• Title/Summary/Keyword: experience consumption

Search Result 649, Processing Time 0.03 seconds

The Types of Emotion Experienced in the Process of Wearing Clothes (의복착용시 경험하는 감정의 유형)

  • 최신형;이은영
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.18 no.3
    • /
    • pp.395-409
    • /
    • 1994
  • Consumers experience various emotional responses to clothing in consumption process. These emotional responses are important in explaining consumer behavior of clothing. The Purpose of the study was to identify the types of emotion that consumers experience in the process of wearing clothes. A questionnaire consisted of 35 words expressing emotion was developed. 110 female college students were surveyed to find out consumption experience of clothing. The empirical study was conducted in two ways. One is that the subjects were asked to respond six-point unipolar scale of emotional adjectives to identify the various emotions that consumers experienced. The other is that four different wearing situations were described for the survey and then the subjects were asked to respond same questionnaire. The data surveyed for research were analyzed by factor analysis. The conclusion of empirical study was as follows. The types of emotion that consumers experienced at various situstions were: pleasure, arousal, unpleasure, aversion, dominance, sandness, security and tension.

  • PDF

The Effect of Product Experience Through Virtual Reality on Product Evaluation

  • Jeon, Eunmi;Han, Youngjee;Woo, Hyunjin
    • Asia Marketing Journal
    • /
    • v.21 no.4
    • /
    • pp.45-57
    • /
    • 2020
  • With the development of new technologies, virtual reality (VR) is emerging as a new consumer marketing platform. Yet, only a few studies have investigated VR in the consumption context. The current research explores how experiencing a product through VR influences consumer attitude and purchase intention for the product. Although assessing products in real life is believed to be more diagnostic than that through VR, the present research revealed that experiencing a product through VR could lead to a more positive attitude toward and higher purchase intention for the product. We also demonstrated that "enjoyment" has a mediating effect while evaluating the product through VR. To compare product experience through VR to that in real life, we employed the HTC Vive VR system to implement a VR environment. In the VR condition, participants evaluated plastic building blocks using a VR headset and a motion controller; and in the real life (reality) condition, they evaluted plastic building blocks printed using a 3D printer to make them look exactly the same as the blocks used in the VR condition. Finally, implications and suggestions are discussed.

The Effects of Experiential Value of on Customer Loyalty in Dessert Café of College Students: Focused on Moderating Effect of the Eating Out Consumption Patterns (대학생의 디저트카페에 대한 경험가치가 고객충성도에 미치는 영향: 외식소비성향의 조절효과를 중심으로)

  • Yoon, Hee-Souk
    • Culinary science and hospitality research
    • /
    • v.24 no.1
    • /
    • pp.82-95
    • /
    • 2018
  • The purpose of this study is to investigate the relationship between experiential value, customer loyalty and eating out tendency of dessert $caf{\acute{e}}$ in college students. This survey was conducted for college students who have used dessert $caf{\acute{e}}$ mainly in college areas where dessert cafes are concentrated in Seoul. The survey was conducted on August 17, 2017 to 28 August. A total of 250 copies of the questionnaires were distributed and 208 copies of valid data were used for the analysis. The results of the analysis are as follows. First, emotional experience value and service experience value were found to affect customer loyalty, and cognitive experience value did not affect customer loyalty. Second, the economic and health seeking type showed a positive(+) moderating effect between emotional experience value and customer loyalty, and negative(-) moderating effect between cognitive experiential value and customer loyalty. Next, atmosphere seeking type showed a moderating effect between service experience value and customer loyalty, and the eating out seeking type showed a moderating effect between emotional experience value and customer loyalty. Finally, convenience seeking type showed positive(+) moderating effect between cognitive experiential value and customer loyalty, and negative(-) moderating effect between service experience value and customer loyalty. Based on the results of this study, the dessert cafe operator can grasp the experience value of college students in order to secure college students who are using dessert cafe as loyal customers. In particular, the relationship between experience value and customer loyalty, it is expected to provide useful data for constructing a specific positioning strategy according to each segment market.

