• Title/Summary/Keyword: Experiential Values

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The Effect of Tourist Shopping Value on Product Types and Satisfaction - The Moderating Role of Escaping-Seeking Motivation - (관광쇼핑가치가 쇼핑제품 유형 및 만족도에 미치는 영향 - 탈출-추구동기의 조절효과를 중심으로 -)

  • Hur, Hee Jin;Suh, Young-Gu
    • Fashion & Textile Research Journal
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    • v.22 no.6
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    • pp.752-761
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    • 2020
  • This study analyzes the type of preferred shopping items based on tourism shopping value pursued by tourists through shopping at travel destinations as well as verifies their impact on satisfaction. A survey on 310 adult men and women aged 20 to 69 collected data samples representing tourism shoppers in Korea. Based on the collected data, a factor analysis and a structural model equation analysis were performed using SPSS 25.0 and AMOS. Tourism shopping value was divided into functional value, emotional value, exploratory value, and shared value. In addition, shopping items were categorized as physical materials and experience materials to identify the difference in preferred item types according to the value that tourists perceive. It also confirmed the adjustment effect of tourism motivation that affects tourism shopping behavior. According to the analysis results, the more tourists perceive functional and emotional values when shopping, the more physical material they prefer, and the more they perceive exploratory values, the higher the preference for experience goods. However, the shared value affected both physical materials and experience materials. Based on escape-seeking motivation, the adjustment effect of tourism motivation (a major variable to understand the behavior of tourists) on tourism shopping behavior was confirmed. Based on the academic and practical implications of this study, we hope to broaden our understanding of tourism shopping and revitalize research on tourism shopping.

Effective Advertising Direction in the post-COVID-19 Era (포스트 코로나 시대의 효과적인 광고 방향에 관한 연구)

  • Lee, Jei-Young;Zheng, Zhao
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.89-101
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    • 2022
  • COVID-19 is significantly changing consumers' demand and habits. In order to understand consumer characteristics and find effective advertising directions in the post-COVID-19 era, this study set young consumers who are more sensitive to market changes and technological transformation from a subjective perspective of advertising audiences. Through the Q methodology, the advertising development model in the post-COVID-19 era was derived exploratively by examining their cognitive status of advertisements in the post-COVID-19 era. The model consists of three types of advertisements: "demand mining online ads" that value consumer demand and adapt to online shopping paths, "added value creation experiential ads" that value derived value and consumer experiences, and "practical and sentimental value creative ads" based on pragmatism and emotional values. In addition, this study also suggested for the sustainable practice of advertising in the post-COVID-19 era in various aspects, such as "seeking multidimensional values," "expanding consumer experience," and "mining and leading demand.

An Effect on Experience Satisfaction of Temple Foods, Recommendation, and Revisit Intentions toward Temple Stay (사찰음식관여도가 템플스테이의 체험만족도와 추천, 그리고 재방문의도에 미치는 영향)

  • Shin, Kyung-Yi;Rha, Young-Ah;Hwang, Young-Jeong
    • Culinary science and hospitality research
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    • v.21 no.1
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    • pp.210-224
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    • 2015
  • The purpose of this study is to identify the effects of involvement in temple food on overall satisfaction, recommendation, and revisit intention. From June 15 to August 30, 2014, for those who have participated in temple stay at four temples in South Korea, the self-administered survey was conducted. Of a total of 400 questionnaires, 289 were employed for the analyses, which accounted for 72% of response rate. Results shows that the involvement in temple food positively influenced experience driven by motivation in temple stay. Considering a particular research topic of temple stay, it implies that the involvement in temple food plays a key role in affecting emotional and social value relating to experience in temple stay. Entertaining, educational, aesthetic, deviated factors created by this experience will contribute to making special memories and feeling great enjoyment. In addition, emotional and social value by temple food have a positive effect on recommendation and revisit intention through experience satisfaction. Furthermore, experiential factor was significant to overall satisfaction, revisit and recommendation intention. Social and emotional value according to involvement in temple food, in terms of conclusions in this study, influenced a reduction of stress and improvement of enjoyment. These values relating to involvement in temple food, therefore, are assumed to be the causal relationship with experiential factor and satisfaction in temple stay and subsequently will be regarded as determinants in defining temple food as a heathy dish.

A study on Artistic Regeneration of Idle Spaces focused on the Relational Aesthetics (관계미학을 중심으로 본 유휴공간의 예술적 재생에 관한 연구)

  • Heo, Ju-Yeon;Lee, Jeong-Wook
    • Korean Institute of Interior Design Journal
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    • v.25 no.6
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    • pp.127-138
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    • 2016
  • As the dark side of society, Idle spaces, which occurred with the paradigm change due to rapid modernization and industralization, has been existing as a severed part in cities. But with the periodic change, interest in the existing place and regional regeneration, and the necessity of reconsidering about the idle spaces values of space, city environment, socio-culture, and economy was proposed. I estimated that the change of relational aesthetics aspect of modern arts resulted in the consideration of recognizing 'place' of art, through the study, it was revealed that the form of modern arts and change of enjoyment were related to space, and the fact that this had a relation with the rise of artistic regeneration of idle spaces. mutually communicative relationship formation and practical form of arts was deducted through the interpretation of relational aesthetics, Idle spaces and artistic regeneration space can be categorized into forms of experiential space, creative space, and cultural space, depending on the formation of relationship between author-art-audience. Through the comprehensive analysis, Artistic regeneration space by relationship formation is Vitalization of various forms of art and participation program eliminates the boundary between creation and enjoyment, and the space itself can be said to contain extensive, integral, and nonterritorialization meaning as a place of experiencing art. In other words, Artistic regeneration space of idle spaces forms a close relationship with the local society, and is placed within the context of daily domain as an open space, straying off from the existing separative and closed artistic space configuration. and artistic changeover of idle spaces is not only the appearance of space that simply fulfills function according to transfiguration of modern art, but signifies that art is coexisting with space as an indivisible relationship, and can be said to be the foothold of new relationship creation as the practical 'place' of art.

