• Title/Summary/Keyword: 소비 경험

Search Result 467, Processing Time 0.026 seconds

A Study on the Determinants of Culture and Art Consumption of One Person Households (1인가구 문화예술 소비에 영향을 미치는 요인에 관한 연구)

  • Choi, Soonhwa
    • Journal of Digital Convergence
    • /
    • v.19 no.8
    • /
    • pp.151-160
    • /
    • 2021
  • This study aims to analyze the determinants of culture and art consumption of one person households using 「2019 National Art and Culture Activity Survey」. Based on previous research, cultural and economic capital, health perception, and residence were selected as independent variables, and 1,755 single household data on cultural attendance, art education, and demographics were extracted to analyze the relationships. Zero-inflated negative binomial model was employed as cultural attendance variable includes many zeros. It was found that education has a significant impact on cultural attendance possibility and frequency. However, art education in childhood, income, health perception, and residence were found to have selective effects, and unique characteristics of single households influences the findings. This study contributes to developing relevant research by focusing on the single households and provides implications to boost cultural consumption. Finally, directions for future research, such as considering psychographic variables, were suggested.

A Study of The Relationship between Consumption Value, Advertising Acceptance Attitude and Purchase Intention according to MBTI personality type - Focusing on the Consumption of Digital Products by MZ Generation

  • Jae-Woo Lee;Chang-Bae Ko
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.5
    • /
    • pp.75-83
    • /
    • 2024
  • The purpose of this study is to analyze the relationship between consumption value, advertisement acceptance attitude, and purchase intention according to the MBTI personality type. The results of a survey and analysis targeting the MZ generation with experience in purchasing digital products are as follows. 1.There was no difference between consumption value and advertisement acceptance attitude according to the MBTI personality type. 2. Among the consumption values, Factors of rarity value and emotional value had an effect on purchase intention. 3. Among the attitude of accepting advertisements, advertising favors, information trust and negative cognition had a positive effect on purchase intention. Accordingly, providing advertising content including information and interest about digital products is considered effective in marketing of the MZ generation, which represents flex consumption and minus-out consumption.

The effect of emotional experience on customer response in the Metaverse: Focusing on medical tourism services (메타버스에서의 정서적 경험이 고객반응에 미치는 효과: 의료관광서비스를 중심으로)

  • Yoon Yong Hwang;Mi Ra Kim
    • Smart Media Journal
    • /
    • v.13 no.2
    • /
    • pp.156-164
    • /
    • 2024
  • The Metaverse as a combination of physical and digital space, provides many consumers with a different process of search, evaluation, consumption, and disposal than before, based on hyper-connected and hyper-realistic services. Therefore, it is necessary to examine what kind of sensory experiences customers feel when performing various activities in the Metaverse and how these experiences affect customers' behavioral responses. This study measured the temporal and emotional experience of the Metaverse service environment felt during the Metaverse experience journey of customers experiencing medical tourism services. The results of the study showed that the emotional experience through Metaverse had a more positive impact on customer satisfaction and customer loyalty as the intensity of the Metaverse experience deepened. In particular, it was confirmed that the emotional experience at the end of the Metaverse service had a positive influence on repurchase behavior. These results show that, just as in the real world, customer experience in the Metaverse can provide important insight into understanding customers' post purchase behavior and how service providers can develop and implement effective customer experience strategies in the Metaverse environment.

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
    • /
    • v.18 no.3
    • /
    • pp.317-323
    • /
    • 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.

