• 제목/요약/키워드: Experience Dimensions

검색결과 387건 처리시간 0.024초

의류브랜드의 체험이 소비자-브랜드 관계와 브랜드 충성도에 미치는 영향 (The Effect of Clothing Brand Experience on Consumer-Brand Relationship and Brand Loyalty)

  • 고순화;이영선
    • 한국의류학회지
    • /
    • 제32권1호
    • /
    • pp.55-64
    • /
    • 2008
  • This study attempted to identify not only dimensions of clothing brand experience, but dimensions of perceived consumer-brand relationship. In addition, this study investigated the relationships among clothing brand experience, consumer-brand relationship and brand loyalty. 354 questionnaires were distributed to female and male respondents aged 20 to 30, and then analyed by SPSS and AMOS program. The results were as follows. First, it was identified that the dimension of clothing brand experience was composed of two dimensions; individual experience(personal dimension) and relational experience(social cultural dimension). Second, the type of consumer-brand relationship was found out as three dimensions; interdependence, love and passion, and partner. Third, these results showed that individual and relational experience of clothing brand was the most influential factor for love and passion dimension of consumer-brand relationship. Forth, love and passion dimension through clothing brand experience was the most influential factor for brand loyalty. Above results imply that the key of strong brand relationship lies in the emotion of love such as human relationship.

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

  • 신종국;오미옥
    • 경영과정보연구
    • /
    • 제34권1호
    • /
    • pp.103-120
    • /
    • 2015
  • 본 연구에서는 소매점포 내 고객경험을 개인적 차원에서 획득되는 쾌락적 경제적 경험과 타인과의 공유를 전제로 하는 사회적 차원의 상징적 관계적 경험으로 구성하고, 경험의 각 구성개념들과 경험의 결과로 형성되는 점포에 대한 태도 및 애착 간의 관계를 검증하였다. 그 결과 점포태도에는 개인적 차원의 경험과 사회적 차원의 경험이 모두 긍정적인 영향을 미치지만, 점포애착과의 관계에 있어서는 경험의 구성개념들 중에서 사회적 차원의 상징적 관계적 경험이 개인적 차원의 쾌락적 경제적 경험보다 점포 애착에 더 큰 영향력을 발휘한다는 것을 확인할 수 있었다. 또한 점포몰입에 있어서도 점포태도보다 점포애착의 영향이 더 큰 것을 발견할 수 있었다. 본 연구의 결과는 탁월한 고객경험의 제공을 통해 고객애호도를 구축하고 고객과의 장기적인 관계를 발전시켜 나가고자 하는 소매업자라면 단순히 경제적 경험, 쾌락적 경험만이 아니라 고객에게 사회적 차원의 경험을 제공하기 위해 노력해야 한다는 점을 시사한다.

  • PDF

Concept Mapping을 이용한 커피전문점 고객의 경험 인식 분석 (Concept Mapping Analysis of Customers' Cafe Experience)

  • 신서영;차성미;정지윤
    • 한국식품영양학회지
    • /
    • 제23권1호
    • /
    • pp.94-101
    • /
    • 2010
  • Concept mapping was used to understand the structure of customer's cafe experience. In January and February, 2009, interviews were conducted with 26 subjects residing in the Seoul-Gyeonggi area. One hundred-two statements describing cafe experience were extracted from the interview transcripts, and were sorted and rated for their importance. Concept mapping software was used to generate a concept map denoting seven dimensions of cafe experience('comfort', 'place of my own', 'pleasant atmosphere', 'personal coffee preference', 'service', 'uniqueness', and 'value'). The results provided meaningful dimensions of cafe customers' experience, which ought to be considered when planning a cafe.

The Role of Brand Page Experiences on Consumer Engagement in Social Media

  • Park, Jee-Sun;Ha, Sejin
    • 한국의류학회지
    • /
    • 제44권3호
    • /
    • pp.499-515
    • /
    • 2020
  • This study develops and empirically tests a comprehensive model of consumers' brand page experiences that illuminates dynamics among perceived values (practical value, stimulation, enjoyment, and social identification), brand page engagement dimensions (cognitive engagement, affective engagement, and behavioral engagement) and brand loyalty. An online survey was employed for data collection. We collected 358 usable responses for data analysis. Structural equation modeling results show that three dimensions of perceived values (practical value, perceived enjoyment, and social identification) positively affect brand engagement dimensions, while perceived stimulation affects affective engagement only. As for the roles of brand page engagement, affective and behavioral engagement positively influence brand loyalty. This study demonstrates how consumers' perceived values of brand page experience influence each dimension of brand page engagement and how each dimension has a different impact on brand loyalty. The results of this study provide substantive contributions to the consumers' brand page experience and engagement literature and brand page management on social media for developing brand loyalty.

