• Title/Summary/Keyword: Positive Experience

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The Structural Relationship between Brand Engagement and Customer Delight by Sports Brand Experience (스포츠 산업의 브랜드 경험에 따른 브랜드 인게이지먼트와 고객감동의 구조적 관계)

  • Choi, Soow-A;Hwang, Yoon Yong
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.3
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    • pp.51-66
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    • 2019
  • The purpose of this study is to investigate the effect of brand experience on brand engagement and customer delight on sports brands belonging to experiential products. In addition, we examined how brand engagement influences consumers' perceptions, emotions, and behavioral responses to brands. As a result, it was confirmed that the brand experience has a positive influence on the brand engagement, customer delight, and brand satisfaction. In particular, it has been confirmed that brand engagement has a positive influence on brand loyalty, so that customers with high brand engagement tend to establish a long-term relationship with the brand. In addition, brand satisfaction has a positive effect on customer delight. Therefore, it is necessary for the brand manager to utilize the brand experience elements and brand engagement to enhance the value of the long-term relationship between the customers and the brand.

A Study on the Relationship among Social Support, Self Expression, Tourism Experience and Tourism SNS Use Intention -Moderating Effect of Tourism SNS Usage Purpose- (관광 SNS의 사회적 지원, 자기표현, 관광경험, 관광 SNS 이용의도간의 관계연구 -관광 SNS 이용목적의 조절효과-)

  • Park, Hyun-Jee;Park, Bong-Gyu;Kim, Young-Ha
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.105-115
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    • 2015
  • For this study, we intended to analyze the relationship among social support of tourism SNS, self expression, tourism experience and tourism SNS usage intention with focusing on a moderating effect of tourism SNS usage purpose. As the results, we found the statistically positive significant relationships 1) between social support and social experience, 2) between self expression and social experience, and 3) between social experience and usage intention of tourism SNS. And also we observed that the moderating effects of tourism SNS usage purpose on the relationship between social support and tourism experience and another relationship between self expression and tourism experience all partially positive.

Examining the Influence of Leisure Involvement and Experience Quality on Behavioral Intentions (여가 관여도, 체험의 질이 행동의도에 미치는 영향에 관한 연구)

  • Park, Keun-Soo;Zhao, Li;Kim, Sunyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.644-656
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    • 2018
  • This study focused on relationships among leisure involvement, experience quality and behavioral intention in the urban parks. A total of 335 were collected, and during the data refinement process, 39 questionnaires were eliminated from the study due to partial and inconsistent responses. thus leading to 296 usable questionnaires out of 335. In the final result, 296 questionnaires were coded for the analysis purpose. The hypothesized conceptual model was used to analyze the Descriptive Analysis and Frequency Analysis, Exploratory Factor Analysis, and Multiple Regression Analysis using SPSS 24.0. The result indicated this: residents' experience quality in urban parks depends on more attraction and centrality of leisure involvement than on the self-experience quality of leisure involvement. The results of this study also indicate that not all experience dimensions are important for resulting in positive behavioral intentions to urban parks. The quality of education, esthetic, and escape experience showed a significant predictor of behavioral intentions, while the quality of entertainment experience did not show a significant positive relationship with behavioral intentions.

The Effects of Out-of-Class Environmental Experience Learning on Elementary Students' Environmental Literacy (체험형 환경학습 프로그램이 초등학생의 환경소양에 미치는 효과)