The Influences of Adolescent′s Environmental Education Experience and Peer Group on Pro-environmental Consumption Behavior (청소년의 환경교육경험과 또래집단이 환경친화적 소비행동에 미치는 영향)

  • Jang Yoon Ok;Park Sue Kyung
    • Journal of the Korean Home Economics Association
    • /
    • v.42 no.11
    • /
    • pp.151-165
    • /
    • 2004
  • The purpose of this study was to investigate the influence of adolescent's environmental education experience and peer group on pro-environmental consumption behavior The survey study administered 610 questionnaires to general high school students in Daegu. The main findings of this study were as follows. First, adolescent's pro-environmental purchase behavior was positively correlated to the degree of participation in environment-related events in school, the mother's pro-environmental purchase, use and disposal behavior and environment education experience in society, while the peer group's pro-environmental purchase was positively correlated to use and disposal behavior Also adolescent's pro-environmental use behavior was positively correlated to the mother's pro-environmental purchase, use and disposal behavior, the peer group's pro-environmental purchase, and use and disposal behavior. Adolescent's pro-environmental disposal behavior was positively correlated to the degree of participation in environment-related events in school, the mother's pro-environmental purchase, use and disposal behavior, environment education experience in society, the peer group's pro-environmental purchase, and use and disposal behavior. Second, adolescent's pro-environmental purchase behavior was influenced to the greatest extent by the peer group's pro-environmental purchase behavior, followed by the mother's pro-environmental purchase behavior and use behavior, and to a lesser extent, tv environment education experience in society. Also adolescent's pro-environmental use behavior was influenced to the greatest extent tv the mother's pro-environmental use behavior, followed by the peer group's one, and to a lesser extent, by the mother's pro-environmental disposal behavior. Adolescent's pro-environmental disposal behavior was influenced to the greatest extent by the mother's pro-environmental disposal behavior, followed tv the peer group's one, the mother's pro-environmental purchase behavior and, to a lesser extent, by the degree of participation in environment-related events in school.

An Exploratory Research on Categorizing e-Sports as One of the Sports (e스포츠의 스포츠 범주화에 대한 탐색적 연구)

  • Chae, Hee-Sang;Kang, Shin-Kyu
    • Journal of Korea Game Society
    • /
    • v.11 no.3
    • /
    • pp.85-95
    • /
    • 2011
  • This paper focuses on the analysis of sports characteristics of e-Sports. For this purpose, it is important to set up a brand new concept of existing modern sports which is mainly concerned on physical activity. Therefore, In this paper, the researcher newly conceptualized e-Sports by following rapid change of the scene including media-technology, a change of an enjoyment method, the importance increase of sports environment and sports innovation. Also, the researcher tried to analyse how specific categorization of new sports concepts such as post-modern society, consumption & pleasure, homo-ludens, sporting experience, body and mind can be connected to e-Sports. As a result, e-Sports can be found in highly developed global society and consuming society. Furthermore, it can be defined as a 'brand new' concept of sports which features high level of psychological components in participation of activity.

Building Contingency Paradigm Model based on Paradoxical Attitude Study (역설적 태도 연구에 기반한 상황적 패러다임 모델 구축)

  • Lee, Won-Jun;Chong, Sang-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.2
    • /
    • pp.412-420
    • /
    • 2010
  • With increased complexity of product and market, the phenomenon that a consumer get paradoxical attitude toward marketing object has been increased. And this phenomenon eventually affects the relationship between consumer and product. In this study we tried to find more paradoxical phenomenon and understand consumer behavior confronting these situations when they buy agro-product based on ground theory methodology. According to the results, consumer's expectation and purchase experience can promote quality paradox experience during confronting various marketing activities such as price, product, promotion, place. Also these experience can cause quality paradox related interaction and communication even though there could be differences in their experience according to demographic characteristics, personal preference, and risk perception. Consumer will develop multiple strategies against quality paradox to manage the uncomfortable paradox experiences.

