Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.17
no.3
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pp.183-200
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2022
This study is a study on the effect of a healing experience program on satisfaction in the field of healing agriculture. In the development of a rural experience program, what factors constituting the healing experience program affect satisfaction, and how much time and participation cost affect the satisfaction of the healing experience program from the marketing point of view of the healing experience program. I want to analyze By researching the effect of experience cost and experience time on satisfaction of the healing experience program, I would like to suggest the development direction of the healing experience program. To this end, by empirically analyzing the effect of a healing experience program using experience cost and experience time as parameters on satisfaction, we present a theoretical basis for priority considerations when developing a rural experience program. There are entertainment experience, educational experience, deviant experience, and aesthetic experience as sub-factors of the experience program, experience time and experience cost as parameters, and satisfaction as a dependent variable. In addition, the reliability of the research results was secured by setting the demographic variables of the survey subjects as control variables. The empirical analysis was conducted on 314 valid questionnaires from the unspecified majority who were interested in or aware of the healing experience program. SPSS v22.0 was used, and to test the mediating effect, the three-step verification method of Baron & Kenny(1986) and the SPSS PROCESS Macro Model No. of Andrew F. Hayes(2018). 4 The reliability of the mediating effect was secured by applying the verification method and comparing the analysis resul. As a result of the study, it was found that educational experience (𝛽=.134, t=1.759*) had a positive (+) effect on experience cost, and aesthetic experience (𝛽=.144 t=1.684*) had a positive (+) effect on experience time. +) was found to have an effect. Also, educational experience (𝛽=.239, t=4.112***) was found to have a positive (+) effect on satisfaction, and aesthetic experience (𝛽=.330 t=4.921***) had a positive effect on satisfaction. It has been shown to have a (+) effect. Experience time was found to have a negative (-) inconsistent mediating effect between aesthetic experience and satisfaction. That is, it is the total effect (𝛽=.330 t=4.921***), and the direct effect (𝛽=.349 t=5.241***) increased by 𝛽=.019 compared to the total effect when the experience time was input, while the indirect effect (𝛽=-.019), which was shown to exert a negative (-) mediating effect.
The purpose of this paper is to show the role of aesthetic experience from appreciating the creative products in the creative economy. The paper has found that the universality of creativity is a very basic foundation of the creative economy and anyone can enhance his or her creativity from appreciating or consuming the creative products and apply such acquired creativity to the non-creative industries. From these findings we can derive two public policy implications. The first one is that the government should support people to pursue a diverse and unique experience, i.e. aesthetic experience with creative products. And the second one is that art education both inside and outside of the school curriculum should be emphasized.
Journal of the Korea Society of Computer and Information
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v.19
no.5
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pp.99-107
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2014
In the past decade, Pine & Gilmore set out the vision for a new economic era, the experience economy, in which consumers are in search for extraordinary and memorable experiences. The purpose of this study is to investigate the relationships among walking tourist's experiences, walking tourist satisfaction and revisit intention as the social interest on walking tour has risen. A total of 250 respondents completed a survey. Using structural equation modeling (SEM) technique, the results reveal the effects of Esthetics(indulged in environments) and Escapism(diverging to a new self) that impact on walking tourist satisfaction and on revisit intention indirectly. Overall, finding of this study enhance the theoretical progress on the experiential concept in walking tour and offer important implication for walking tour marketers.
The purpose of this study was to examine the influence of experience characteristics of cosmetics brand stores on purchase intention through brand value and product in-store expectations. In addition, by identifying the effects of gender regulation, the study aimed to supplement theoretical studies and to provide practical implications on the experience of cosmetics brand stores. First, we presented educational experiences, aesthetic experiences, and playful experiences as experience characteristics in stores. And we assumed the effect of these experience characteristics on the brand value and the expectation of the product in the store, and the effect of the brand value and the expectation on the purchase intention of the product in the store. 279 data were collected from consumers who had visited cosmetics brand stores, and we analyzed them using structural equation analysis. As a result, both experience characteristics have positive effects on brand value and in-store product expectations, and brand value has positive effects on expectations. In addition, brand value and in-store product expectations have a positive effect on in-store product purchase intention. In moderating effects of gender, the effect of playful experience on brand value is greater in male group, and the impact of educational and aesthetic experience on product expectations is greater in female group. These results contribute to the theoretical expansion of experience research on cosmetic brand stores, and provide strategic implications for experience marketing of cosmetic stores.
Journal of the Korea Society of Computer and Information
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v.29
no.5
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pp.55-66
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2024
The purpose of this study was to identify the experience factors (4Es) of live commerce that provide differentiated value for consumers based on Pine & Gilmore's experience economy and analyze the relationships between experience factors, flow, attitude, and purchase intention. This study conducted an online survey to collect live commerce user responses and employed a path analysis to test the research hypotheses, using Smart PLS 4.0. The results of the study were as follows: 1) all experience factors had significant effects on flow, 2) both entertainment experience and educational experience had significant effects on attitude, while esthetic experience and escapist experience did not have significant effects on attitude, 3) flow had a significant effect on attitude and purchase intention respectively, and 4) attitude had a significant effect on purchase intention. The findings of the study are expected to provide the implications for further research and marketing strategies grounded on the understanding of the experience factors in live commerce.