  • Lyu, Kyung-Hee;Shin, Young-Joon
    • Journal of Korean Elementary Science Education
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    • v.33 no.1
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    • pp.69-81
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    • 2014
  • This study was to find out the effects of out-of-class environmental experience learning on elementary students' environmental literacy. For this study, we developed and applied environmental education program utilizing out-of-class facilities and ecological park for the 5th-grade students. The subjects of this study were the 5th grade students of an elementary school located in Si-hung city. The study was carried out for two groups, an experiment group of 29 students and control group of 29 students. The education program using out-of-class environmental experience learning was provided to the experiment group while lecture-oriented education program was provided to the control group. The questionnaire used in this study to assess the environmental literacy of the study objects consists of 41 questions under 4 domains (knowledge, emotion, skill, behavior). After observing and analyzing the effects of out-of-class environmental experience learning on students' environmental literacy, we found that the program using the out-of-class environmental experience learning posed greater impacts than lecture-oriented program. By domains, environmental literacy in 3 domains illustrated positive improvement. In particular, skill domain illustrated much more improvement in environmental literacy. But, domain of behavior didn't illustrated improvement in environmental literacy. The result of this study signified that the out-of-class environmental experience learning has positive and effective impact on the environmental literacy. And out-of-class environmental experience learning is more suitable to improve the skill domain of the environmental literacy than lecture-oriented learning. But, it is couldn't improve the domain of behavior. Therefore, in order to improve behavior domain, the program must apply with effective evaluation and home training.

A study on user satisfaction in TUI environment (TUI 환경의 유저 사용 만족도 연구)

  • Choi, heungyeorl;Yang, seungyong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.113-127
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    • 2015
  • An interface in smart device environment is changing to TUI(touch user interface) environment where a system is being controlled by physical touch, differently from a system controlled through conventional mouse and keyboard. What is more important than anything else in this TUI environment is to implement interface in consideration of learn ability and cognitive constructivism according to user's experience. Therefore, now is the time when it is necessary to carry out various studies on smart content design process going a step farther together with discussing the details of user's experience factor. Hence, this study was intended to look into what effect a user's experiential traits had on the production of contents for the purpose of measures for improving TUI user satisfaction in order to effectively realize contents in smart environment. Results were yielded by using a statistical empirical analysis such as cross-tabulation analysis according to important variable and user, paired t-test, multiple response analysis, and preference frequency analysis of user preference on the basis of a survey. As a result, a system was presented for implementing DFSS(Design For Six Sigma) process. TUI experience factor can be divided into direct habitual experience, direct learning experience, indirect habitual experience, and indirect learning experience. And in the results of study, it was possible to find that the important variables of this study had a positive effect on the improvement of use satisfaction with contents on the whole according to the user convenience of smart contents. This study is expected to have a positive effect on efficient smart device-based contents production by providing objective information according to empirical analysis to smart media-based developer and designer and presenting a model for improving the changed TUI usability.

The Effect of Presence and Interactivity of Digital Signage Using 3D Virtual Reality on Brand Experience and Attitude (3D 가상현실을 이용한 디지털 사이니지의 실재감과 상호작용성이 브랜드 경험과 태도에 미치는 효과)

  • Han, Kwang-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.299-307
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    • 2019
  • In this study, we experimented with experience of digital signage using Virtual Reality technology, and the difference between presence and interactivity in brand experience and digital signage attitude. We conducted a two-way MANOVA analysis with cognitive presence, emotional presence, and media presence as the independent variable and interactivity level(high vs low) as dependent variables and the brand experience and attitude as dependent variables. First, cognitive presence was found to be most effective through behavioral experience when low interactivity. Second, emotional presence also has a positive effect on emotional experience when the level of interactivity is low. Third, media presence has a positive effect on emotional experience if the level of interactivity is low. This study suggests a communication strategy to communicate presence according to the characteristics of media strategy and technology through appropriate level of interactivity when using digital technology. Future research requires a qualitative approach rather than a quantitative one in terms of interactivity.

