• Title/Summary/Keyword: 오락적체험

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A Study on Effect of the Book Curation Education Program Using Experiential Economy Theory on Perceived Value, Continuous Participation Intent (체험경제이론에 의한 북큐레이션 교육 프로그램이 지각된 가치와 지속적 참여 의도에 미치는 영향에 관한 연구)

  • Kim, Mi-Jung;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.53 no.3
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    • pp.1-24
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    • 2022
  • By developing and implementing a book curation education program that reflects the experiential economy theory, this study aims to verify the effect that experience perception of the program has on continuous participation intention and perceived value of the program. Teaching and learning activities of book curation education programs were organized so that practitioners can experience activities for 4 experience element, entertainment experience, educational experience, escapist experience, esthetic experience according to experience economic theory. This study surveyed 195 peoples who participated in the program to measure the effectiveness of the program. As a result of analysis, research hypothesis 1 (the perception of experiences in the book curation education program affects the perceived value of the program) revealed that aesthetic and entertainment experiences were significant, and research hypothesis 2 (the perception of experience in the book curation education program affects the intention to continue participating in the program) showed that all other factors except educational experiences were significant.

A Study on the Effect of Healing Experience Program on Satisfaction: Focused on Experience Cost and Experience Time (치유체험프로그램이 만족도에 미치는 영향에 관한 연구: 체험비용과 체험시간을 중심으로)

  • An, Hye-Jung;Kan, Soon-Ah
    • 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 impact of virtual Brand experience using Metaverse on Interest, Immersion, and Recommendation intention (메타버스를 활용한 가상 브랜드 체험이 흥미, 몰입 및 추천의도에 미치는 영향)

  • Chang Sung Bok
    • Smart Media Journal
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    • v.12 no.7
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    • pp.84-92
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    • 2023
  • This study tested the hypothesis through confirmatory factor analysis to confirm the relationship between Brand experiences (Deviant, Entertainment, and Aesthetic experiences) in Metaverse on Interest and Immersion, and to verify whether these Interests and Immersion have a significant impact on Recommendation intention. As a result of the study, it was confirmed that all Brand experience factors had a positive (+) effect on Interest and Immersion, Interest had a positive (+) effect on Immersion, and Interest and Immersion had a positive (+) effect on Recommendation intention.

The Effects of Experience and Environment Factors in Offline Stores on the Perceived Value and Revisit Intention (오프라인 매장의 체험특성과 환경특성이 지각된 가치 및 재방문의도에 미치는 영향)

  • Chen, Yi Tao;Park, Hyun Jung
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.167-178
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    • 2019
  • This research examined how the experience factors and environmental factors of experience store impact the perceived value of the brand and whether the perceived value enhance revisit intention. We collected 258 survey responses and formed structural equation modeling. The results indicated that education experience and esthetics experience had positive impacts on emotional value, while entertainment experience had a positive impact on functional value. Among environment factors, lighting, employee service and layout of the store had positive impacts on functional value, while lighting and employee service had positive impacts on emotional value. Both of the functional value and emotional value enhanced the revisit intention of customers. The results of this study are expected to provide useful information about consumers to the companies managing offline experience stores.

The Impacts of Customer Participation and Relationship Commitment on Experience at Offline Stores and Moderating Effect of Brand Fanship -Focusing on Chinese Consumers- (고객참여 및 관계몰입이 오프라인 매장 체험에 미치는 영향 및 브랜드 팬쉽의 조절효과 -중국 소비자를 중심으로-)

  • Park, Hyun Jung;Chen, Yi Tao
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.117-126
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    • 2019
  • This research examined whether and how prior customer participation and the relationship commitment of the brand enhance experiential behaviors of offline stores such as Apple, Huawei, MI, Oppo, Samsung, Vivo. A structured self-report questionnaire was administered to collected 258 survey responses and structural equation modeling was applied using SPSS and AMOS. The results of this study are as follows: First, customer participation increased normative commitment, emotional commitment, and persistent commitment. Second, the relationship commitment of consumers enhanced various experiential behaviors such as entertainment experience, educational experience, escapist experience, and aesthetic experience. Third, consumers with high brand fanship reported more positive aesthetic and escapist experience. The results of this study are expected to provide effective marketing strategies for companies setting up offline experience stores by understanding customer participation and involvement that should be considered for consumers targeted.

A Study on the Effectiveness of Virtual and Real Experience Type Safety Education at Construction Sites (건설현장에 접목한 가상체험·실물체험 안전교육의 효과성 연구)

  • Cho Choonhwan
    • Journal of the Korea Institute of Construction Safety
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    • v.6 no.1
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    • pp.1-6
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    • 2024
  • Existing safety education delivered to construction workers has limitations in concentration and immersion, so delivery power and interest are low. In order to improve the unstable behavior of construction workers and prevent safety accidents through education, a paradigm shift to hands-on education is necessary. Experiential safety education aims to contribute to the prevention of safety accidents and induce safe behavior by construction workers to recognize risks faster, select safe working methods suitable for the working environment, and improve emergency response and proactive response. Experiential education facilities have a follow-up learning effect in case of danger. The experience facility, which consists of the same working environment as the actual construction site, is designed to experience falls, equipment contraction, fire, and electric shock. In order to achieve the results of safety education that has invested a lot of time, construction workers must have motivation to participate, and "experiential safety education" through playful, deviant, and aesthetic experiences reduces serious accidents.

