• 제목/요약/키워드: experience-based

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소비자 체험마케팅의 핵심적 특성들과 기여에 대한 고찰 (A Study of the Core Characteristics and Contribution of Consumer Experiential Marketing)

  • 김우성;허은정
    • 한국생활과학회지
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    • 제16권1호
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    • pp.89-101
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    • 2007
  • This study deals with classification of various approaches regarding consumer experience, core characteristics, and contribution of experiential marketing. This study classifies seven approaches regarding consumer experience into 4 broad views (1)experience as experiential brand concept, 2)experience as a behavior, 3)experience as a behavior focusing on an affect, 4)experience as a holistic experience. Each of these 4 views of experience as well as the seven approaches is further explained in details. Five core characteristics of experiential marketing are suggested: l)forming a deep relationship between a customer and a brand, 2)being related to personal final values, 3)holistic experience with a brand, 4)fun, pleasure, and immersion, and 5)keeping customers through customer satisfaction and giving impression to a customer. Five propositions based on these core characteristics are suggested. The contribution of experiential marketing is suggested.

여자청소년의 성관계에 영향을 미치는 요인에 관한 연구 -또래집단의 성관련 경험, 사회적지지, 그리고 대처를 중심으로 - (A Study on the Factors Causing the Female Adolescent Sexual Activity -Focused on the Peer Group's Sexual Experiences, Social Support and Coping-)

  • 김만지
    • 대한가정학회지
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    • 제41권6호
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    • pp.63-74
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    • 2003
  • The purpose of this study is to examine factors causing the female adolescent sexual activity. 201 female adolescents participated in this study. Each participant was classified into the sexual activity experience or non-sexual activity experience group on the basis of survey. In total, 87 female adolescents have sexual activity experience, and 114 female adolescents have non-sexual activity experience. Analysis reported that sexual activity experience group was more positive on the adolescent sexual activity than non-sexual activity experience group. Also sexual activity experience group has more peers having sexual activity and pregnancy experience than non-sexual activity experience group. And, sexual activity experience group was more coping level and lower father social support than non-sexual activity experience group. Logistic regression analysis was conducted in order to determine the extent to which the attitude on the adolescent sexual activity, peer group's sexual experiences, social support, and coping factors affected on female adolescent sexual activity. As a results, peer's sexual activity and peer's pregnancy factors were significantly associated with it. Finally based on the results, the intervention strategies were suggested.

강릉시 어촌관광 체험 프로그램의 유형화 - Pine & Gilmore의 체험영역 모델 적용 - (A Typology of Experience Program of Fishing Village Tourism in Gangneung -An Application of Model of the Four Realms of an Experience by Pine & Gilmore)

  • 이영진;송영민;이광표
    • 수산해양교육연구
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    • 제23권4호
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    • pp.695-708
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    • 2011
  • Nowadays, fishing village is in trouble because of the depletion of fishing resources and an aging population. Fishing village tourism can do important roles for improving these situation as alternative resources. This study monitored 6th fishing villages in Gangneung for discovering materials of fishing village experiences. The materials have classified based on model of the four realms of an experience by Pine & Gilmore which are composed of escapist, esthetic, entertainment, education. The results showed that Jumoonjin and Youngjin village had entertainment and escapist experience programs, Sodol village had escapist and esthetic experience programs, Geumjin village had entertainment and esthetic experience programs, Jumoon 5 ri village had entertainment, SaCheon village had escapist experience programs. The results of this study can give implications for efficient management of fishing village experience program, especially can provide fishing village experience programs tourist prefer among the four realms of an experience.

