• Title/Summary/Keyword: Experience factor

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Preference of Experiential Activities and Behavioral Intention on Rural Tourism - On parents group of elementary students in Daegu city - (농촌관광에 있어 체험활동 선호도 및 행동의도 - 대구광역시 초등학생 학부모 집단을 대상으로 -)

  • Eom, Boong-Hoon
    • Journal of Korean Society of Rural Planning
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    • v.21 no.4
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    • pp.115-125
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    • 2015
  • This study is to analyze the preference of experiential activities and behavioral intention on rural tourism, with special focus on parents group of elementary students. The result can be utilized as basic data for demanding aspect of rural experiencing tourism. Two-step questionnaire survey was conducted, during May to July, 2915. Sample group was selected at 4 elementary school in Daegu city. 347 valid responses were analyzed with SPSS. Major results are as follows. Firstly, suggested model for 23 experiential activities in 7 types, were verified as valid by verifying factor analysis. Factor 1 was verified and named as 'Rual Life Experience', Factor 2 was verified and named as 'Health/Healing Experience', Factor 3, as 'Agricultural Product Experience', Factor 4, as 'Eco-Cultural Experience', Factor 5, as 'Leisure/Sports Experience', Factor 6, as 'Traditional Wellbeing Food Experience', and Factor 7, as 'Traditional Culture Experience'. All 7 factors explained 75.39% of total variance. Secondly, mean score of preference by each activity showed high in 'Health-care experience', 'Traditional food experience' and comparatively low in 'Collecting experience', 'Agricultural experience'. Thirdly, all 7 types(factors) of experience showed significant affecting relation to satisfaction, intention to participation and recommendation. Specially, 'Eco-Cultural Experience' and 'Rural Life Experience' showed high affecting relation. This could be the characteristics of parents group of elementary students.

The Impact of Experience Factors on Brand Attitude and Revisit Intention in Rice Cake Specialty Shop (떡 전문점에서의 체험요소가 브랜드 태도 및 재방문 의도에 미치는 영향)

  • Park, Kyung-Ai;Lee, Jae-Dong;Kim, So-Ah
    • Culinary science and hospitality research
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    • v.23 no.2
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    • pp.35-44
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    • 2017
  • The purpose of the present study was to investigate the impact of experience factors on brand attitude and revisit intention in cakes specialty shop. The result showed that among experience factors in rice cake specialty shop, educational experience factor and aesthetic experience factor had influence on both brand attitude and revisit intention, and entertainment experience factor had only influence on revisit intention. Also, brand attitude had significant influence on revisit intention. It was confirmed that experience activities in marketing of traditional food such as rice cakes are significant marketing activities, and educational experience factor and aesthetic experience factor have high correlated each other. On the other hand, entertainment experience factor is in lack relatively, which is due to the complexity of the traditional food manufacturing, and future improvements about this needs to be required. This study was to identify marketing significance of experience factors in rice cake specialty shop and to verify the necessity and effectiveness for spreading vigorous marketing in a variety of traditional food fields through this opportunity.

A Study on the Influence of Tourism Experience Factors on the Memory, Satisfaction and Loyalty of Tourist Attractions (관광체험요소가 관광지의 기억, 만족 충성도에 미치는 영향에 관한 연구)

  • Park, Wan Gu;Kim, Yong Beom;Choi, Yu-Jin
    • Journal of the Korea Safety Management & Science
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    • v.19 no.2
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    • pp.147-157
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    • 2017
  • The tourism experience factor is an essential source of competitive advantage in the tourism industry and is an important factor for predicting future tourism behavior. Tourism experience elements can be composed of areas of education, entertainment, aesthetics and deviance (Pine and Gilmore, 1998). This study examines the effect of tourist experience factors on tourist loyalty and it is meaningful to see if the experiential economic theory of Pine and Gilmore (1999) is applicable. In order to achieve the purpose of this study, we conducted a questionnaire survey on tourists using experiential tourism factors. As a result, it was found that recreational experiential factors had a significant effect on memory. Memory has a significant effect on both visitor satisfaction and tourist loyalty. This study has academic significance because it focuses on the tourism experience factor which is the core of experiential economic theory. Practical significance is that a lot of experiential contents should be found in order to better match the tourist experience factor to the requirements of visitors to the tourist site. As a result, it is expected to generate revenue and improve its competitiveness.

