• Title/Summary/Keyword: Experience economy

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The Impact of Subscription Economy Consumers' Flow on Positive Subjective Experience, Perceived Behavioral Control, and e-WOM

  • Byoung Jo HWANG;Daegyu JUNG
    • The Journal of Economics, Marketing and Management
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    • v.12 no.6
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    • pp.51-64
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    • 2024
  • Purpose: This study explores the impact of flow on positive subjective experience, perceived behavioral control, and e-WOM among subscription economy consumers. Skill, challenge, and playfulness were used as the primary factors of flow. Research design, data, and methodology: A survey was conducted among NAVER Plus Membership subscribers in their 20s to 50s in the Seoul metropolitan area of South Korea who have experience using the subscription economy, and SPSS and AMOS were used to test the research hypotheses. Results: First, subscription economy consumer flow has a significant impact on positive subjective experience. Second, subscription economy consumer flow has a significant impact on perceived behavioral control. Third, subscription economy consumer flow has a significant effect on e-WOM. Conclusions: This study studied subscription economy consumer flow as a secondary factor and identified its influence on positive subjective experience, perceived behavioral control, and e-WOM. Practically, subscription economy companies should build user experiences that enable consumers to increase their flow with the right skills, challenges, and enjoyment, which positively impacts positive subjective experience, perceived behavioral control, and e-WOM.

The Effect of Experience Economy of VR Contents on Satisfaction

  • Hwang, Kyunghwa;Yoo, Kunwoo
    • Asia Pacific Journal of Business Review
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    • v.5 no.2
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    • pp.45-57
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    • 2021
  • The COVID-19 pandemic has ushered in a new era of untact and we are quickly adapting to this untact era. In the current situation where it is difficult to contact each other face-to-face, Virtual Reality (VR) is an opportunity factor for indirect tourism and a good alternative to viewing cultural heritage. This study showed that the effects of experience economies such as entertainment experience, aesthetic experience, escapist experience, and spiritual experience on VR content satisfaction. Furthermore, we examined whether consumers' perceived risks to COVID-19 moderate the relationship between experience economy and satisfaction. This study investigated 149 people who experienced VR content about Jerusalem. The results have shown that entertainment experience and aesthetic experience have a positive effect on the satisfaction with the VR content. Furthermore, perceived risks about COVID-19 have been shown to moderate the effects of aesthetic experience and spiritual experience on satisfaction. Finally, we provided implications based on our findings.

The Role of Aesthetic Experience with the Creative Product in the Creative Economy (창의상품의 심미적 체험이 창의경제에 미치는 역할)

  • Chun, Taeck soo
    • Review of Culture and Economy
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    • v.19 no.2
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    • pp.73-96
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    • 2016
  • 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.

How Immersive VR Technology Enhances Learning Effectiveness?

  • Yuan-han Fang;Yerim Chung
    • Asia-Pacific Journal of Business
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    • v.15 no.3
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    • pp.47-66
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    • 2024
  • Purpose - This study aimed to investigate the impact of immersive virtual reality (VR) technology on learning effectiveness in museum environments by integrating experience economy theory and flow theory. Design/methodology/approach - Survey data were collected from 200 participants who experienced VR in a museum setting. A PLS path analysis was conducted to examine the relationships between key variables. Findings - The study found that the three main VR features-interactivity, vividness, and novelty-had significant positive effects on the four experiential dimensions of the experience economy: educational, entertainment, escapist, and esthetic experiences, with the exception of novelty not impacting esthetic experience. Among these dimensions, only educational experiences significantly influenced perceived learning effectiveness, and this relationship was mediated by the flow state. Research implications or Originality - This research provides valuable insights into how immersive VR can enhance learning effectiveness in museums. It emphasizes the importance of focusing on educational experiences and suggests that achieving a flow state is crucial for improving learning outcomes in VR-based museum experiences.

The Relationships between Loss Experiences and Depression of the Men and Women Elderly: Focused on the Moderating Effects of Stress Coping Styles (남녀노인의 상실경험과 우울간의 관계: 스트레스 대처양식의 조절효과)

  • Park, Gyu-Ri;An, Jeong-Shin
    • Journal of Family Relations
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    • v.20 no.4
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    • pp.105-130
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    • 2016
  • Objectives: The purpose of this study was to explore the moderating effect of stress coping styles on the relationships between loss experiences and depression of the men and women elderly. Method: The subjects of the study were 116 men and 156 women aged over 60 years. For the data analysis, frequency, Cronbach's ${\alpha}$. Pearson's correlation coefficients, and multiple regression were used. Results: The main results were as follows: First, elderly men reported higher role loss experience, relation loss experience, and problem-focused coping styles than elderly women. Also elderly women reported higher bereavement experience than elderly men. Second, there were main effects of health loss experience, economy loss experience, role loss experience, relation loss experience, problem-focused coping style, and emotion-focused coping style on depression of elderly men and women. Third, problem-focused coping styles moderated the relationships between physical health loss experience, economy loss experience, role loss experience and depression in the elderly men group. Last, social support-seeks coping styles moderated the relationships between economy loss experience and depression in the elderly women group. Conclusions: These results were discussed in terms of educational programs related stress coping strategies for the elderly.

