• Title/Summary/Keyword: 경험적인

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A Critical Review of Some Experiential Approaches in Marketing and Their Applicability (마케팅의 경험적 접근방법 및 그 활용방안에 관한 비판적 고찰)

  • 이진용
    • Asia Marketing Journal
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    • v.5 no.2
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    • pp.19-48
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    • 2003
  • 본 연구는 마케팅의 네 가지 경험적 접근방법, 즉 정보탐색적 접근, 브랜드 컨셉으로서의 경험, 즐거움의 경험, 총체적 경험 등의 내용을 살펴보고 이들의 기여와 문제점 및 한계를 살펴보았다. 또한, 감성적 경험과 소비 시점의 경험에 관해서도 논의하였다. 경험적 접근방법은 새로운 마케팅 수단으로 충분한 잠재력을 가지고 있으며 인지적 접근, 브랜드의 기능적 혜택을 강조하는 기존 마케팅 방식과는 상당한 차이가 있다. 하지만, 경험적 접근방법 앞으로 해결해야 할 많은 과제가 남아 있으며, 일부 실무적인 서적들이 주장한 바 와 같이 인지적, 기능적 마케팅 방식을 대체하는 것은 아니라고 할 수 있다. 기존 전통적인 마케팅 방식에 대하여 보완적 역할을 수행할 수 있으며, 제한적인 조건에서만 적합한 방식으로 평가할 수 있다.

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A Marketing Theory-Based Approach to Customer's Perceived Shopping Experience (고객의 지각된 쇼핑경험에 대한 마케팅 이론적 접근)

  • Yoon, Sung-Joon;Choi, Dong-Choon
    • Asia Marketing Journal
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    • v.10 no.1
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    • pp.95-131
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    • 2008
  • This study serves the main research purpose of verifying the hypothetical relationship between antecedent and consequence variables of shopping experience based on the classification system by Schmitt (1999) who dimensionalized experience into five components (sense, feel, think, act, relate). Specifically, the study seeks to fulfill the following three research objectives. First, it substantiates dynamic relationships among the five experiential components comprising the strategic experiential modules that serve as the basis of the theoretical framework of the study. Especially, it focuses on interactive relationships among the experiential components by taking a holistic view of the experience. Second, the study seeks to uncover the effects of pre-experiential antecedents such as shopping motivation and shopping involvement, based on taxonomy of motivation as product-centered vs. experience-centered. Third, the study investigates the effects of shopping experience on intention to revisit with regard to department store, discount store, and Internet shops, based on customers' store experiences. The major findings from this study are as follows: first, the five experiential components were found to have a high level of correlations according to hypothesis verification. Second, shopping motivation was learned to have significant effects on preference toward thinking as well as feeling experiences. That is, product-centered (vs. experience-centered) shopping motivation exerted a greater influence on cognitive (vs. affective experience than affective (vs. cognitive) experience.

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A Study on the Improving Commitment toward Store through Customer Experience Management in Retail Stores (소매점포의 고객경험관리를 통한 점포몰입 증대 방안에 대한 연구)

  • Shin, Jong-Kuk;Oh, Mi-Ok
    • Management & Information Systems Review
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    • v.34 no.1
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    • pp.103-120
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    • 2015
  • This study tries to explain customer experience in retail stores from a holistic perspective including hedonic, economic, symbolic, and relational dimensions. We also attempt to empirically investigate the effect of each dimension of customer experience on the store attitude and store attachment and the differential influence of the store attitude and attachment on the commitment toward store. The major findings from empirical analysis are as follows. First, all four dimensions of customer experience positively impact on the store attitude. Second, symbolic and relational dimensions of customer experience have a positive effect on the store attachment while hedonic and economic dimensions don't. Third, the store attachment more positively influence the commitment toward store than the store attitude do. This paper extends the scope of the study on consumer experience in retail setting by broadening the dimensions of it and testing the differential effect of each dimensions empirically. The results of this research can provide useful implications for practitioners to build successful strategies on customer experience management in retail stores.

