• Title/Summary/Keyword: Experience value

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A Study on Interactive Media Experience Exhibition & Visitor's preference (인터랙티브 미디어 체험전시의 요소와 관람객 선호도에 관한 연구 -라스코전시관 공룡체험전의 사례중심으로-)

  • Kang, Jae-Shin;Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.319-325
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    • 2019
  • The 'Dinosaur Experience' exhibition at the Lasko exhibition hall hosted by Gwangmyeong city is gaining popularity. The purpose of this study is to analyze the elements of experience exhibition and interactive media experience exhibition and to grasp the preference of visitors. First, the theoretical review about interactive media and experience exhibition was made through literature data. Next, based on the Strategic Experience Module, we divided the experiential factors according to experiential value. As a result of the study, it was found that the participation rate of the visitors and the experience time were longer in the program containing many experience exhibition elements. Interactive media experience exhibited by many people have more value items. But it is not enough to understand the preference of visitors by the time spent by visitors. This study suggests that interactive media can be utilized for various experience exhibition.

A Study on Convergence Step Sequence through Virtual Reality (가상현실을 통한 융복합 스텝시켄서(Step Squencer) 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.487-493
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    • 2018
  • In recent years, various virtual reality contents have been explosively developed, and the 'chance operation' in previous studies was mentioned. This study tries to implement the Step Sequencer in the virtual reality. Through the theoretical background analysis and case studies of virtual reality, three major experiential values such as Value of Overcoming Constraints, Value of Strengthening Experience, and Value of Creating New Experience were induced. A convergencestep sequencer with the presence and immersion elements was developed and presented so that the music contents divided into 4 areas can be understood easily controlled more conveniently while keeping the identity of the step sequencer. It is expected that various convergence VR contentscan be developed in the future studies.

Effects of Pre- and Post-Employment Experience Factors on Individual and Organizational Priority -A Case of Korea Airports Corporation- (입사 전·후 경험요인이 개인 및 조직 우선가치에 미치는 영향 -한국공항공사 사례연구-)

  • Chung, Duck Gyo;Song, Woon-Kyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.612-627
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    • 2020
  • This is a case study of Korea Airports Corporation(KAC) examining the effects of pre- and post-employment experience factors on individual and organizational priority. This study surveyed 240 employees of KAC and analyzed the results. The influence of pre-employment experience (number of times applying to public sector, reason to choose public sector, and job changing experience) and post-employment experience (years of employment, position, and job types) on personal value (authority, achievement, welfare, vacation, and personal life) and organizational value (responsibility, obligation, performance, compensation, and participation) was studied. The results indicated that organizational value is generally greater than personal value. Preference value (=organizational value/personal value) was greater than one for every group. Education, years of employment, position, reason to choose public sector were confirmed to influence preference value. For pre-employment factors, as an employee chooses to work in the public sector because of better balance of work-personal life, preference value was confirmed to be lower. For post-employment factors, when the years of employment are longer and the position is higher, preference value is significantly higher. The results imply that an organization should establish a fair evaluation and compensation system to help employees display their full capability to produce maximum performance.

Effects of Metaverse Experience Factors(4Es) on Perceived Value and Intention to Continue Use

  • Ji-Hee Jung;Jae-Ik Shin
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.187-194
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    • 2023
  • Recently, a lot of discussions are underway in the field of introducing new technologies about the rapidly growing metaverse. However, the degree of acceptance of metaverse users at the beginning of the introduction is different from expectations, so research should be conducted for the continuous use of current real users and service success. In this study, we would like to investigate the relationship between four experience factors according to Metaverse's experiential economy theory, and perceived value and intention to continue use. A survey was conducted on metaverse real-life veterans, and 177 questionnaires were finally analyzed. The collected data were empirically analyzed using SPSS 25.0 and AMOS 21.0. As a result; First, it was found that all the experience factors of the metaverse had a positive effect on the perceived value. Second, all of the experience factors of metaverse were found to have a positive effect on the intention to continue use. Third, perceived value was found to have a positive effect on the intention to continue use. Based on the analysis results, the implications and limitations of this study were presented. Based on the analysis results, metaverse should provide and develop various experience factors differentiated from reality to users. In addition, providing an experience environment and value that metaverse users can perceive will increase users' intention to continue using it.

Effects of Experiential Fishing Village Authenticity on Experience Value and Subjective Well-being (어촌체험휴양마을의 고유성이 체험가치와 주관적 행복감에 미치는 영향)

  • Sung-Dae Cho;Chang-Soo Kim
    • The Journal of Fisheries Business Administration
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    • v.55 no.1
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    • pp.55-76
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    • 2024
  • The purpose of this study is to elucidate the impact of authenticity on experience value and subjective well-being among visitors who have participated in direct experiential activities in experiential fishing villages. The research method used literature research methods and empirical research methods using questionnaires, and this questionnaire was composed by determining three major variables and seven constituent factors for each variable through factor analysis and conducting prior research and preliminary surveys. The survey was conducted from February 5, 2023 to April 5, 2023 among experimental fishing villages with excellent ratings for scenery (environment), service, experience, accommodation, and food, and four villages that can experience tidal flats and manage customers online. The survey was conducted from February 5, 2023 to April 5, 2023, among experimental fishing villages with excellent ratings for scenery (environment), service, experience, accommodation, and food, and four villages that can experience tidal flats and manage customers online. The results of this study are as follows. First, the factors of authenticity in experiential fishing villages include three sub-factors: objective authenticity, constructive authenticity, and existential authenticity. The factors of experience value include two sub-factors: emotional values and functional values. Subjective well-being is derived from positive emotion and life satisfaction. Second, upon examining the importance of authenticity in experiential fishing villages, it was found that existential authenticity and objective authenticity, in that order, have a significant impact on emotional values. However, constructive authenticity did not have a significant impact on emotional values. Third, in terms of functional values, constructive authenticity, existential authenticity, and objective authenticity, in that order, had a significant impact. Fourth, experience value, in the order of emotional values and functional values, had a significant impact on positive emotion and life satisfaction of subjective well-being. Therefore, it was confirmed that the authenticity of experiential fishing villages is important as a strategy to enhance experience value and subjective well-being. Especially, considering that the majority of visitors to experiential fishing villages are family-centered (86.5%), applying marketing management strategies to develop programs that enhance existential authenticity and improve emotional values could elevate the subjective well-being of experiential visitors.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