The Impact of Omnichannel Shopping Experience and Channel Integration on Customer Retention: Empirical Evidence from China

  • WANG, Junbin;JIANG, Xinyu
    • The Journal of Asian Finance, Economics and Business
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    • 제9권2호
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    • pp.229-242
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    • 2022
  • Creating a new retailing environment to meet the seamless experience requirements of consumers is a challenge for Omnichannel-related businesses. Based on the "appraisal-emotion-response" chain, the purpose of this research is to explore the psychological mechanism of omnichannel integration influencing customer retention and the moderating effect of customer showrooming experience. This research uses a structural equation model in partial least square software to analyze a two-stage survey (Study 1: n = 210; Study 2: n = 342) conducted in China. The results show that channel control experience has three dimensions: perceived channel attribute familiarity, channel type matching, and cross-channel access convenience; consistent interactive experience has two dimensions: information cross-channel consistency and cross-channel service support. Furthermore, both channel control experience and consistent interactive experience are favorable for customer retention through increased customer satisfaction (transactional and retailer satisfaction). Finally, customer showrooming experience positively moderates the relationship between consistent interactive experience and customer satisfaction. This research proposes a self-regulation process model to explain how omnichannel integration enhances consumers' experience, finally leading to consumer retention. The findings contribute to the omnichannel retail business literature and provide management implications for Asian retailers to implement an omnichannel business strategy.

몽골 유가공 체험관광 잠재수요 추정 (Estimation of Potential Demand for Dairy Processing Experience Tourism in Mongolia)

  • 소드놈락차 카그쟈바브;김세혁;김태균;최세현
    • 한국유기농업학회지
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    • 제31권4호
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    • pp.343-355
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    • 2023
  • Dairy processing experience tourism, that combines production, processing, and services, can be a good alternative to increase added value in Mongolian livestock industry. In addition, in order to successfully pursue this, it is necessary to first identify consumers' potential demand for the experience tourism and the factors affecting demand. Accordingly, this study estimated consumers' potential demand for dairy processing experience tourism using data from 758 people obtained through an online survey targeting Ulaanbaatar residents. As a result of the estimation, it was found that the variables that affect potential demand are the experience fees, average monthly household income, gender, age, arol consumption, and education level. The potential demand for dairy processing experience tourism was measured by multiplying the population of Ulaanbaatar by the estimated probability of accepting the experience tourism, and the total revenue was maximum at 32.303 million Tuk when the experience fee was 50,000 Tuk. The implications based on the analysis results are that, in order to promote participation in the experience tourism, it is necessary to promote it primarily to people with high average monthly household income, high level of education, younger age groups, and male. It can be said that preference is high and sufficient potential demand exists, but it is suggested that appropriate setting of experience fees is important.

체험경제요인이 지식기반 모바일 증강현실의 수용에 미치는 영향 : 쾌락적 정보시스템 관점 (An Effects of Experience Economy for Accepting Knowledge Based Mobile Augmented Reality : Hedonic Information System Perspective)

  • 정남호;이현애;구철모
    • 지식경영연구
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    • 제14권5호
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    • pp.121-136
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    • 2013
  • Augmented reality, which has recently drawn great attention, has along history in technical terms. However, the latest emergence of mobile augmented reality using smartphones is allowing people to access augmented reality more easily and faster than ever. However, a review of existing studies shows that most of them have focused on the technical realization of augmented reality, whereas few studies have dealt with how users perceive augmented reality. For users, augmented reality is a means of knowledge transfer, which enables the experience of more abundant reality by providing additional informatio nsources to objects or landscapes. There fore, the element of experience must be considered for the perception of users. In addition, the current augmented reality technology certainly provides users with more fun than any other existing technologies. In this regard, this study intended to divided experiences not only into sensory experiences, but also into entertainment, educational, escapist, and esthetic experiences based on the experience economy theory suggested by Pine and Gilmore(1998). Moreover, this study intended to examine whether mobile augmented reality applications, which are highly popular as a means of the experience economy, influence the usefulness, convenience, and enjoyment perceived by users, and to identify which of these cognitive elements influence usage intentions.