The Impact of Late-Night Fits on Utilitarian·Hedonic Value and Shopping intent (심야 적합성이 심야쇼핑의 실용적·쾌락적 가치와 쇼핑의도에 미치는 영향에 관한 연구)

  • Jeong, Yun-Hee
    • Management & Information Systems Review
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    • v.33 no.5
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    • pp.117-130
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    • 2014
  • The purposes of this study were to consider the influence of person-late night fit in the perceived value, intent of late-night shopping. The late-night shopping model which we present in this study incorporates three effects including the time fit and the physiological fit, the mood fit factors. Also, we expect that these fits effect utilitarian value and hedonic value, in turn, utilitarian value and hedonic value effect shopping intent. Survey research is employed to test hypotheses involving late-night fits, values, shopping intent. We collected data involving various late-night shopping, and used 221 respondents to analyze these data using LISREL structural modeling. The proposed model was a good fit with the data(GFI= .96 NNFI= .80 CFI= .92, AGFI= .88, RMR= .044), the hypothesized relationships were partly significant(p< .05). In the final section, we discussed several limitations of our study and suggested directions for future research. We concluded with a discussion of managerial implications, including the potential to advance understanding experiential consumption and implying an enhanced ability to attract late-night shopper.

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A Study on the Influence of Family Affection Interaction Behavior on Experience Value in Family Tourism (가족여행에서 가족 간의 상호작용 행동이 체험 가치에 미치는 영향에 관한연구)

  • Wang, Yue;Sim, Jae-yeon;Kim, Hyung-Ho
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.101-108
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    • 2019
  • Family tourism has become the mainstream demand of the tourism market, and it is also an effective way to obtain happiness. This paper takes family tourists as the research object, takes the family tourism family affection interaction behavior and the experience value relationship as the link, Empirically tests the family tourism "interaction behavior-social support-experience value" conceptual model and the relationship hypothesis. The results showed that interaction of family affection had a positive and significant effect on the functional, cognitive and emotional experience value of family tourists. Family interaction in family tourism has a significant positive impact on social support. Social support has significant positive effects on functional, cognitive, emotional and overall experiential values. This conclusion expands the theoretical and empirical research on the relationship between interaction behavior and experience value, and provides a basis for understanding the interaction behavior and experience value of family love from the perspective of tourism experience essence.

A Study on Vitalization Plans for the Publishing Culture and Industry with a Book Vending Machine at Convenience Stores (편의점 도서자판기를 활용한 출판문화산업 활성화 방안 연구)

  • Lee, Yusin;Ahn, Kyu-Seo
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.247-260
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    • 2022
  • This paper investigates plans to expand distribution channels for books by installing a book vending machine at convenience stories for the vitalization of the publishing culture and industry. After establishing the meaning of convenience stories and the concept of a book vending machine, the researcher identified a need for the installation and management of a book vending machine at convenience stories. This plan will promote fairness and transparency in book sales through the convenience store system and push forward outsourcing between the publishing industry and the convenience store industry, the expansion of omnichannel service for consumers, and experiential values for clients to increase their customer satisfaction. The composition of the book vending machine will take the smart library form for its management with a universal design applied to a kiosk program. In the study, the researcher schematized this process and conducted a survey with 310 adults to search for practical management plans for a book vending machine. In the future, more research on the diversification of sales and distribution channels for publications such as the installation of a book vending machine at convenience stores will hopefully contribute to the growing amount of reading per capita and promotion of a reading environment for people according to the vitalization of the publishing culture and industry.

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

A Focus Group Interview(FGI) on Experience During Clinical Fieldwork of Students in Occupational Therapy (작업치료과 학생들의 임상실습 경험에 대한 포커스그룹 인터뷰)

  • Kang, Jin-Ho;Nam, Young-Ok;Oh, Myung-Hwa
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.299-309
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    • 2019
  • The purpose of this study was to investigate about student's experiences in occupational therapy through clinical fieldwork, such as the change in perception of occupational therapy, the stress that students experience, and the satisfaction of clinical fieldwork. We conducted a focus group interview with 10 participants to see what they experienced during the clinical fieldwork. The contents of the interview were recorded and conducted, and the meaning was analyzed according to the focus group interview procedure through repeated listening. Components were psychological experience, professional experience, environmental experience, changes of values, and behavioral changes. In psychological experience, he experienced anxiety and burden. Experiential experience was the connection of theory and clinical experience and realization of major knowledge. In the environmental experience, we experienced clinical guidance management system, and the change of values experienced change of perception of occupational therapy and change of perception of disabled person. Finally, behavioral changes have experienced an active response through clinical practice experience. Clinical fieldwork is a basic element that prepares students to become occupational therapists. It affects the role of occupational therapist and perception performance through various experiences in new environment. It is thought that the efforts of the institution are needed. The results of this study will help occupational therapists to direct clinical fieldwork in the right direction in clinical fieldwork.

A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.5-14
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    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

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