In the recent COVID-19 pandemic, urban agriculture is attracting attention as a healing concept. In 2020, 1,848,000 people participated in urban agriculture activities in Korea. Therefore, this study was conducted to empirically analyze the factors affecting the intention to participate in urban agriculture, which is rapidly increasing. The theoretical basis of this study is the experiential economy theory of Pine II and Gilmore and the experiential theory of Schmitt. As independent variables, a total of five variables were set as the four elements of Pine II and Gilmore's experiential economy theory, namely, educational, entertainment, escapist, and aesthetic experiences, and relational experience reclassified using Schmitt's theory. Interest was set as a mediating variable between these independent variables and the dependent variable, intention to participate in urban agriculture. For empirical analysis, data were collected through a survey. Based on the significant 314 samples of the collected data, the hypothesis was tested through statistical analysis. First, as a result of testing the influence relationship between the independent and dependent variables, educational, entertainment, and escapist experiences had a significant positive (+) effect on the intention to participate in urban agriculture. The impact of the influence was in the order of entertainment experience, escapist experience, and educational experience. There was no significant influence relationship between aesthetic experience, relational experience and intention to participate in urban agriculture. On the other hand, as a result of this study, interest introduced as a mediating variable was found to play a mediating role between entertainment, escapist, aesthetic experiences and intention to participate in urban agriculture. The mediating effect of interest was not tested between educational, relational experiences and intention to participate in urban agriculture. This study approached urban agriculture participation from the concept of healing and analyzes the factors affecting participation in urban agriculture activities empirically based on a theoretical framework by combining and analyzing the representative Pine II and Gilmore theories and Schmitt theories. It had academic significance. In addition, it was meaningful to suggest that the healing concept approach is directional in relation to urban agriculture by revealing that entertainment and escapist experiences are important influencing variables in decision-making to participate in urban agriculture in practice.
The purpose of this study is to divide the generations into Generation M and Generation Z and analyze the similarities and differences in the experiences, values, and fun through dance. To this end, the characteristics of the MZ generation were confirmed in detail, and the relationship between perceived value and fun factors was verified through various experience elements to suggest implications for the growth of dance. The subjects of the study were those who had experience with dance or had participated in dance classes. The survey was conducted from May 1 to May 30, 2024. Exploratory factor analysis, reliability analysis, multiple regression analysis, and difference analysis were conducted to verify the hypothesis. The research results are as follows. First, it was confirmed that for the MZ generation, educational and esthetic experiences of dance influenced the value. Second, it was confirmed that for the MZ generation, educational and esthetic experiences of dance had an impact on enjoyment. Third, in the experience factor, the differences of the MZ generation were shown in entertainment, educational, aesthetic, and esthetic experiences. Fourth, in the value factor, the differences of the MZ generation were shown in artistic values. Fifth, in the fun factor, the differences of the MZ generation were shown in a sense of accomplishment. finally, the commonalities of the MZ generation were shown in the value factor as physical, emotional, and sociocultural values. In the fun factor, they were shown as physical and mental fun and social cultivation. Through this study on generational differences in dance, it was confirmed that dance is an important means of providing social and cultural values beyond a simple art form, and the possibility of growth through differentiated competitiveness was presented.
In this paper we intended to present the case of mentorship program for the gifted in elementary mathematics education, which is related with Waldorf education. We installed the program to four six-grade students during six months. We focused on cultivating integrated perspective, aesthetic perspective and substantial skills. For the aim we dealt with the item, construction based on the aesthetic experiences. Finally we presented three main ideas, construction of regular polygons and flowers, construction of islamic design, and farmland cleanup with construction. We also contained the students' project in this paper.
The Journal of the Convergence on Culture Technology
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v.6
no.3
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pp.67-74
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2020
Middle-aged women experience physical and mental changes along with the loss of femininity, and they feel psychologically empty according as their child's growth and independence reduces the role of care and parenting. These women understand the sense of loss and emptiness caused of their role reduction as an opportunity to maintain their values and beliefs for their leisure life. Accordingly, middle-aged women overcome negative emotions facing in the middle-aged such as depression or empty mind, and establish self-esteem and social support in recognizing it as an opportunity for building relationship and self-realization in social relations, which come through human to human communication by doing craft activities. In this study, in order to analyze the effect of the experience factor of craft activity to self-esteem and social support for middle-aged women, we set up a research model with the experience factor of craft activity as an independent variable and self-esteem and social support as dependent variables. As a result of the study, educational experiences, recreational experiences, and deviant experiences had a meaningful effect on self-esteem, but aesthetic experiences did not have meaningful effect. And, recreational experiences and aesthetic experiences had a meaningful effect on social support, but educational experiences and deviant experiences did not have meaningful effect on social support. Therefore, the institutional system for craft experiences, that can provide content of environmental characteristics for aesthetic factor and visual elements are required. It influences to the change of senses and emotions of middle-aged women. Also, there are limitations that this study did not consider factors of ultimate life changes through craft activities. Thus this study suggests development of new model for variables of wellbeing-related matters.
As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.
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