The Effects of Screen Baseball Experience Factor on Pleasure, Experience Value and Quality of Life Based on Experience Economy Theory (체험경제이론을 적용한 스크린야구장 체험요인이 즐거움, 체험가치, 삶의 질에 미치는 영향)

  • Choi, Seung-Sik;Kim, Hyeong-Geun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.141-152
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    • 2021
  • The purpose of this study is to examine the effects of screen baseball experience factor on pleasrue, experience value and quality of life based on experience economy theory. To achieve the purpose of the study, 366 questionnaires who had experience visiting screen baseball were surveyed. Frequency analysis, factor analysis, reliability analysis, correlation analysis, Multiple regression analysis using SPSS ver 21.0. Results of this study are as follows, First, Experience factors (entertainment experience, escapist experience) were found to have a significant effect on the pleasure. Second, Experience factors(entertainment experience, escapist experience and aesthetic experience) were found to have a significant effect on the experience value. Third, Experience factors(entertainment experience, educational experience and escapist experience) were found to have a significant effect on the quality of life. Through these study results, this suggests that the experience factors of screen baseball users positively influence the pleasure, experience value and quality of life. Therefore, it is necessary to develop an experience factor reinforcement program and expand facilities in order to increase the pleasure, experience value, and quality of life of screen baseball users in the future.

The Effects of Factor Satisfaction and Experience Satisfaction in Foreign Medical Services on Revisit Intentions - Focused on Medical Institutions in Daegu Metropolitan City (의료서비스를 이용한 외국인환자의 요소만족 및 체감만족이 재방문의도에 미치는 영향)

  • Lee, Chang Won;Kim, Dae Geun
    • Korea Journal of Hospital Management
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    • v.23 no.2
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    • pp.95-105
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    • 2018
  • Objective: This study conducted an empirical research on foreign patients who had visited the medical institutions of Daegu region in order to identify the effects of the factor satisfaction and experience satisfaction with medical services on their revisit intentions. Methods: This study reviewed the existing studies on medical services to foreign patients with a main focus on medical tourism, and conducted the empirical research through a survey on foreign patients from the Russian, Chinese and English-speaking regions based on the Daegu Medical Tourism Promotion Institute's DB of foreign patients. The empirical research conducted a multiple regression analysis on factor satisfaction and experience satisfaction regarding return visit intentions. Results: The multiple regression analysis results showed that both the factor satisfaction and the experience satisfaction with medical services of foreign patients had positive effects on their return visit intentions, especially, with a relatively greater effect from the factor satisfaction. Specifically, it was found that factor satisfaction elements of 'friendliness of employees', 'good communication', and 'expertise of medical workers'; and experience satisfaction elements of 'reliability of medical information', 'efforts to minimize incompatibility towards foreigners', 'convenient access to medical information' and the like enhanced the return visit intentions. Conclusion: We discovered that, in the context of medical tourism activities, it is important to enhance factor satisfaction and experience satisfaction with medical services in order to promote return visits of the foreign patients who we once attracted. Especially, there are implications that reliability of medical information and efforts to minimize incompatibility towards foreigners enhance return visits of foreign patients.

Factors Affecting the Customer Satisfaction of Rural Experience -Applying Unified PPM Model - (농어촌 체험 고객 만족에 영향을 미치는 요인)

  • Choi, Yang-ae;Chung, Byoung-gyu
    • Journal of Venture Innovation
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    • v.2 no.2
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    • pp.79-94
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    • 2019
  • The purpose of this study is to explore the factors affecting rural experience by applying the unified push-pull-mooring model. The theoretical model is an unified PPM model that introduces new variables based on PPM. The pull factor of the newly introduced variables were reconstructed based on the Schmitt's Experience model and ServQual model. The hypothesis is set as follows. The push factor will have a negative effect on experience satisfaction and the pull factor(experience attributes, service quality)will have a positive effect on experience satisfaction. Also, mooring factors will have a negative effect on experience satisfaction. The research model of this study was tested by structural equation model based on 314 effective questionnaire data. Service quality had a positive effect on experience satisfaction. Mooring factors have a negative effect on experience satisfaction. Push factor and experience attributes factor were analyzed to have a no significance effect on experience satisfaction. These results theoretically test that the mooring factors also have an important effect on the experience satisfaction in the rural experience. Based on the Schmitt's Experience model and ServQual model introduced as a pull factor, the proposed unified PPM model proved to be a useful analysis framework. In practice, it was able to provide implications on what factors should be strategically and marketingly focused to activate the 6th industry experience.