The Impact of Omnichannel Shopping Experience and Channel Integration on Customer Retention: Empirical Evidence from China

  • WANG, Junbin;JIANG, Xinyu
    • The Journal of Asian Finance, Economics and Business
    • /
    • 제9권2호
    • /
    • pp.229-242
    • /
    • 2022
  • Creating a new retailing environment to meet the seamless experience requirements of consumers is a challenge for Omnichannel-related businesses. Based on the "appraisal-emotion-response" chain, the purpose of this research is to explore the psychological mechanism of omnichannel integration influencing customer retention and the moderating effect of customer showrooming experience. This research uses a structural equation model in partial least square software to analyze a two-stage survey (Study 1: n = 210; Study 2: n = 342) conducted in China. The results show that channel control experience has three dimensions: perceived channel attribute familiarity, channel type matching, and cross-channel access convenience; consistent interactive experience has two dimensions: information cross-channel consistency and cross-channel service support. Furthermore, both channel control experience and consistent interactive experience are favorable for customer retention through increased customer satisfaction (transactional and retailer satisfaction). Finally, customer showrooming experience positively moderates the relationship between consistent interactive experience and customer satisfaction. This research proposes a self-regulation process model to explain how omnichannel integration enhances consumers' experience, finally leading to consumer retention. The findings contribute to the omnichannel retail business literature and provide management implications for Asian retailers to implement an omnichannel business strategy.

박물관 모바일 애플리케이션의 사용자 경험 프레임워크에 대한 연구 (An Investigation of the Framework for User Experience in Museum Mobile Applications)

  • 린정;서종환
    • 스마트미디어저널
    • /
    • 제12권1호
    • /
    • pp.62-76
    • /
    • 2023
  • 사용자가 경험할 수 있는 차원이나 경험 요소들의 특성을 이해하는 것은 박물관 모바일 애플리케이션 사용자 경험을 디자인할 때 매우 중요한 일이다. 본 논문은 박물관 모바일 애플리케이션의 사용과 관련된 경험에 대한 일련의 실험연구와 분석을 통하여 4가지 차원과 19가지 요소로 구성된 박물관 모바일 애플리케이션의 사용자 경험 프레임워크를 도출하고, 타당성도 검증하였다. 연구에 의하면 이들 4가지 사용자 경험 차원은 모두 애플리케이션 사용 만족도에 긍정적인 영향을 미쳤으나 각 차원의 미치는 영향 정도는 각기 달랐다. 본 논문의 실험에서는 4가지 차원 중 사용감성과 사용편의성이 가장 큰 영향을 미치며 사용유용성과 기능다양성은 상대적으로 적은 영향을 미치는 것으로 분석되었다. 또한 실험 결과를 통해 애플리케이션의 사용 경험이 사용자의 향후 추천이나 지속 사용의도, 또는 박물관의 실제 관람에 영향을 줄 수 있음을 확인하였다.

브랜드체험이 감정적 반응을 통해 브랜드충성도에 미치는 영향력에 관한 연구 - 패션브랜드를 중심으로 - (The Effects of Brand Experience on Brand Loyalty according to Emotional Responses - Focused on Brand Experience with Fashion Brand -)

  • 장경혜;이은숙
    • 한국의상디자인학회지
    • /
    • 제18권1호
    • /
    • pp.105-120
    • /
    • 2016
  • The purpose of this study is to verify the effects of brand experience on Brand Loyalty according to Emotional Responses. For this study, data were collected through Google questionnaires site. The survey ran from March to May, 2015, the total of 329 respondents was used in analysis. The subject consisted of adults living in domestic region, and convenience sampling. For statistical analysis, AMOS were used to verify the study model. The major results of the research are as follows. First, as to the relation between brand experiences and affectional responses, all of experience dimensions positively affect affectional responses. Second, regarding the relation between brand experience and brand attitude, partially experience dimensions affect brand attitude. Third, affectional responses affect positively brand attachment. Forth, brand attitude affect positively brand attachment. Fifth, brand attachment positively affect attitudinal brand loyalty and behavioral brand loyalty. Finally, with regard to the relation between brand experiences and brand attitude, consumer need for uniqueness has partially moderating effects when behavior experience affect brand attitude.

