• Title/Summary/Keyword: experience contents

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A Comparative Study on User Experience of Secondhand Marketplace Platform -Focusing on Bungae Jangter and Danggeun Market- (중고거래 플랫폼의 사용자 경험 비교 연구 -번개장터와 당근마켓을 중심으로-)

  • Lee, Gyeong-Mi;Ryu, Jin-ju;Kim, Min-jung;Jung, Da-Young
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.423-429
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    • 2022
  • The survey was conducted on the Bungae Jangter and Danggeun Market, which provide mobile used market services. The goal is to investigate factors that affect the user experience of used market platforms and to compare usability. Based on Peter Morville's Honeycomb Model, a survey and In-depth interviews were conducted to users with experience in secondhand transactions. And we qualitatively analyze the factors that affect the user experience. As a result, there were differences in usability depending on the age of the user. (reliability, how to find things, purpose of using used trading services, etc.) This study focused on actual user experience, so it will help you find a way to develop to user-centered secondhand marketplace services.

The Structural Relationship between Experience Factor, Experience Satisfaction and Re-participation Intention of KIMAWEEK Yacht Experience Participants (국제해양레저위크(KIMAWEEK) 요트체험 참가자의 체험요인과 체험만족 및 재참가의도와의 구조적 관계)

  • Kim, Cheol-Woo;Jung, Young-Soo;Chung, Woo-Suk
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.409-419
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    • 2018
  • The purpose of this study is to examine how the experience factors of KIMAWEEK yacht experience participants affect the experience satisfaction and re-participation intention. this study, 515 KIMAWEEK participants in Pusan metropolitan city conducted a mobile survey and the following conclusions were drawn. First, deviant, educational, and aesthetic factors among the experience factors of yacht experience participants were found to affect the satisfaction of experience, but entertainment factors did not affect it. Second, educational and entertainment factors, among the experiential factors, influenced re-participation intention in relation to the experience factor and re-participation intention, but deviant factors and aesthetic factors did not affect it. Third, the relationship between the experience satisfaction and re-participation intention was also found to have a similar effect. Through this study, various and differentiated experience factors should be provided in order to increase the satisfaction of KIMAWEEK yacht experience participants. In particular, realistic events that meet local characteristics should be held.

The Influence of Trans Media Experience on Brand Image, Preference and Purchase Intention (트랜스미디어 경험이 브랜드 이미지와 선호도, 구매의도에 미치는 영향 -박카스 셀프스캐너 사례를 중심으로-)

  • Kim, Shinyoup;Kwon, Seungkyung;Baek, Jihee
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.643-653
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    • 2017
  • The purpose of this study is to analyze the influence of Trans Media Brand Experience on Brand Image, Brand Preference, and Purchase Intent. Trans Media experience refers the act of enjoying contents by crossing a number of different media. With the advance of digital convergence, brand experience communication has become more diverse. This study focuses on one particular Trans Media case, Bacchus Self-Scanner by using Smart PLS to analyze 119 participants on a structural equation model. The result shows that 1) brand experience has a positive impact(+) on brand image and purchase intent, 2) brand image has a positive impact(+) on Brand Preference and Purchase Intent, and 3) Brand Preference has a positive impact(+) on Purchase Intent. As the result shows, the empirical proof that Brand Experience affects not only the indirect-effect of Brand Image and Brand Preference but also Purchase Intent as the direct-effect, and that Brand Image can affect Brand Preference and Purchase Intent, will serve as strategic implications for Brand Experience and Brand Image.

Difference in Career Competency and Career Preparation Behavior based on High School Students' Work Experience Types and Gender (고등학생 근로경험과 성별에 따른 진로역량 및 진로준비행동의 차이 연구)

  • Kim, Sora
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.771-785
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    • 2013
  • The purposes of this study were 1) to explore the differences in career competency and career preparation behavior in accordance with high school students' work experience types and 2) to examine the interaction effects between work experience type and sex or work experience type and grades. Three work experience types were classified as no work experience, positive work experience, and negative work experience. The study used the data from "2009 Youth Career? Occupation Survey" conducted in the National Youth Policy Institute. For the statistical analysis, two-way MANOVA was employed. The results indicated that female students had higher levels of career competency and career preparation than male students. Also, female students showed higher negative effects of negative work experience compared to male students. The analysis confirmed the interaction effects between work experience types and sex. Female students showed the higher negative effects of negative work experience than no work experience, whereas work experience, whether or not it is negative, was helpful for male students in career competency and career preparation behavior.