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Relationships of Mood Disturbance, Symptom Experience, and Attentional Function in Women with Breast Cancer Based upon the Theory of Unpleasant Symptoms

  • Lee Eun-Hyun
    • 대한간호학회지
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    • 제35권4호
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    • pp.728-736
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    • 2005
  • Purpose. The purpose of this study was to identify direct, mediating, and moderating relationships of mood disturbance, symptom experience, and attentional function in Korean women with breast cancer based upon a middle-range theory of unpleasant symptoms. Methods. This study used a cross-sectional, correlational design. A convenience sample of 125 women receiving chemotherapy for breast cancer was recruited from a university hospital in South Korea. The women completed questionnaires on mood disturbance, symptom experience, and attentional function using the Linear Analogue Self-Assessment Scale, the Symptom Experience Scale, and the Attentional Function Index, respectively. Results. Each mood disturbance and symptom experience showed a significant relationship with attentional function. Symptom experience did not act as a mediator between mood disturbance and attentional function, but it did act as a moderator: patients with a higher level of mood disturbance exhibited a lower level of attentional function when their symptoms were at the level of medium, but not when their symptoms were either high or low. Conclusion. This suggests that clinical interventions for attenuating the influence of mood disturbance on attentional function may be effective only in women experiencing medium level of symptoms.

LED 디바이스를 활용한 패션전공 진로체험 프로그램 개발 및 적용 (Development and application of career experience programs for fashion majors using LED devices)

  • 백경자
    • 복식문화연구
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    • 제30권2호
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    • pp.319-329
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    • 2022
  • This study started from the practical need for a career experience program in the fashion major that is creative and responds to current methodologies. The purpose of this study is to propose a fashion work experience program that combines digital technology and practical experience. The research methods and procedures were as follows: fashion items and wearable devices were selected, the LED smart bag program was developed, and it was executed. A total of 123 students participated in the program, and a satisfaction survey was conducted after observation and oral evaluation. All of the participants completed the LED smart bag processes of design ideation, material selection, production, and styling using an eco-bag (one of the fashion items and as an LED wearable device). As a result of the participants' satisfaction (on a 5-point scale), most items showed a high level of satisfaction of 4.39 points or more. The smart bag program was evaluated to increase interest based on the time allotted and the students' level and to bolster their understanding of, and interest in, the fashion major. Therefore, this study is expected to be baseline to explore diversification of the fashion major work experience program, in order to create interest in the fashion major based on creative convergence competency.

A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

메타버스 점포의 가상성이 창의적 소비에 미치는 영향 -몰입 경험의 매개효과와 창의적 제품 추구 성향의 조절효과 검증- (Impact of Metaverse Store Virtuality on Creative Consumption -Exploring the Mediating Role of Flow Experience and the Moderating Role of Creative Product-Seeking Tendency-)

  • 김우빈;이하경
    • 한국의류학회지
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    • 제48권4호
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    • pp.774-792
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    • 2024
  • Unlike traditional retail formats, the metaverse offers diverse shopping experiences, ranging from content that mimics reality to content that transcends reality based on its characteristic of virtuality. This study elaborates on the concept of virtuality within store environments and investigates how the virtuality level of a metaverse store influences consumers' creative consumption by mediating the flow experience. Additionally, it examines the interaction effect of creative product-seeking tendencies and individual characteristics on the relationship between flow experience and creative consumption behavior. A web-based experiment was conducted on young Korean female adults who experienced metaverse shopping. Ninety-one samples were analyzed using exploratory factor and bootstrap analyses with SPSS Macro process Models 4 and 14. The findings demonstrate that store virtuality (low vs. high) increases consumers' purchase intentions of creative fashion items by enhancing their flow toward the shopping experience. Furthermore, the effect of flow experience on creative consumption is strengthened when consumers have low creative product-seeking tendencies. This study contributes to expanding the concept of virtuality in virtual retailing and provides insights for fashion retailers planning to create virtual shopping spaces within the metaverse platform.