An Effects of Experience Economy for Accepting Knowledge Based Mobile Augmented Reality : Hedonic Information System Perspective (체험경제요인이 지식기반 모바일 증강현실의 수용에 미치는 영향 : 쾌락적 정보시스템 관점)

  • Chung, Namho;Lee, Hyunae;Koo, Chulmo
    • Knowledge Management Research
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    • v.14 no.5
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    • pp.121-136
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    • 2013
  • Augmented reality, which has recently drawn great attention, has along history in technical terms. However, the latest emergence of mobile augmented reality using smartphones is allowing people to access augmented reality more easily and faster than ever. However, a review of existing studies shows that most of them have focused on the technical realization of augmented reality, whereas few studies have dealt with how users perceive augmented reality. For users, augmented reality is a means of knowledge transfer, which enables the experience of more abundant reality by providing additional informatio nsources to objects or landscapes. There fore, the element of experience must be considered for the perception of users. In addition, the current augmented reality technology certainly provides users with more fun than any other existing technologies. In this regard, this study intended to divided experiences not only into sensory experiences, but also into entertainment, educational, escapist, and esthetic experiences based on the experience economy theory suggested by Pine and Gilmore(1998). Moreover, this study intended to examine whether mobile augmented reality applications, which are highly popular as a means of the experience economy, influence the usefulness, convenience, and enjoyment perceived by users, and to identify which of these cognitive elements influence usage intentions.

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A Study on the Relationships among Experience, Perceived Value, and Satisfaction of Rural Tourism - The Moderating Effect of Length of Stay - (농촌체험의 체험요인이 지각된 가치와 만족에 미치는 영향 - 체류기간의 조절효과 -)

  • Kim, Kyung-Hee;Lee, Sun-Min
    • Journal of Agricultural Extension & Community Development
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    • v.23 no.1
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    • pp.1-14
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    • 2016
  • The purpose of this study was to examine the relationships among experience, perceived value, and satisfaction of rural tourists based on the experience economy(Pine, & Gilmore, 1998; 1999). In addition, this study included the moderating effect of length of stay on the proposed relationships. This study was attempt to develop measurement scales based on the theory of experience economy(Pine, & Gilmore, 1998). Data were collected from 481 visitors by field survey from the 10 rural tourism communities. SPSS 20.0 and Amos 18.0 statistical package were used for frequency, reliability, confirmatory factor, and structural equation modelling analysis. The results of a confirmatory factor analysis yielded four dimensions of experience(esthetics, education, escape, and entertainment). The results of structural equation modeling indicated that entertainment, esthetics, and education had positive effects on perceived value, which in turn had a positive effect on satisfaction. In addition, length of stay moderated the relationships among experience, perceived value, and satisfaction. The entertainment and esthetics among experience factor had an effects on perceived value in the group of day visit group, and the entertainment, education, and esthetics among experience factor had an effects on perceived value in the group of stay night group. And the perceived value had a positive effect on satisfaction in the all group. Therefore, in order to increase rural tourists' satisfaction effectively, practitioners needs to develop rural tourism products by considering area of experience economy including tourists' length of stay.

The Effects of Live Commerce's Experience Economy Factors on Consumer's Flow, Attitude, and Purchase Intention

  • Na-eun Jung;Hyung-Seok Lee
    • 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.

The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology (혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

The Effect of the Characteristics of Tours and Activities in Online Travel Agencies on Memorable Tourism Experiences, Satisfaction, and Loyalty: Based on the S-O-R Framework (온라인 여행사 여행체험활동 특성이 기억할만한 관광경험, 만족도 및 충성도에 미치는 영향: S-O-R 프레임워크를 기반으로)

  • Jin, Chengjun;Yang, Sung Byung
    • The Journal of Information Systems
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    • v.31 no.2
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    • pp.263-288
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    • 2022
  • Purpose Recently, the tours and activities (TAA) market provided by online travel agencies (OTA) has grown rapidly and has become the third-largest in the travel industry. However, compared to its practical proliferation, TAA has not yet received much academic attention. This study aims to discuss the effect of the four domains (e.g., educational, entertainment, escapist, and esthetic experiences) of the experience economy on users' memorable tourism experiences (MTE), satisfaction, and loyalty in the context of TAA. Moreover, the study investigates how this mechanism varies depending on the tour guides' professional competency. Design/methodology/approach This study developed a research model based on the S-O-R framework. Using the survey method, data were collected from consumers who had experienced TAA offered by OTA more than once within one year. A total of 307 respondents (consumers) were used for the final analysis, and developed hypotheses were tested using a structural equation model technique. Findings The results of this study are as follows. First, educational, entertainment, and escapism experiences in the experience economy positively affect MTE. Second, within the experience economy, entertainment and esthetic experiences have a positive effect on satisfaction. Third, MTE positively influences satisfaction, repurchase intention, and recommendation intention. Fourth, satisfaction has a positive impact on repurchase and recommendation intentions. Finally, according to the level of tour guides' professional competency, there is a significant difference in the effect of escapism experience on MTE/satisfaction.