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A Study For The Experiential Value And Communication Perceptions Of Convergence Performing Arts (융복합 공연예술의 경험적 가치와 소통인식 연구)

  • An, Ju-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.364-370
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    • 2017
  • Creative thinking and fusion diversity of the performing arts pursue the settlement of empirical value realization by assuming new communication by genre. This new value and communication can create a type of collective intelligence with a different attempt based on the individual communication and horizontal thinking of the masses. Therefore, the empirical value and communication of the 21st century convergence(fusion) performing arts is possible through new types and analysis, and also were understood as the horizontal creation structure of the artist. As a result, first, the concept of the right value of 'convergence' was perceived as empirical communication depending on the empirical thinking ability of genre artists. Second, off-genre and collaborative tendencies are due to cooperation based on intellectual ability and recognition of horizontal communication by genre. Third, in the collaboration, the public's individualized communication ability and universal communication recognition should be premised and perceived the empirical definition about the collective intelligence. In conclusion, it is concluded that empirical value and communication of convergence performing arts enable to the experimental creation of collective intelligence, and that the relationship structure extends to a meaningful transition of convergence interpretation and expression of performing arts.

An Experiential Approach to the Determinants of Impulse Buying Based on Store Type (유통점포별 충동구매의 결정요인에 대한 경험적 접근)

  • Yoon, Sung-Joon;Lee, Dong-Hee
    • Journal of Distribution Research
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    • v.13 no.3
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    • pp.1-25
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    • 2008
  • This study, from a temporal standpoint, seeks to validate the relationship between prior shopping experience, a pre-experiential construct, and impulsive/planned purchase intentions, a post-experience construct, based on strategic experiential module advocated by Schmitt (1999) by focusing on three key variables--prior shopping experience, on-site experiences, and emotional response to store atmosphere. Also, from a spatial standpoint, the study aims to valiadate the relationship between emotional response to store atmosphere and impulsive purchase intentions across three retail store types--department store, discount store, and internet store. Specific research purposes and findings are as follows. First, it was found that regardless of the degree of prior shopping, discount store and internet shoppers preferred cognitive shopping experience to emotional experience. Second, emotional shopping experience significantly influenced impulsive purchase intention, whereas cognitive shopping experience influenced planned purchase intention. Third, for discount store shoppers only did the interior colour serve as a positive moderator between emotional shopping experience and impulsive buying intention, while merchandise display served as a negative moderator.

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Mapping Experiential Context factors on the Website Use Experience : through analysis of practical use cases (웹 사용 경험의 정황 요소 매핑에 관한 연구 : 실증적 사례 분석을 중심으로)

  • 김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.265-276
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    • 2004
  • User experience in web site is beyond Usability, and should be understood in a context. However, the concrete contextual factors of web site experience is not systematically established enough. Therefore, the objective of this research is to establish a framework of mapping experiential context factors with analyzing real web site use cases, and to propose how it is can be applied in the process of web site contents planning. First of all, theoretical framework for the web experience and contextual factors was prepared by secondary research. Second, user experience on music casting sites was collected through web diary method, self-video recording method, and group interview. Then, collected experience was re-constructed with scenarios. Scenarios are analyzed into contextual factors and these factors are categorized, given hierarchies and located into context map. Third, the possibility of applying the context map of web site experience was discussed. The systematical and concrete sample of context map based on practical use cases can be applied in the innovative and cross-genre web contents planning process.

