With the greater importance of lifestyle shops and experience marketing, research is needed for the effective experience marketing of lifestyle shops by fashion product type. This study establishes effective and differentiated experience marketing strategies for fashion lifestyle shops by examining the effect of the experience marketing satisfaction with lifestyle shops on purchase intention and loyalty. This study categorizes lifestyle shops by fashion product types into a suit-oriented lifestyle shop, a casual/leisure/sportswear-oriented lifestyle shop and a home fashion lifestyle shop, Then a survey was conducted on participants who had visited lifestyle shop. As an analysis method, factor analysis, reliability analysis and regression analysis were conducted. In this study, we identified the experience marketing factors of fashion lifestyle shops. This study found that the satisfaction from experience marketing factors of fashion lifestyle shops by fashion product types affected purchase intention and loyalty differently. Considering the results of this study, it will be able to increase not only purchase intention and loyalty but also brand sustainability by establishing, applying, and executing a differentiated strategy considering the detailed factors of experience marketing for each fashion product type when planning and operating a fashion lifestyle shop. Through this study, effective marketing of fashion lifestyle shops by fashion product type will be implemented.
The Journal of Korean Society for School & Community Health Education
/
v.20
no.2
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pp.1-12
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2019
Objectives: The purpose of this study is to understand the factors affecting the dual smoking experience of conventional and heat-not-burn tobacco among adolescents with smoking experience. Methods: The study selected 8,691 people with experience in smoking. Data analysis used SPSS 25.0. Logistic regression was performed to identify the factors affecting the dual smoking experience. Results: In this study, the dual smoking experience rate of conventional and heat-not-burn tobacco was 16.3%. The dual smoking experience rate was 5.09 times higher than the number of smokers among friends. The lower the smoking age, the higher the smoking rate, and the longer the smoking days, the higher the dual smoking rate of heat-not-burn cigarettes. Conclusion: We need a peer-to-peer group arbitration program rather than a separate anti-smoking arbitration program for smokers.
Purpose - The purpose of this study is to take fitness APP users as the research object from the perspective of user experience to explore the influence of fitness APP user experience factors on product trust and purchase intention. Design/methodology/approach - The study collected data on 275 customers who had experience buying and using fitness apps. To test the hypothesis, SPSS 27.0 and AMOS 26.0 statistical packages were used based on the collected data. Findings - The results showed that the user experience factors (usefulness, ease to use, enjoyment, interaction) of fitness APP and the relationship between product trust had a positive effect, and product trust had a positive effect on purchase intention. In addition, exercise experience, showed a moderating effect in the relationship between the usefulness, easy to use of user experience and product trust. Research implications or Originality - This study provided research model among user experience factors of fitness APP, product trust and purchase intention. This study can help sports and fitness companies with product optimization and marketing decisions.
This study investigated effects of metaverse experience on avatar fashion item benefit sought and the impact of fashion item benefit sought on fashion item purchase behavior. An online survey was carried out in the last year targeting male and female consumers aged 15 to 39 years who had purchased avatar fashion items from 'Zepeto'. A total of 363 responses were analyzed in this study. Results are as follows. First, four factors of metaverse experience were derived: 'entertainment experience', 'escape experience', 'adventure experience', and 'relationship experience'. Four factors of avatar fashion item benefit sought were derived: 'trend/brand sought', 'situation suitability sought', 'individuality sought', and 'ideal appearance sought'. Second, all four factors of metaverse experience were found to significantly affect the benefit of trend/brand sought. It was found that entertainment, adventure, and relationship experiences, excluding escape experiences, had significant effects on situational suitability sought. In addition, it was confirmed that entertainment and adventure experiences had significant effects on individuality sought and ideal appearance, respectively. Third, it was found that the trend/brand sought had a significant effect on metaverse usage time and purchase amount and that the situational suitability sought influenced the number of avatar fashion items purchased.
The Journal of Korean Society for School & Community Health Education
/
v.18
no.1
/
pp.1-12
/
2017
Objectives: This study aimed to analyze sexual experience rates according to socio-demographic factors, health behavioral factors, and internet use time, and to identify sex experience related factors in high school students using the data from the 11th Korean Youth Health Risk Behavior Web-Based Survey. Methods: A total of 33,744 students (17,346 boys and 16,398 girls) in high schools were analyzed using the SPSS WIN version 22 program. SPSS complex samples methods were used for analyses. Socio-demographic factors, health behavioral factors, and internet use time as independents variables were included. The complex samples logistic regression analyses were used to calculate the odds ratio of the sexual experience according to the socio-demographic factors, health behavioral factors and internet use time. Unweighted frequencies and percentages were represented in result tables. Results: 3.6% of girls and 9.9% of boys in high school had sexual experiences. Daily average smoking amount and daily alcohol drinking amount were a dose-response relationship with sexual experience after considering confounding factors. Students who smoke 10-19 cigarettes had 5.74 times higher risk and 20 cigarettes or more had 7.27 times higher risk of sexual experiences, comparing with non-smoking students, relatively. Likewise, students who drink soju less than 1-2 bottles and more than 2 bottles had 3.82- and 4.35 times higher chance of sexual experiences, compared with non drinking students, respectively. Conclusions: We found that there were the dose-response relationship between health behavioral characteristics and sexual experiences. Further research is needed to identify an interaction effect between smoking and drinking alcohol on sexual experiences in high school students.
