• Title/Summary/Keyword: Experiential quality

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The Effect of Experiential Marketing on the Brand Equity of Low-Priced Cosmetics Brands (저가 화장품 브랜드 체험 제공수단과 체험마케팅 유형이 브랜드자산에 미치는 영향)

  • Lee, Jeoung-Min;Hwang, Jin-Sook
    • Journal of the Korean Society of Costume
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    • v.60 no.8
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    • pp.100-117
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    • 2010
  • The cosmetics industry is executing the experiential marketing strategy, which focuses the brand experiential experience for the connection with consumers and differentiated strategy for the company's brand image, according to the expansion of quality service, which increasingly consume a diverse experience. Among these, the low-priced cosmetics market is trying a variety of experiential marketing to provide positive experience of their product and their brand through a unique service or event to stimulate the motions of young woman, who are changing rapidly, and is actively utilizing the means of marketing to form brand equity for these experiential marketing. Therefore, this study is to find out the effect of customer experiential on the brand equity through a variety of experiential marketing of low-priced cosmetics brand and based on the result, we were able to find out that the experiential marketing is also used as important means of marketing for low-priced cosmetics market to secure the brand equity and to maintain long-term relationship with the customer. This is expected to provide strategic and practical implications to the cosmetic marketing managers for customer management and this will recognize the importance of customer experiential in cosmetic marketing and suggest proper marketing strategy plan. In this study, the multiple regression analysis was mainly uses to find out the influence between the variables for low-cost cosmetic brand but we're hoping to execute a study, which directly and indirectly covers the complete path by using the various parameters, which can be effected on the brand equity.

A Study on the Exhibition and Convention Visitors' Satisfaction Level and on the Participating Companies' Perception on the Performance - Centered on the Busan International Travel Fair - (전시·컨벤션 참관객 만족도와 참여업체 성과인식에 관한 연구 - 부산국제관광전을 중심으로 -)

  • Lee, Jong-Ho
    • Management & Information Systems Review
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    • v.34 no.2
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    • pp.171-191
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    • 2015
  • This study is about the exhibition and convention visitors' satisfaction level and the participating companies' perception on the performance. The two topics were approached with integrated model. Accordingly, this study examined how service quality and experiential quality affect exhibition and convention visitors' satisfaction level and the participating companies' perception on the performance, and how the correlation between exhibition and convention visitors' satisfaction level and the participating companies' perception on the performance is affected. The result demonstrates that the quality of experience exerts positive effect on the visitors' sense of satisfaction(Hypothesis 3), while service quality is not statistically significant when it comes to the visitors' satisfaction(Hypothesis 1). When the correlation between service quality and experiential quality, and the participating companies' perception on the performance is examined, service quality exerts positive effect on the participating companies' perception on the performance(Hypothesis 2), while experiential quality is not statistically significant on the participating companies' perception on the performance(Hypothesis 4), When the correlation between exhibition and convention visitors' satisfaction level and the participating companies' perception on the performance is examined, it was shown that positive effect is exerted just like the results of the previous studies(Hypothesis 5), lastly, correlation between participating companies' perception on the performance, companies' satisfaction and company loyalty was examined. In case of the participating companies' perception on the performance, it exerts positive effect on the companies' satisfaction(Hypothesis 6), while company loyalty is not statistically significant (Hypothesis 7). In case of companies' satisfaction, it exerts positive effect on the company loyalty (Hypothesis 8). The results of this study will provide help to increase overall understanding of the exhibition and convention visitors' satisfaction level and the participating companies' perception on the performance, and to provide important implications for the development of strategy for exhibition and convention's vitalization.

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The Consumption Experiences and Perceived Quality of Life of Korean Housewives through the Experiential Sampling Method-focused on shopping activity (ESM을 통해 본 취업/비취업주부의 소비생활경험 및 주관적 삶의 질 -쇼핑활동을 중심으로-)

  • Yoo, Hyun-Jung
    • Korean Journal of Human Ecology
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    • v.16 no.2
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    • pp.349-365
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    • 2007
  • The purpose of this study was to explore the Korean housewives' consumption experiences and perceived quality of life. Perceived quality of life was composed of four dimensions: motivation, affect, efficiency, and activation. The study results are: 1. Housewives spare their time for physiologic activities(22.9%), household activities(20.1), and personal activities(10.1%) in sequence. 2. Although the motivation that housewives do shopping activities is coming from a sense of duty, the perceived quality of life during shopping is showing far more positive affect than the perceived quality of life during other activities. In this context, shopping activities are interesting in that they are thought of a kind of entertainment as well as work. 3. With an analysis of covariance, housewives' perceived quality of life has an effect on everyday life in that 4 perceived qualities of life such as motivation, affect, efficiency and activation has a significant effect on flow and it has a significant effect on satisfaction.

