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An Empirical Study on Visitors' Experiences with the <Game Society>

  • Bo-A Rhee (College of Art & Technology, Chung-ang University) ;
  • You-min Im (College of Art & Technology, Chung-ang University) ;
  • So-Eun Park (College of Art & Technology, Chung-ang University)
  • Received : 2024.07.31
  • Accepted : 2024.09.25
  • Published : 2024.10.31

Abstract

This study sheds light on the viewing experiences with ≪Game Society(2023)≫ through literature review and quantitative methodology to analyze the perceived value, the perceived experience quality, the attitude toward the exhibition, and the intentions to use of the exhibition. Survey participants demonstrate a tendency to rate the entertainment value higher than the esthetic and educational values. The aforementioned hedonic value shows a significant positive correlation with the degree of satisfaction, while educational and esthetic values exhibit negative corr)elations. Regarding the perceived experience quality, the attractiveness of the exhibition themes significantly influences the degree of satisfaction. Hypothesis testing results indicate that the five detailed factors related to the intention to use of the exhibition are significantly positively correlated with both the degree of satisfaction and the degree of immersion.

본 연구는 ≪게임사회(2023)≫에 관한 문헌 연구와 정량적 방법론을 활용하여 관람객의 전시에 대한 인지된 가치와 경험적 품질, 이용 태도 및 지속적 이용 의사 등을 분석했다. 설문참여자들은 심미적 가치(47.9%)와 교육적 가치(29.9%)보다는 유희적 가치(59.5%)를 더 높게 평가하는 경향을 보였는데, 상술한 유희적 가치는 전시만족도와 유의미한 양의 상관관계를 나타낸 반면, 교육적 및 심미적 가치는 음의 상관관계를 보였다. 전시 경험의 품질의 경우, 전시 주제의 유인력은 전시만족도에 유의미한 영향을 미쳤다. 가설 검증 결과에 의하면, 전시에 대한 지속적 이용 의사의 다섯가지 세부 요인은 전시만족도 및 전시몰입도와 유의미한 양의 상관관계를 가졌다.

Keywords

Acknowledgement

Following are results of a study on the "Convergence and Open Sharing System" Program through the National Research of Korea(NRF) funded by the Ministry of Education(20240814).

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