Development of A Nurse는s Suffering Experience Scale (말기 암 환자를 간호하는 간호사의 고통경험 척도개발)

  • 조계화
    • Journal of Korean Academy of Nursing
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    • v.32 no.2
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    • pp.243-253
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    • 2002
  • The purpose of this study was to develop Nurse's Suffering Experience Scale and to test the reliability and validity of the instrument. Method: The subjects used to verify the scale's reliability and validity were 220 nurses who were taking care of the end stage cancer patients, while working at university and general hospitals in Daegu and Kyungbuk province from April 20. to July 10, 2001. The data was analyzed by the SPSS/WIN 8.0 program. Results: A factor analysis was conducted, and items that had a factor loading more than .40, and an eigen value more than 1.0. were selected. The factor analysis classified a total of seven factors statistically, and it's communality was 44%. The explanation of factors based on the conceptual framework and item content are as follows: The first factor was expanding self consciousness, the second factor was forming empathy with family, the third factor was professional challenge, the fourth factor was change of values, the fifth factor was spiritual sublimation, the sixth factor was helplessness, and finally the seventh factor was rejection to death. Cronbach's coefficient to test reliability of the scale was .8665 for total of 44 items. The Scale for Nurse's Suffering Experience developed in the study was identified as a tool with a high degree of reliability and validity. Therefore this scale can be effectively utilized for the evaluation of the degree of nurse's suffering experience in clinical settings.

A Study on the User Experience Factors for The Knowledge and Information Resource System (지식정보자원시스템의 이용자 경험요인에 관한 연구)

  • Chun, Jung Hyun;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.37 no.2
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    • pp.353-379
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    • 2020
  • This study developed a user experience factors for the evaluation of knowledge and information resource system from the user experience perspectives, which is emerging as a new analysis standard in the field of information media and information service research. Based on the analysis criteria selected through literature analysis, 'system perception factor' and 'user experience factor' were derived as factors influencing the use of information systems through an experimental study based on the user experience sampling method. As a result, the user experience factors of final knowledge and information resource system includes nine user experience factors, 55 detailed user experience factors, and 138 system perception factors. This study is significant in that the abstract concept 'user experience' was derived and presented as a practical, concrete, measurable factor through experiments. The derived user experience factors should serve as a basis for measuring user experience perceived by users of the knowledge and information resource system.

A Study on the Factors Determining Experience of Flow in Mobile Social Network Games (모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구)

  • Kim, Seul-Yi;Chung, Yongkuk;Chen, Meicen
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.55-68
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    • 2013
  • This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.

Impact of Physical Environment of Exhibition on the Experiences and Visitors' Satisfaction (전시회의 물리적 환경이 체험 및 참관객의 만족도에 미치는 영향)

  • Choi, Sook-Hee;Jeon, In-Oh
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.313-337
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    • 2012
  • Recently, according to the being activated exhibition, it has been focused on the participants in order to enhance its interest and satisfaction. Consequently it is set up the model of research and the hypotheses based on the leading study of the physical environment of the exhibition and experience This study would like to analyze how the physical environments of the exhibition are effected on the factor of the experience and the participants' satisfaction. It also would like to check the factor of the experience to promote the participants' call and provide the useful information for the exhibitors to raise the participants' satisfaction. Being set the physical environment of the exhibition(layout accessibility, Facility aesthetics, facility cleanliness, convenience, comfort, human services) as a independent variable and fix the factor of experience (sense, feel, think, act and relate) as a parameter, the participants' satisfaction is identified. As a result of the research, the factor of experience is affected by the physical environment of the exhibition and the participants' satisfaction is affected by the factor of the experience. Therefore, the exhibitors have to consider the physical environments of the exhibition and the factor of experience for making the participants' satisfaction high when they hold the exhibitions.