Edutainment를 결합한 스토리텔링의 하천개발 적용

  • Park, Ki-Bum;Park, So-Yoon;Kim, Sung-Won
    • Proceedings of the Korea Water Resources Association Conference
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    • 2012.05a
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    • pp.751-754
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    • 2012
  • 에듀테인먼트는 교육(education)과 오락(entertainment)의 합성어이다. 교육적인 내용을 놀이와 접목시킨 것을 말한다. 최근 하천개발은 치수적인 면에 개발과정을 넘어서 친수적인 면, 환경적인 면을 부각시켜 보다 질높은 삶을 살아가는 방향으로 발전하고 있다. 치수사업에 있어서도 과거의 제방중심의 사업에서 보다 다양하고 진보된 대책의 개발과 적용이 이루어지고 있다. 이러한 치수적인 안정을 기반으로 친수적인 면이 부각되면서 보다 접근성이 용이하고, 친수적인 하천의 개발이 지속적으로 이루어지고 있다. 최근의 지역축제로 성공적인 하천 축제로 강원도 양양군 연어축제(남대천), 경상북도 봉화은어축제(내성천)등이 있다. 이러한 축제들은 주요내용이 물고기를 잡는 체험과 관계기관의 적극적인 참여와 관리로 전국의 관광객들이 찾는 축제로 발전하고 있다. 일반적으로 이러한 축제들은 대상어종에 대해 설명하고 있으며, 물고기를 잡는 체험으로 진행되고 하천에 대한 스토리를 접목시키지만, 하천변 개발로 이루어지는 것은 부족한 실정이다. 본 연구에서는 하천개발에 있어 다양한 소재를 접목시켜 친수적 하천개발에 교육적 요소를 결합하여 스토리 텔링기법으로 하천을 개발하는 방안을 제안하였다.

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Examining the Influence of Leisure Involvement and Experience Quality on Behavioral Intentions (여가 관여도, 체험의 질이 행동의도에 미치는 영향에 관한 연구)

  • Park, Keun-Soo;Zhao, Li;Kim, Sunyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.644-656
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    • 2018
  • This study focused on relationships among leisure involvement, experience quality and behavioral intention in the urban parks. A total of 335 were collected, and during the data refinement process, 39 questionnaires were eliminated from the study due to partial and inconsistent responses. thus leading to 296 usable questionnaires out of 335. In the final result, 296 questionnaires were coded for the analysis purpose. The hypothesized conceptual model was used to analyze the Descriptive Analysis and Frequency Analysis, Exploratory Factor Analysis, and Multiple Regression Analysis using SPSS 24.0. The result indicated this: residents' experience quality in urban parks depends on more attraction and centrality of leisure involvement than on the self-experience quality of leisure involvement. The results of this study also indicate that not all experience dimensions are important for resulting in positive behavioral intentions to urban parks. The quality of education, esthetic, and escape experience showed a significant predictor of behavioral intentions, while the quality of entertainment experience did not show a significant positive relationship with behavioral intentions.

The Effects of Expectation-Performance, Experience and Feelings on the Festival Visitor's Satisfaction (지역축제의 기대성과, 체험 및 감정이 방문자 만족에 미치는 영향)

  • Jung, Hyung-Shik;Choi, Soow-A;Kim, Young-Shim
    • CRM연구
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    • v.2 no.1
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    • pp.33-52
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    • 2009
  • This research focused on the moderating role of the influence an expectation exerts on a performance by a regional festival and the experience to get visitor's feeling and satisfaction. A survey design was used for the last analysis targeted for the respondent who experienced an experience directly targeted for the regional where a regional festival is promoted actively targeted for the visitor. Results are show a positive influence on the expectation exerts on a performance of festival. In addition, it was confirmed that festival experience activity the role important to feeling and satisfaction of a visitor. We suggest, therefore, that it has to raise the efficiency of the strengthening of an experience program to raise an performance of festival participants and the festival manage to draw out the various feeling formation and satisfaction through participation customers' segmentation.

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Application Trends in Virtual Reality (가상현실(VR)의 국내외 적용 동향)

  • Chun, H.W.;Han, M.K.;Jang, J.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.1
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    • pp.93-101
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    • 2017
  • 가상현실(VR: Virtual Reality)은 사람들이 일상적으로 경험하기 어려운 환경을 직접 체험하지 않고서도 실제 주변 상황과 상호작용을 하는 것처럼 만들어주는 과학기술이다. 가상현실 기술은 HMD 단말을 중심으로 현재 (1) 게임, 영화, 테마파크 등 오락/엔터테인먼트 분야, (2) 광고, 유통.쇼핑, 관광.여행, 의료/헬스케어 등 서비스업 분야, (3) 교육, 미디어, 시뮬레이션 등 교육/미디어 분야, (4) 자동차, 제조업, 부동산/건축 등 산업분야에서 다양하게 적용되고 있다.

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