A study on presence quality and cybersickness in 2D, smartphone, and VR

  • Saeed, Saleh;Park, Unsang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.7
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    • pp.2305-2327
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    • 2022
  • Recent improvements in technology have increased the consumption of virtual reality (VR) contents on immersive displays. The VR experience depends on the type of displays as well as the quality of VR contents. However, research on the impacts of VR content quality on VR experience and comparisons among different types of immersive display devices are lacking. In this study, VR contents created with our VR framework, are provided to participants on conventional two-dimensional (2D) immersive displays and VR headset. The geometric alignment of VR contents is improved with the addition of two calibration modes (i.e. preprocessing and straightening). The subjective feelings of presence and cybersickness experienced by participants while consuming VR contents created by our framework and commercial solutions are recorded in the form of questionnaires. The results of this study indicate that the improvements in VR quality lead to a better presence and less cybersickness in both conventional 2D displays and VR headset. Furthermore, the level of presence and cybersickness increases in VR headsets as compared to conventional 2D displays. Finally, the VR content quality improvements lead to a better VR experience for our VR framework as compared to commercial solutions.

The Analysis of the Causal Model of the Needs for Consumer Information Contents and Related Variables (소비자 정보의 내용별 요구도와 관련변수들간의 인과모형 분석)

  • 이은희
    • Journal of the Korean Home Economics Association
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    • v.35 no.5
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    • pp.177-194
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    • 1997
  • This study attempts to explore urban married women's needs for consumer information contents. In addition, the causality of the needs for consummer information contents and related variables is investigated. Major findings are the following: (1) Respondents' need for information on“the product selection”and “the use and management”of the washing maching or hair dryer is high, while the in need for the information on“the existing brands”is very low. (2) Among several relevent characteristics, respondents' product involvement is strongly related to the needs for consumer information contents. (3) The results of the analysis of casual model from washing maching showed that respondents' age, purchasing experience, perception of the price dispersion and quality difference, self confidence in the product evaluation affect on the need for consumer information contents directly. While respondents' income and education level show a indirect effect. (4) The results of the analysis of causal model from hair dryer showed that respondents' perception of the price dispersion, quality difference and product complexity affect on the need for consumer information contents directly. While respondents' age, purchasing experience, self-confidence in the product evaluation show a indirect effects.

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Perceived Service Quality through Cognitive Communion of Social Live Streaming Service (SLSS) of Fashion Product and Moderating Effect of Purchasing Experience (패션 제품 소셜 라이브 스트리밍 서비스(SLSS)의 인지적 공유를 통한 서비스품질 지각과 구매경험의 조절효과)

  • Song, Yea Jin;Lee, Yuri
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.4
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    • pp.639-656
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    • 2020
  • Consumers' shopping experience has recently expanded to mobile and social networks; in addition, online fashion retailers started to focus on real-time interaction services as an emerging marketing tool. This study explores the consumer' shopping experience based on social live streaming services (SLSS) to investigate consumer's response behavior and effects through perceived service quality. An online survey method was conducted and a total of 186 female consumer panels were collected. The results indicate that cognitive communion of co-experience had a significant effect on perceived SLSS service quality (responsiveness, contents informativeness, playfulness, system availability). Service quality of SLSS (responsiveness, contents informativeness, and playfulness) had significant effect on trust in SLSS seller while system availability had no significant effect. Also, trust in seller showed significant effect on purchase intention. Last, it was confirmed that the moderating effect of purchasing experience of SLSS was significant in the relationship between cognitive communion and responsiveness/playfulness. There was also an additional significant moderating effect of purchasing experience between system availability and trust in seller.

Effects of Festival Experiential Factors on Festival Satisfaction and Behavioral Intention - With Focus on Muju Firefly Festival - (축제 체험요인과 축제만족, 행동의도와의 영향관계 - 무주반딧불축제를 중심으로 -)

  • Hyun, Hye-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.494-502
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    • 2014
  • The purpose of this study was to analyze the effects of festival experiential factors on festival satisfaction and behavioral intention by questionnaires to 550 experience program participants in the Muju Firefly Festival. And the hypothesis verified by 493 valid questionnaires with AMOS 18.0. The result of analysis showed that educational experience, escapist experience and entertainment experience except esthetic experience had positive effects on the festival satisfaction. Based on standardized coefficients showed that entertainment experience had the greatest impact on the festival visitor's satisfaction. And it showed that the satisfied visitors with the festival experience programs are the more likely re-visit and recommendation of visitors to subsequent festivals.

A Study For Gamers' Experience Patterns in mobile Games (모바일 게임에서 나타나는 게이머의 경험 패턴에 대한 연구)

  • Gwak, E Sac
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1033-1041
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    • 2018
  • This study presents an investigation into game patterns prominent in mobile games. The term "pattern" used in this study is inherited by the concept used in "A study for user experience of the game : based on the pattern type and the pattern type attribute of the game space" by Gwak E Sac(2016). There is, however, a difference between them. While the previous study limited the gamers' experience patterns to "game spaces" in the use of "pattern," the present study expanded the scope of gamers' experience patterns to the "mobile game market." Although the mobile game market is growing rapidly, there is a tendency of uniformity in mobile games due to the reduction of development time and the destruction of genres in the development of mobile games. Recognizing this situation, the investigator summarized experience patterns in the current mobile game market into: repeat familiar game play, valuable game action, value and consumption of time and preference and selection of game.