Contemporary Consumers' Product Consumption Experiences: A Comparison between the Two Leading Brands of Smart Phone (현대 소비자의 제품소비경험: 스마트폰 상표 간 비교를 중심으로)

  • Oh, Ji-Eun;Ki, Kee-Ok
    • Journal of the Korean Home Economics Association
    • /
    • v.50 no.1
    • /
    • pp.141-154
    • /
    • 2012
  • The purpose of this study was to examine consumers' product experiences from the time when the consumer purchases a smart phone, through to the period of use, and to evaluate the product after a period of usage by comparing two groups of smart phone users of the two leading brands, Galaxy S and iPhone 4G. Product experiences were considered through the process of a consumer purchasing and using a product throughout the whole cycle of product consumption. Product experiences were compared between the two brand users according to their demographic backgrounds. The results indicated that iPhone 4G users were more likely to experience functional superiorities and emotional varieties than Galaxy S users. Especially, iPhone 4G users were more likely to experience enjoyment, aesthetics, enhanced self-images and good relationships with others through the smart phone than the Galaxy S users. Galaxy S users were more likely to identify a corporate's image as a superior feature, while iPhone 4G users were more likely to identify multi-functions and endless applications. This study implies that not only the product's functional superiorities but also the consumers' entire cycle of product experiences should be carefully examined and reflected in the development of successful new products in this competitive market.

Exploring University Student's Responses to Consumer Information in Personal Media Using Critical Incident Technique: Focusing on YouTube (결정적 사건기법을 적용한 대학생의 1인 미디어 소비자정보에 대한 반응 탐색: 유튜브를 중심으로)

  • Jang, Eun-Gyo;Liu, Qiaoling;Lee, Jin-Myong
    • Journal of Digital Convergence
    • /
    • v.17 no.10
    • /
    • pp.127-139
    • /
    • 2019
  • This study aims to explore the impressive experiences of university students on YouTube media and to find ways to improve personal media as useful consumer information. 44 university students were selected, and data on the experience of using YouTube were collected and analyzed by applying the critical incident technique. As a result, the positive responses to personal media were derived from 'enhancing C2C information capabilities', 'consumer-centric usability', 'attractive information creators', 'a sense of the sameness', and 'fresh and entertaining information'. Negative responses were derived from 'spreading of harmful information', 'distrust in information creators', 'inducing excessive advertising and impulse buying', 'media addiction' and 'relative deprivation'. In addition, improvement of the personal media has been suggested. This study has differentiation and significance as a qualitative data for understanding consumer's perception and experience of personal media.

Potential Effects of Restaurant Selection Preferences by Elderly Consumers' Values and Lifestyle (노년소비자의 가치와 라이프스타일이 외식업체 선택속성에 미치는 영향)

  • Lee, Young-Joo;Hwang, Young-Jeong
    • Culinary science and hospitality research
    • /
    • v.20 no.1
    • /
    • pp.220-237
    • /
    • 2014
  • This study was intended to survey on the restaurant selection preferences by elderly consumers' values and lifestyle. The survey was residing in Seoul and men and women who were 55 years of age or older to achieve the purpose of this study, the theoretical and empirical research methods research methods were combined. The results of the study are summarized as follows. First, Action oriented intrinsic value of elderly consumers highest lifestyle influence. This is an internal value-oriented elderly consumers to follow the latest fashion trends and challenges in the new one, we enjoyed the service and sometimes want to experience the frenetic fun means. Second, Realization oriented lifestyle on the Brand standards, food quality standards, environmental standards positive effect was found to be Principle oriented life style based on the environment positively influence. This trend Principle oriented lifestyle can talk comfortably while you can relax and quiet around people, mainly from a reputable place, and action-oriented selection of the hotels facilities and senior discount price menu and the service is friendly and Notice that if you use a little less meoleodo, and these results are only for the elderly consumers with access privileges and services using the factors of elderly consumers loyalty and Catering Food service satisfaction should be efforts to raise. Third, elderly consumers select attribute value and proven results Food service elderly consumers based on personal values and lifestyle are different catering companies can select the properties that standard means, elderly consumers are value-oriented properties and select the Food Service Industry catering companies by identifying the active elderly consumers in future marketing strategies to be able to bring a positive impact considered.