• Title/Summary/Keyword: 경험 연구

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Effect of Flow on Purchase Intension (플로우(Flow) 경험이 구매의도에 미치는 영향)

  • Kim, Byung-Cheol;Choi, Soo-Ho
    • Survey Research
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    • v.3 no.2
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    • pp.17-45
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    • 2002
  • The purpose of this study is to examine the effect of the Flow experience on purchase intention. The results of this study show that (1) the purchase intention through internet is increased in proportion to the degree of cognition of users' experience. (2) The "Flow" experiences during the time of navigating internet shopping-mall sites lead to different results due to the separate motive of searching internet shopping-mall sites. (3) It should analyze the market segmentation of internet users, using Flow experience in the future based on the relationship between Flow and on-line and off-line purchase intention. (4) Finally, it should study more profoundly on "experiential" Flow and "goal-directed Flow that it has to analyze the difference in Flow experiences between separate purposes of searching internet shopping-mall sites.

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A Basic Study on the Development of a Mobile Data Sampling Method based on ESM to Examine Child-care Teachers' Emotional Experience (ESM기반 보육교사 정서 연구를 위한 데이터 표집기술 개발에 관한 기초연구)

  • Kim, Soojung;Lee, Yungil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.199-206
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    • 2017
  • The experience sampling method (ESM) is an innovative research method to study the immediate real emotional experience experienced in real life through the immediate reaction of research participants. ESM, which has received significant attention in recent, is considered as the research method particularly for child care teachers' emotions and happiness. This method has been shown to be able to overcome the limitations in current research methods, based on teachers' recall or surveys, in assessing child care teachers' emotional states or stress levels. Despite the expectation that the need for further research on the increased stress and negative emotional experiences of child care teachers and its appropriateness as the alternative research method to study child care teachers' immediate emotional experience, ESM has deficiencies in that research participants need to have their pencil-and-paper survey packages on hand whenever their electronic beepers randomly beep. Furthermore, ESM demands much more researcher energy and efforts to handle the voluminous data collected from each participant in effectively creating a database. In this paper, in order to apply ESM successfully to the study of child care teachers' emotional experience, we aim to develop a software program that uses mobile communication technology. Given that traditional types of data collection methods in social science research can prove too burdensome to encourage participation in surveys in the first place or ensure the return of completed surveys, the present study adopts a convergent research approach to develop a software program that is able to obtain ESM participants' answers immediately on their personal smart phones. This study deals with system construction and prototyping for software development as a basic research and evaluates the research results through indepth interview with experts.

A Study on the User Experience through Analysis of Earphones Use Behavior of Generation Z (Z세대의 이어폰 사용 행태 분석을 통한 사용자 경험 연구)

  • Koo, Eun-Seo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.317-323
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    • 2020
  • This research is based on product development that improves user experience such as design and function by analyzing the usage behavior of elements experienced by generation Z as customers and users in the process leading to disposal of earphones even before purchase. The behavior of earphones in Generation Z was analyzed through in-depth interview and surveys of the customer experience and user experience of earphones. The results of the study were common or characteristic. They are user experience based on brand dependency, sharing experiences and seeking simplified design and convenience, which is related with the lifestyle of the generation Z. This study is expected to be a fundamental study of product research and marketing strategies that will take advantage of the characteristics of Generation Z, who will be the main player of the market in the future.

User Experience Analysis on Music Phone: based on FGI across five countries (뮤직폰 사용자 경험에 대한 5개국 FGI 분석)

  • Yoon, Yee-Eun;Hwang, Byeong-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.91-98
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    • 2007
  • 본 연구는 사용자에게 친숙한 (user-friendly) 뮤직폰을 디자인하기 위하여, 실제 사용자들을 대상으로 일반적인 음악에 대한 경험 및 뮤직폰을 비롯, MP3 플레이어와 같은 포터블 뮤직 디바이스에 대한 경험을 조사 분석한 것이다. 조사 방법으로는 Focus Group Interview 와 설문이 사용되었으며, 한국을 포함하여 일본, 미국, 영국, 이탈리아 등 5개국 사용자들을 대상으로 동시에 실시되었다. 각 지역의 서로 다른 사용자 특성을 비교 분석하기 위하여 모두 동일한 진행 방법 및 조사 문항을 이용하였다. 대상자는 뮤직폰의 목표 사용자층을 고려하여 각국에서 2~30대의 남녀 5~8명을 선정하였다. 조사 결과, 5개국 공통으로 존재하는 사용자 경험 및 요청사항이 다수 발견되었으며, 이를 통해 뮤직에 대한 경험이 매우 보편적인 경험임을 확인하였다. 음악에 대한 경험에서는 PC를 음악 파일 저장 및 관리에 사용하는 관리 행태가, 뮤직폰에 대해서는 하드웨어적인 향상 니즈가 대표적인 공통점이었다. 또한, 자주 사용하는 기능이나 선호하는 인터랙션에 있어서는 국가 간, 지역 간 공통점과 함께 차이점도 발견되었다. 본 연구는 이러한 조사 결과를 분석하고, 이를 바탕으로 뮤직폰의 사용자 경험을 향상시킬 수 있는 가이드를 제시하고자 한다.

