential marketing factors proposed by Bernd Schmitt were applicable to the consumer behavior of active seniors. The study was analyzed the influence of SEMs have on value perception of brand and attitude formation as well as the behavioral intentions of active senior consumers and whether this effect differed between the level of commitment. For empirical analysis, frequency analysis, EFA, reliability, CFA, SEM, and multiple-group comparison analysis were performed. The results showed that sense and feel factor did not have a significant influence on the value perception of brand, while think factor had a positive effect on the value perception of brand. Act factor did not affect the value perception of brand; on the other hand, relate factor had a significant effect on the value perception of brand. The result of structural equation modeling also revealed that the value perception of brand had a positive influence on attitude formation and behavioral intentions. The result of multiple-group comparison analysis confirmed that the influence of act factor on value perception of brand differed according to the level of commitment, but the positive influence of act factor on value perception of brand was limited to the high-level of commitment group. As a result of the influence relate factor had on the value perception of brand, differences existed between the two groups, and the low-level of commitment group had a greater influence than the high-level of commitment group. So it will be effective for active senior consumers to form fashion communities and let them participate in to enhance positive consumer behavior toward fashion brands.
Journal of Korea Society of Industrial Information Systems
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v.25
no.3
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pp.61-82
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2020
This study was conducted to investigate the transformation of shopping behavior from showrooming to webrooming under multi-channel environment. By applying the push-pull-pooring (PPM) theory, we conceptualized the lack of utilitarian shopping value of showrooming as a push effect, the experiential shopping value of webrooming as a pull effect and the showrooming lock-in as mooring effect. Using structural equation model based on 276 sample data, we identified that the utilitarian shopping value of showrooming and the experiential shopping value of webrooming have a positive effect on the intention of webrooming, and that the showrooming mooring had a negative effect on the intention of webrooming.
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