  • PDF

Research on the Influence of Curiosity on MMORPG Grinding Player Experience

  • Yang, Dan;Cho, Dong-Min
    • Journal of Multimedia Information System
    • /
    • 제9권2호
    • /
    • pp.127-136
    • /
    • 2022
  • In MMORPGs, there are many problems with the Grinding player experience. This research divides the Grinding player experience into four dimensions: Grinding in-Autonomy, Competence, Relatedness and Positive affect through theoretical investigation of game experience. Through the study of Litman (2008), Curiosity is divided into two dimensions, I-Type Curiosity and D-Type Curiosity, and the relationship between Curiosity and Grinding player experience is studied. By distributing questionnaires, collecting data, and using SPSS software to conduct reliability analysis, validity analysis, correlation analysis and multiple regression analysis on the data, it is verified that in MMORPG, I-Type Curiosity can positively affect Grinding in-Autonomy, Competence, Relatedness and Positive affect. D-Type Curiosity can positively affect Grinding in-Autonomy, Competence and Positive affect, but D-Type Curiosity has no statistical relationship with Grinding in-Relatedness. And through the standardized coefficient (Beta) value, between the Curiosity factors, I-Type Curiosity has a greater impact on Grinding in-Autonomy and Positive affect, and D-Type Curiosity has a greater impact on Grinding in-Competence. Finally, from the perspective of I-Type Curiosity and D-Type Curiosity, combined with the drawbacks of the MMORPG Gringding mechanism, some concrete and feasible suggestions and optimization schemes are put forward to improve the Grinding player experience. This research result can provide some feasible suggestions for MMORPG developers and designers, optimize the MMORPG Grinding mechanism from the perspective of I-Type Curiosity and D-Type Curiosity, and improve the Grinding player experience. It can provide appropriate assistance for the improved development of MMORPG games.

입원경험 전.후의 간호사 이미지 (A Study on Change of Nurse Image After Hospitalization Experience)

  • 강영실
    • 한국간호교육학회지
    • /
    • 제7권1호
    • /
    • pp.22-37
    • /
    • 2001
  • This study analyzed change of nurse image after hospitalization experience. The data were collected though questionnaire survey on 87 patients, who were, for the first time, hospitalized for 5~7 days at five general hospitals in J city. The survey was performed during July 3~August 2, 2000. The nurse image was analyzed through the instrument conceived by Il-Sim Yang(1998) on the basis of four dimensions ; traditional, social, professional and personal. The collected data were processed through SPSS/WIN to examine t-test, ANOVA and paired t-test. The study results were summarized as follows ; 1. Before hospitalization, patients' score of nurse image was the highest in professional dimension, followed by personal, traditional and social in order. 2. The nurse image before hospitalization showed statistically significant differences in age(p=.009), sex(p=.027) and marital status(p=.000). 3. After hospitalization experience, the score of nurse image was the highest in personal dimension, followed by professional, traditional and social one. 4. The nurse image after hospitalization showed statistically significant differences in marital status(p=.002) only. 5. The difference of nurse image before and after hospitalization experience showed statistical significance in traditional (p=.007) and social (p=.037) dimensions. 6. The score of nurse image was improved in all dimensions after hospitalization experience. In conclusion, hospitalization experience helps improve the nurse image. Therefore, for better improvement of nurse image, it is necessary for nurses to offer their best care to hospitalized patients. In addition, efforts should be made to improve the social image of nurse, which showed lowest score.

  • PDF

Evaluating the Comfort Experience of a Head-Mounted Display with the Delphi Methodology

  • Lee, Doyeon;Chang, Byeng-hee;Park, Jiseob
    • 인터넷정보학회논문지
    • /
    • 제21권6호
    • /
    • pp.81-94
    • /
    • 2020
  • This study developed evaluation indicators for the comfort experience of virtual reality (VR) headsets by classifying, defining, and weighting cybersickness-causing factors using the Delphi research method and analytic hierarchical process (AHP) approach. Four surveys were conducted with 20 experts on VR motion sickness. The expert surveys involved the 1) classification and definition of cybersickness-causing dimensions, classification of sub-factors for each dimension, and selection of evaluation indicators, 2) self-reassessment of the results of each step, 3) validity revaluation, and 4) final weighting calculation. Based on the surveys, the evaluation indicators for the comfort experience of VR headsets were classified into eight sub-factors: field of view (FoV)-device FoV, latency-device latency, framerate-device framerate, V-sync-device V-sync, rig-camera angle view, rig-no-parallax point, resolution-device resolution, and resolution-pixels per inch (PPI). A total of six dimensions and eight sub-factors were identified; sub-factor-based evaluation indicators were also developed.