• Title/Summary/Keyword: Experience Dimensions

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

  • Ko, Soon-Hwa;Rhee, Young-Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.1
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    • pp.55-64
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    • 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.

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

  • Shin, Jong-Kuk;Oh, Mi-Ok
    • Management & Information Systems Review
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    • v.34 no.1
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    • pp.103-120
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    • 2015
  • This study tries to explain customer experience in retail stores from a holistic perspective including hedonic, economic, symbolic, and relational dimensions. We also attempt to empirically investigate the effect of each dimension of customer experience on the store attitude and store attachment and the differential influence of the store attitude and attachment on the commitment toward store. The major findings from empirical analysis are as follows. First, all four dimensions of customer experience positively impact on the store attitude. Second, symbolic and relational dimensions of customer experience have a positive effect on the store attachment while hedonic and economic dimensions don't. Third, the store attachment more positively influence the commitment toward store than the store attitude do. This paper extends the scope of the study on consumer experience in retail setting by broadening the dimensions of it and testing the differential effect of each dimensions empirically. The results of this research can provide useful implications for practitioners to build successful strategies on customer experience management in retail stores.

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

  • Shin, Seo-Young;Cha, Sung-Mi;Chung, Ji-Yoon
    • The Korean Journal of Food And Nutrition
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    • v.23 no.1
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    • pp.94-101
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    • 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
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.3
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    • pp.499-515
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    • 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
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    • v.9 no.2
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    • pp.229-242
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    • 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.

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

  • Zheng Lin;Jonghwan Seo
    • Smart Media Journal
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    • v.12 no.1
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    • pp.62-76
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    • 2023
  • The design of a museum mobile application's user experience demands an in-depth comprehension of the user experience dimensions and the unique attributes of the user experience elements that users may encounter. This paper through a series of experimental studies and analyses of experiences related to the use of museum mobile applications, derives a user experience framework consisting of four dimensions and 19 elements, which has been verified for feasibility. The study shows that all four dimensions have a positive impact on user satisfaction, but the degree of impact varies. Among them, emotionality of use and ease of use have the greatest impact, while usefulness of use and multiformity of function have relatively less impact. In addition, the user experience of museum mobile application can also positively influence the user's future intention to recommend, continue using, and even the actual visit to the museum.

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

  • Chang, Geunghae;Lee, Ene-Sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.1
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    • pp.105-120
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    • 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.

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Research on the Influence of Curiosity on MMORPG Grinding Player Experience

  • Yang, Dan;Cho, Dong-Min
    • Journal of Multimedia Information System
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    • v.9 no.2
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    • pp.127-136
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    • 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.

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

  • Kang, Young-Sil
    • The Journal of Korean Academic Society of Nursing Education
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    • v.7 no.1
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    • pp.22-37
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    • 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.

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

  • Lee, Doyeon;Chang, Byeng-hee;Park, Jiseob
    • Journal of Internet Computing and Services
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    • v.21 no.6
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    • pp.81-94
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    • 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.