A Study on the Effects of Customers' Smartphone Use on their Waiting Experience and Service Quality Evaluation (스마트폰 사용이 고객의 대기경험 및 서비스 품질 평가에 미치는 영향에 대한 연구)

  • Jeong, Jun Hyeong;Lee, Jong-Oh;Lee, Sunro
    • Journal of Information Technology Applications and Management
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    • v.21 no.4
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    • pp.15-33
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    • 2014
  • Recently, the service providers are making various attempts to provide smartphone applications for waiting information in order for customers to perceive waiting time short. This research, therefore, investigates the impact of smartphone use on the waiting experience and provide service organizations with effective measures for managing customers' waiting. As a result of this study, utilization of smartphone during the waiting period shows the positive impact on perceived waiting time, acceptability, and emotional response. Among these, the largest impact appears on the acceptability of waiting that has the largest impact on the perceived service quality. In addition, results reveal that smartphone users shows more positive waiting experience than non-users who read newspapers or magazines, watch TV, or do nothing.

Association between Discrimination Experience and Quality of Life among Non-regular workers in Hospitals (의료기관 비정규직의 차별경험과 삶의 질 관계 분석)

  • Yang, Jong-Hyun
    • Korea Journal of Hospital Management
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    • v.23 no.3
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    • pp.16-27
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    • 2018
  • Purposes: The purpose of this study was to analyze the association between discrimination experience and quality of life among non-regular workers in hospitals. Methodology: The data was collected from 292 employees of 7 university hospitals using a standardized questionnaire. In research methodology, the data was analyzed with descriptive statistics, t-test, ANOVA, pearson's correlation, multiple regression analysis. Findings: In case of non-regular workers, inequality of distribution, position unfairness, employment instability, number of discrimination experiences were found to have a negative(-) effect on quality of life. Religion, income in general characteristics had a significant positive(+) effect on quality of life. And the discrimination of non-regular woman workers was higher and the quality of life was lower than that of men. Practical Implications: These results showed that hospitals needed active efforts to create non-regular woman-friendly work environment. In addition, active religious activities gave emotional stability and positive effect to no-regular workers.

An Analysis of Perceptions of Students toward Software Education according to School Level

  • Kim, Seong-Won;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.167-176
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    • 2019
  • In this paper, we propose students' perception of software education according to the type of school. So, in this study, 47373 students were surveyed about the perception of SW education, and the results of the questionnaire were analyzed according to school type, gender, school level, experience of software education and event, and duration of software education experience. As a result, students attending software education lead schools showed the highest perception about software education, followed by software education research school and general school. In gender, males were more positive than females. The level of satisfaction and effectiveness of software education in school level was higher as the school level was lower, but the perception and career area of software education was higher as the school level was higher. In addition, software training and event experience have a positive effect on students' perception of software education, and the perception of software education changes positively as the duration of software education increases.

The Effects of Brand Experience on the Perceived Value of Customers in China and Korea

  • CHENG, Zhen-Feng;KIM, Gyu-Bae
    • The Journal of Economics, Marketing and Management
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    • v.9 no.3
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    • pp.1-9
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    • 2021
  • Purpose: This study investigates causal relationships among brand experience, perceived value and brand support behavior in both Chinese and Korean consumers, and also examines the moderating effects of interaction with customers in the relationships between brand experience and perceived value. Research design, data and methodology: Three research were presented and examined empirically in this study. First research question is about relationships among brand experience, perceived value and brand support behavior. Second is about the moderating role of interaction with customers and third is about the differences in the causal relationships between China consumers and Korean consumers. A total of 377 samples who had visited theme parks in China and Korea were surveyed. Results: Sensory experience, emotional experience, and cognitive experience have significant causal relationships with perceived value in Both Chinese and Korean consumers. Perceived value has a positive effect on brand support behavior and interaction with customer has a moderating effect between brand experience variables and perceived value in Both Chinese and Korean consumers. Second, the causal relationship between behavioral experience and perceived value is not significant in Both Chinese and Korean consumers. Third, there were significant differences in the effects of emotional experience and cognitive experience on perceived value between Chinese consumers and Korean consumers. Conclusions: Managers of theme park industry should design experience programs considering various brand experience variables for both Chines consumers and Korean consumers. Second, it is necessary to raise the level of customer interaction between employees and customers.