Changes in Consumption Life and Consumer Education in the Fourth Industrial Revolution (제4차 산업혁명 시대의 소비생활 변화와 소비자교육)

  • Jung, Joowon
    • Journal of Korean Home Economics Education Association
    • /
    • v.29 no.3
    • /
    • pp.89-104
    • /
    • 2017
  • Considering the advent of the Fourth Industrial Revolution, this study examines the changes and influences of intelligent information technology and the role of consumer education in the context of consumption life. The purpose of this study is to provide a theoretical foundation to effectively respond to the future consumption society as an independent consumer by enhancing the understanding of the Fourth Industrial Revolution in terms of consumption life. First, in terms of changes in the consumption paradigm in the Fourth Industrial Revolution, production and consumption are converged by being shared through a comprehensive connection platform in real time. Regarding the meaning of consumption, mental experience is being emphasized; moreover, usage and sharing, rather than ownership, are being highlighted. In terms of major changes in consumption life, the emergence of a more convenient smart consumption life and the possibility of personalized consumption optimized for individual demand are anticipated. Moreover, sustainable eco-friendly consumption is expected to increase further, and rapidly changing consumption trends will experience accelerated progress in consumer-centered changes. Next, the predicted problems in consumption life in the Fourth Industrial Revolution include unequal consumption due to intelligent information technology power center and the use and management of personal information data. Furthermore, ethical concerns related to the introduction of new technologies will become prominent, eventually resulting in issues concerning consumption satisfaction. To effectively respond to these new paradigm changes, consumer education should be value-centered. Ethical aspects of consumption should be considered, and consumption life should include trust and mutual cooperation. Furthermore, consumer education should facilitate creative convergence.

A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
    • /
    • v.18 no.3 s.61
    • /
    • pp.5-14
    • /
    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

  • PDF

Development of Teaching-Learning Materials and Analysis of Learning Experience Based on Design Thinking in Home Economics Curriculum: Focused on the Units of Sustainable Consumption (디자인씽킹을 적용한 가정과 교수·학습자료 개발 및 학습 경험 분석: 지속가능한 소비 단원을 중심으로)

  • Yuk, Kyung Min
    • Journal of Korean Home Economics Education Association
    • /
    • v.32 no.1
    • /
    • pp.145-165
    • /
    • 2020
  • This study developed teaching-learning materials for 10 class periods that applies design thinking process for the units of 'sustainable consumption' of home economic subject, and examined the learning experience of students in the class. After the classes, reflection journals and in-depth interviews from 276 male and female students in ten classes were analyzed. The main results are as follows: The five steps of the design thinking process of the Stanford University d-School were applied to develop teaching-learning materials for the 'Sustainable Consumption Practice Book Creation Project'. Students' positive learning experience was evidenced through sustainable consumption classes that applied design thinking. The students were able to reflect through the experience of sympathizing with the real problem, and experienced an improvement in problem-solving ability through the process of idea construction and prototyping. Students expressed difficulties in reaching consensus among the members, and in devising ideas and implementing prototypes. Based on the learning experience of students this study, it is suggested that home economic teachers further develop and implement classes of various topics to which design thinking process is applied. A future study may need to verify the effectiveness of home economic classes to which design thinking is applied.

Relationship between health behavior and oral symptoms in Korean adolescents (우리나라 청소년의 건강행태와 구강질환증상의 관련성)