The Journal of The Korea Institute of Intelligent Transport Systems
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v.22
no.4
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pp.211-225
/
2023
In the future, infotainment systems are expected to play a pivotal role in mobility ecosystems connecting users and vehicles. This study draws user-experience factors from reviews of Android Auto, a car infotainment application, and analyzes factors that affect satisfaction. The user-experience factors of infotainment have been redefined based on previous studies. To analyze actual user-experience factors, topics are obtained, applied, and interpreted from user discourse through topic modeling. Sentiment analysis and logistic regression are used to determine positive and negative user-experience factors that affect satisfaction. Results of the empirical analysis show that Ease of Use and Understandability are factors that have the greatest impact on satisfaction, and Flexibility, Safety, and Playfulness are factors that have the most critical effect on dissatisfaction. Therefore, this paper suggests ways to improve the satisfaction level of the infotainment system, and establishes a strategy accordingly.
Objectives: The purpose of present study was to investigate the experience and point prevalence rate and factors related with Low Back Pain (LBP) in train egineers. Methods: Questionnaires were completed by 324 train engineers in Daejeon railroad administration from May 2002. The information was used to estimate odds ratio (OR) and 95$\%$ confidence intervals (CI) for factors relation to LBP. A retrospective study design was used. Results: The experience rate for LBP was 67.9$\%$, 54$\%$ in one year interval prevalence, 53.4$\%$ in 6 months interval prevalence, and 47.8$\%$ in a point prevalence rate. Variables significantly associated with LBP experience were age (p=0.0327), train vibration(p=0.0015), labour hour(p=0.0034), and pay(p=0.0534). As subjects got older, the higher experience for LBP was (OR=1.1, 95$\%$ CI 1.0-1.2). LBP experience rate for people who had felt train vibration was a higher than those who did not (OR=2.5, 95$\%$ CI 1.4-4.4, OR=2.3 95$\%$ CI 1.3-4.0 in a point prevalence). The people who worked for long hour was a higher than those who did not (OR=2.8, 95$\%$ CI 1.4-5.6, OR=2.2, 95$\%$ CI 1.1-4.5 in a point prevalence). The people who were not satisfied with pay was a higher than those who were (OR=1.7, 95$\%$ CI 1.0-3.0). Factors related to a point prevalence rate were train vibration(p=0.0027), chair vibration (p=0.0444), and labour hour(p=0.0340). LBP a point prevalence rate for people who had felt the vibration of train chair was a higher than those who did not (OR=1.8 95$\%$ CI 0.7-2.0). Conclusions: Results from present study indicated that a statistically significant factors associated with LBP experience were age, train vibration, labour hour, and pay, Factors related to a point prevalence rate were also train vibration, the vibration of train chair, and labour hour.
The purpose of this study is to investigate the effects of the exhibition displays and events of the Agro-healing Experience Hall in the Agricultural Technology Exhibition 2018 on satisfaction and revisit intention of visitors. A survey was conducted on visitors of the Agro-healing Experience Hall and the responses of 274 visitors excluding 26 cases with inappropriate responses were analyzed. For psychological measurement, the Perceived Restorativeness Scale (PRS), Profile of Mood States (POMS), level of plant gardening experience, satisfaction and loyalty were measured. There was a significant difference among age groups in all four factors of the PRS (repose, fascination, coherence, and legibility). In the case of education level, there was a significant difference in the three factors (repose, fascination, and legibility). In addition, average monthly income showed a significant difference among groups in the two factors (fascination and coherence). As a result of analyzing the mood states of visitors for the exhibition events of the Agro-healing Experience Hall, there was a significant difference among age groups only in the case of vigor (p < .05). As a result of analyzing the correlation between the level of plant gardening activities (3 factors) and PRS (4 factors) in the exhibition events of the Agro-healing Experience Hall, plant preference tendency and plant-related event showed a high positive correlation of 0.5 or more with repose of the PRS factors. A multiple regression analysis was conducted to investigate the effects of the level of plant gardening activities, PRS and POMS on the satisfaction and loyalty of visitors. As a result, it was found that in terms of relative explanatory power over independent variables affecting satisfaction and revisit intention, fascination had the greatest effect, followed by vigor, fatigue, and occupation (company employee). The results of this study suggest that exhibition events of the Agro-healing Experience Hall affect repose, fascination or vigor of visitors, and thus can be used positively to increase satisfaction and revisit intention of visitors.
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.
The study on the used the Korean Youth Risk Behavior Web Based Survey to investigate the convergence factors influencing affect the oral health with subjective depression experience of adolescent. The dependent variable included oral health behavior and subjective symptom experience and the independent variable included subjective depression experience. Convergence factors influencing affect the subjective depression experience was significantly higher than those without depression experience were tooth brush times(one day), tooth brush times after lunch and sealant experience among oral health behavior and was significantly higher than those without depression experience were tooth break, pain, periodontal bleeding and bad breath among subjective symptoms. As a result, it appears to the depression experiences related to oral health factor, so it is consider psychological factors to improve the oral health of adolescents.
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