A Study on the Evaluation of Biotope Value of Rural Areas in terms of Nature Experience and Recreation - A Case Study of Large Residential Land Development District - (자연체험 및 휴양적 관점에서 농촌지역의 비오톱 가치평가 연구 - 대규모 택지개발 사업지를 대상으로 -)

  • Cho, Hyun-Ju;Han, Sang-Yoel;Lee, Hyun-Taek;SaGong, Jung-Hee
    • Journal of Korean Society of Rural Planning
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    • v.16 no.3
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    • pp.87-101
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    • 2010
  • This research has a significance on providing basic material of landscape ecological planning and open space planning of the future site by selecting Sinseo innovative city area, large residential land development district in rural area, by classifying biotope types and implementing recreational value assessment in the level of area. First of all, as a result of classification of biotope types in research site, total 11 biotope type groups including stream biotope and its subordinate 51 biotope types. Also, as a result of the first value assessment of classified biotopes, there are total 5 types such as vegetation-full natural river, fallow ground in I grade. In addition, it is analyzed that grade II have 18 types, III are 10, IV are 12, the least valuable V are 6. Especially, grassland biotope(GD) was classified into grade II, which is one grade raised, because it is analyzed that it has high value in terms of normal access and availability although it was assessed as grade ill in terms of natural experience quality. Lastly, as a result of the second assessment, special areas for natural experience and recreation(1a, 1b) are 15, areas for natural experience and recreation(2a, 2b, 2c) are 47. Especially, the 52th drawing mark space was grade II in the first assessment but its value grade was upgraded because of its high value in terms of use evidence, size of the area, accessibility with housing area, history and cultural character and so on.

Continued Usage with Attachment on Mobile Devices Influencing Perceived Value and Perceived Enjoyment (지각된 가치와 지각된 즐거움과 모바일 디바이스의 지속적인 사용)

  • Kwon, Soon Jae
    • The Journal of Information Systems
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    • v.24 no.1
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    • pp.119-145
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    • 2015
  • The concept of attachment between users and Information Systems; specifically on mobile devices was examined in this study. Furthermore, the moderating effect of users' past experience also was investigated. The empirical study was done involving 240 university students; to investigate the participants' perceived value, perceived enjoyment, attachment and also continuous usage of mobile devices. Additionally, participants' past experience was also enquired to examine its moderating effects. The results show that attachment is mediating both perceived value and perceived enjoyment with continuous usage. Meanwhile, past experience negatively moderates perceived enjoyment with attachment and also negatively moderates attachment with continuous usage.

Effects of the Centrality of Visual Product Aesthetics and Aesthetic Experiences on Impulse Buying Behavior for Fashion Products

  • Kim, Han-Na
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.12
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    • pp.1947-1956
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    • 2010
  • This study is to understand fashion product aesthetics by exploring the antecedents of aesthetic experiences and the influence of aesthetic experiences on impulse buying behavior. A total of 520 usable questionnaires were obtained through an internet survey. A structural equation model using a correlation matrix with maximum likelihood was estimated by using AMOS 18.0 to examine the relationships among aesthetic value, aesthetic acumen, affective experience, cognitive experience, and impulse buying behavior. The results showed that aesthetic value and acumen had a significant effect on the cognition of aesthetic experiences and that aesthetic experiences had a significant effect on impulse buying behavior. These results highlight the powerful motivational force behind fashion product aesthetics. The key implications for research and management are discussed further.

Customer Acceptance of Self-service Technologies in Retail: A Case of Convenience Stores in China

  • Fang Lyu;Hyun-A Lim;Jaewon Choi
    • Asia pacific journal of information systems
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    • v.29 no.3
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    • pp.428-447
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    • 2019
  • This paper investigates how firms increase customer acceptance of self-service technologies in retail, and the impact of self-efficacy on customer experience, satisfaction, and loyalty. We conducted our empirical research by administering 308 questionnaires to customers of self-service convenience stores in China. We employed a structural equation model to analyze the relationship between service quality, revisit intention, and word of mouth. The results indicate that perceived service quality significantly influences customer satisfaction, with the service quality of self-service retail and experience value being important factors in consumer acceptance of self-service retail stores. Additionally, we investigated the relationship between customer experience value, satisfaction, and loyalty, and found that self-service retail stores exert a significant impact on perceived self-efficacy. Informed by the research on customer acceptance of self-service technologies in retail, promoting further development of self-service retail technologies can effectively aid companies in generating profit while offering more convenience to customers.