  • Park, Ji-Hye;Kim, Chang-Suk
    • Journal of Korean society of Dental Hygiene
    • /
    • v.15 no.5
    • /
    • pp.813-821
    • /
    • 2015
  • Objectives: The purpose of the study was to investigate the relationship between health behavior and oral symptoms in Korean adolescents. Methods: The subjects were 72,060 adolescents who were selected from the web-based survey of the 10th (2014) Korean Youth Risk Behavior of Korean Center for Disease Control. Data were analyzed by PASW statistics 18.0. A web-based self-reported questionnaire was completed by 74,167 middle and high school students. The subjects consisted of 36,470 boy students (52.2%) and 35,590 girl students (47.8%) from 400 middle schools and 400 high schools. Results: Multiple logistic regression analysis revealed that experience of oral symptoms were related with sex, age, academic achievement, economic status, alcohol drinking, moderate physical activity, muscular strength exercises, walking, fruit consumption, milk consumption, fast food consumption, snack consumption, daily tooth brushing frequency, use of fluoride toothpaste, school based oral health education, dental sealant and dental scaling. Conclusions: There were close relationship between heath behavior, oral health behavior, and experience of oral symptoms. To improve the health promotion for the adolescents, oral health program development and primary prevention strategy must be established.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.2
    • /
    • pp.147-187
    • /
    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

  • PDF

Factors Influencing Fast Food Consumption in Korean Adolescents - Based on the 16th Korea Youth Risk Behavior Web-based Survey - (한국 청소년의 패스트푸드 섭취실태 및 관련요인 - 제16차 청소년건강행태온라인조사 이용 -)

  • Hong, Seung Hee
    • The Korean Journal of Food And Nutrition
    • /
    • v.35 no.3
    • /
    • pp.167-177
    • /
    • 2022
  • The purpose of study was to examine the factors influencing fast food consumption in Korean adolescents. The analysis was conducted using cross sectional study data from the 16th Korea Youth Risk Behavior Web-based Survey in 2020. A total 54,948 middle and high school students participated in this study. The subjects in the analysis were 28,353 males and 26,595 females, 28,961 middle school and 25,987 high school students. In total, 56.6% Korean adolescents consumed fast food once or twice weekly and 25.4% consumed fast food more than three times weekly. Logistic regression analysis revealed that fast food consumption was significantly associated with dietary behavior such as lower breakfast intake (OR: 0.930, 95%CI: 0.891~0.970, p<0.001), higher soda drinks consumption (OR: 2.563, 95%CI: 2.452~2.678, p<0.001), and higher sweet drinks consumption (OR: 1.898, 95%CI: 1.818~1.982, p<0.001). For psychological and health behavior factors, fast food consumption was also significantly associated with higher perceived stress (OR: 1.239, 95%CI: 1.163-1.321, p<0.001), higher smoking (OR: 1.300, 95%CI: 1.164~1.453, p<0.001), higher drinking (OR: 1.193, 95%CI: 1.112~1.280, p<0.001), higher depression experience, higher loneliness experience, and lower subjective health, In conclusion, fast food consumption in Korean adolescents was associated with undesirable dietary habits and psychological and health behavior, suggesting that appropriate education programs are necessary to reduce such behavior.

A Study on Experiential Space Consumption Patterns in Urban Parks through Blog Text Analysis - Focusing on Ttukseom Hangang Park - (블로그 텍스트 분석을 통해 살펴본 도시공원의 경험적 공간 소비 양상 - 뚝섬한강공원을 중심으로 -)

  • Kim, Shinsung
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.51 no.2
    • /
    • pp.68-80
    • /
    • 2023
  • With the recent changes in society and the introduction of new technologies, the usage patterns of parks have become diverse, leading to increased complexity in park management. As a result, there is a growing demand for flexible and diverse park management that can adapt to these new requirements. However, there is inadequate discussion on these new demands and whether urban park management policies can respond. Therefore, empirical research on how park usage patterns are evolving is critical. To address this, blog data, in which individuals share their experiences, was used to examine the spatial consumption patterns through semantic network and topic analysis. This study also explored whether these spatial consumption patterns exhibit experiential consumption characteristics according to the experience economy theory. The results showed that consumption behaviors, such as renting picnic sets and having food and drinks delivered, were prominent and that emotional experiences were pursued. Furthermore, these findings were consistent with the experiential consumption characteristics of the experience economy theory. This suggests that park planning and maintenance methods need to become more flexible and diverse in response to the changing demands for park usage.