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The Influence of M&A Experience and Alliance Experience on Cross-border M&A Performance (인수합병과 제휴 경험이 글로벌 인수합병 성과에 미치는 영향)

  • Park, Eun-Kyoung;Han, Byoung-Sop
    • Korea Trade Review
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    • v.41 no.4
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    • pp.157-183
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    • 2016
  • This study examines the effects of the acquirer's experience on cross-border mergers and acquisitions(CB M&A) performance. We posit that various types of experience on M&A, including heterogeneity of experience, strategic alliance experience, first CB M&A, domestic and CB M&A experience may have an influence on the performance of CB M&A. The hypotheses are tested with multiple regression on global M&As made by Korean firms over the period of more than fifteen years. The empirical results indicate that firms with domestic M&A experience and the ones with CB M&A experience improve firm performance. Specifically, CB M&A experience more strongly and positively affects CB M&A performance. It also reveals that M&A experience and first CB M&A positively affect CB M&A performance. However, heterogeneity of experience negatively affects CB M&A performance and it has found no significant relationship between strategic alliance and firm performance. In addition, data show that the better explanation is an overall U-shaped relationship than a linear one between CB M&A experience and Performance. Overall, this study contributes to the literature on CB M&A by examining the effect of various types of experience such as heterogeneity of experience and alliance experience and offering a different explanation based on experience, more specifically, addressing the negative relationship between heterogeneity of experience and M&A performance.

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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.

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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A Qualitative Inquiry on Group Music and Imagery Experiences (그룹 음악과 심상 경험에 대한 질적 사례연구)

  • Kim, Aimee Jeehae
    • Journal of Music and Human Behavior
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    • v.17 no.2
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    • pp.101-117
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    • 2020
  • This study aimed to investigate music and imagery (MI) experiences in group settings using a qualitative case study approach. For this purpose, a focus group interview was conducted with four professional music therapists, who participated in peer MI group sessions without a therapist. Data collected from the interview were analyzed by qualitative data analysis procedures. Results demonstrated that successful group music experiences in the early stages, such as sharing and selecting music together within the group or experiencing group support, leaded to developing trust towards music and the group in participants. Moreover, the trust built upon such basis was shown to facilitate expansions in emotional experiences, imageries, relational aspects, and music resources, which led to new personal insights. In addition, the participants recognized the supportive nature of the group played a role of encouraging participants to challenge new experiences during MI experiences. The results suggest that group as a therapeutic factor can promote expansive emotional experiences and insights. Furthermore, the findings may provide implications for music psychotherapy applications in group settings.

Experiential Content in Boutique Hotels: A Case Study (부티크 호텔의 체험 콘텐츠 사례 연구)

  • Kim, Junghee;Lee, Cathy Yeonchoo
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.403-411
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    • 2020
  • This convergence study examines the case of the Andaz Hotel branches, which sees the critical elements of a characteristic boutique hotel as an experience and makes a successful case with rich experience content in the hotel. By examining sixteen experience content categories, eight from the Andaz India Delhi branch and Tokyo branch in Japan and analyzing them through Schmitt's five experience modules, we have found that both branches had strong experience content in most of the modules, in line with the brand philosophy of creating hotels that make the most of the local characteristics. The study also showed that the Toranomon Hills branch had stronger emotional experience contents than the Delhi branch, and the Delhi branch had a little stronger in the case of cognitive experience contents. Both branches were found to have rich experience content at various points encountered by the guests while using the hotel.

Empathy With Music From a Selfobject Perspective (음악공감경험 분석: 자기대상(selfobject) 개념을 중심으로)

  • Choi, Jin Hee;Chong, Hyun Ju
    • Journal of Music and Human Behavior
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    • v.18 no.2
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    • pp.1-17
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    • 2021
  • Using Kohut's selfobject perspective as a foundation, this qualitative study explored the empathy with music and analyzed the empirical meanings in relation to 'Mirroring selfobject need', 'Idealized selfobject need', and 'Twinship selfobject need'. The participants included 13 music therapy graduate students who took part in individual interviews about their musical experiences. The interviews were recorded, transcribed, and analyzed via content analysis. As a result, seven categories with 16 meaningful concepts emerged under three dimensions: Gratification of selfobject need for mirroring, gratification of selfobject need for idealization, and gratification of selfobject need for twinship. Participants described experiencing unconditional understanding and acceptance from music, feeling stronger and safer in music, and being identified with and connected to music. These findings suggest that participants continuously gratify their selfobject needs by expanding the self and empathizing themselves through music. This study in significant in that it is the first qualitative study to analyze participants' musical experiences from Kohut's selfobject perspective.