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Effects of Cultural and Artistic Experiences on Elderly Life Satisfaction : Mediating Effects of Individual Creative Traits (문화예술적 경험이 노인 생활만족도에 미치는 영향 : 개인 창의적 특성을 매개로)

  • Lee, Eun-Il;Ko, Jeong-Hun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.461-474
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    • 2020
  • This study aimed to investigate the effects of cultural and artistic experiences on elderly life satisfaction and verify the mediating effects of individual creative traits. The outcome of the study on 144 elderly people using factor analysis, descriptive statistics, and regression analysis is as follows. First, there was a positive correlation among cultural and artistic experiences, life satisfaction among the elderly, and individual creative traits. Second, experiences in creation and appreciation, subfactors of the cultural and artistic experience, had significant effects on the elderly life satisfaction. Third, creation and appreciation had significant effects on creative traits of individuals. Fourth, individual creative traits showed a partial mediating effect on the relationship between cultural and artistic experiences and elderly life satisfaction. Therefore, it could be concluded that cultural and artistic experiences and individual creative traits have positive effects on elderly life satisfaction, and individual creative traits can be enhanced through cultural and artistic experiences. In addition, it was verified that the enhancement of creative traits through cultural and artistic experiences has a positive effect on elderly life satisfaction.

User's Emotional Experience Through the Retro Content Trend: A Case Study on the Answer me 1994 (Retro(복고) 콘텐츠 트렌드(Trend)를 통해 살펴본 사용자의 감성적 경험연구: <응답하라 1994>를 중심으로)

  • Shin, Dong-Hee;Kim, Tae-Yang
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.123-134
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    • 2014
  • Recently, the retro content emerges one of the highest topics in the cultural content area. This retro content has been exponentially expanded through the series of and the success of the series highlights the importance of content that can cause user's emotional experience. Along the line, this research tries to know how the retro contents draw user's emotional experience beyond the role of just user's recall for the past through the Answer me 1994 syndrome. As the result of factorial analysis for the user's emotional experience, five factories were classified: the emotional experiences by music, item, sensory, story and actors exposed in the drama. Also, the five emotional experience factories influence the relations between the viewers and retro content. Specifically, the factories for the emotional experiences are statistically significant to the viewer's satisfaction. They significantly influence the viewer's trust and attachment for the retro content as well. The influence for the emotional experience factors which affect to viewer's satisfaction are music, item, sensory, story, and actors in order. The influence on the trust about the retro content are music, sensory, story, item in order. On the other hand, the emotional experience by actors are not significantly affect to the trust for the retro content. Lastly, The influence for the attachment about the retro content are music, item, actors, sensory, and story in order.

Flow Experiences in Goal-Directed and Experiential Activities (목표지향적 행위와 경험지향적 행위 시의 플로우(Flow) 경험에 대한 연구)

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.341-348
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    • 2007
  • The focus of this study was to investigate whether flow occurs during both goal-directed and experiential activities, if experiential and foal-directed flow states differ in terms of various measures and dimensions. Fifty male and eighteen female subjects were participated in controlled, comparative experiment between goal-directed and experiential activities in problem-solving tasks. The findings indicate that subjects experience more curiosity and involvement(focus) in problem solving tasks with experiential activities. However, the results showed subjects experience more enjoyment in tasks with goal-directed activities. Findings of this study suggested that more sophisticated and quantitative measures in various dimensions should be constructed and verified in order to apply flow theory to human-computer interaction.

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A Study of Mathematical Thinking and Experimental Recognition in using of Technology - Focused on Unit of Geometry at Level of Middle School Student (데크놀로지 활용수업에서 경험적 인식과 수학적 사고에 관한 연구 - 중학교 3학년 기하 단원을 중심으로)

  • Jung, In-Chul;Kim, Taeg-Su;Hwang, Woon-Gu
    • Journal of the Korean School Mathematics Society
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    • v.10 no.2
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    • pp.207-219
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    • 2007
  • Students have a hard time with a formal proof, which is one of most important part in mathematics education. They were taught the proof with algebraic visual materials using technology and specialized visual materials. But, they experienced the difficulty in justifying due to the lack of experimental recognition with the representation using technology. The specialized visual materials limited the extension of mathematics thinking of students because it worked only for the case that is fixed. In order to solve this type of problem, we made algebraic visual materials for 9th graders using technology and generalized visual materials so that students experience for themselves to help them to experience experimental justification, thus we recognized that they were improved in enhancing mathematical thinking.

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