A Study on Haptic Presentation Methods in the Experience Exhibition Spaces - With Experience Exhibition Space - (전시공간에서의 촉지적(Haptic)연출 방법에 대한 연구 - 체험전시 공간 중심으로 -)

  • Cho, Min-Hwa
    • Korean Institute of Interior Design Journal
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    • v.24 no.6
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    • pp.229-239
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    • 2015
  • The 21st century is a multiplication age and social and cultural phenomena have become diverse and peoples' desires and individuality have become important. Accordingly, the sensibility that reflects human taste is also required in the exhibition space. The exhibitions in this age induce the direct cognition of senses or take interactive forms that contact diverse media and react. The purpose of this research is to define the concept of haptic presentation method in which the audience perceive in the exhibition space by themselves and the visual elements spread into other senses and perceive complexly, and to present the directional nature. To conduct this research, first, this researcher recognized that haptic sensory experiential research by analyzing the roles and transition history of exhibition space is needed for the present age Second, based on philosophical theories, four haptic sensory expression characteristics (medium nature, experiential nature, attractiveness, sensitiveness) were derived by substituting Giles Deleuze's four haptic spatial characteristics (grasping short distance, dispersed gaze, cognition of bodily movement, formation of synesthesia through complex senses) and six formative factors of exhibition space (space, form, size, light, quality of materials, and color). And the effective exhibition presentation methods were analyzed through six cases of experiential exhibition spaces. Accordingly, what matters in the experiential exhibition space is to produce the four characteristics: medium nature, experientiality, attractiveness, and sensitiveness in equilibrium. It is necessary for the designers to reflect it appropriately in producing so that the audience can think and experience by themselves. Accordingly, in this thesis, it could be seen that to produce the haptic production characteristics in the experiential exhibition space in equilibrium is the important factor in the experiential exhibition space. In conclusion, experiences in the exhibition space should be approached with the transcendental haptic presentation method by which even the space of actually unexperienced cognition can be expanded and experienced through the metastasis and tension of various senses. Also, researches on such senses should be developed continuously, and this researcher expects that this will become a stimulant to present a new directivity.

Nurses' learning experiences from falling accidents on patient safety (환자안전에 관한 간호사의 경험학습: 낙상 사고를 중심으로)

  • Yoon, Seon-Hee;Kim, Kwang-Jum
    • Korea Journal of Hospital Management
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    • v.20 no.2
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    • pp.1-14
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    • 2015
  • Purpose : The aim of this article is to describe the nurses' experiential learning mechanism on patient safety. Methods : To analyze nurses' learning experiences on patient safety cases, a focus-group interview method was used. The Kolb's experiential learning model was used as a reference model. Findings : Without deep reflective reasoning about specific experiences, there is no creative or innovative solutions to experiment actively. Nurses are likely to be reluctant learners when there is no systemic support from formal departments which is in charge of patient safety and quality of care. Conclusion : In order to build patient safety culture in hospital, there should be efforts to make nurses as active learners on patient safety as well as to build learning environments in medical units.

Assessment of Changes in Pharmacists' Perceptions of Preceptorship and the Effect of a Preceptor Orientation Program (프리셉터 오리엔테이션 교육 후 약사인식의 변화 및 교육의 효과분석)

  • Je, Nam-Kyung;Lee, Iyn-Hyang;Yoon, Jeong-Hyun
    • Korean Journal of Clinical Pharmacy
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    • v.22 no.2
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    • pp.143-152
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    • 2012
  • Purpose: The purpose of the study was to explore changes in pharmacists' perceptions of preceptorship in the experiential education and to evaluate the educational effects of a preceptor orientation program. Methods: Code-matched pre- and post-surveys were conducted for Pharmacists who participated in a preceptor orientation program designed by the Pusan National University (PNU) College of Pharmacy in May and December, 2011. A total of 50 sets of survey responses were analyzed. Results: After a 2-day course of 8-hour preceptor orientation workshop scheduled 1 week apart, the number of respondents who became fully aware and understand toward goals and vision of 6-year pharmacy education was increased from 52% to 96%. The orientation program also improved the understanding of pharmacists on preceptor's roles and functions, and the number of respondents who reported that their perceptions of preceptorship were changed positively was increased by 40%. In addition, the data demonstrated that the preceptor orientation program improved the overall perceived self-assessed competence of participants as a preceptor by 12.9 points (from 51.76 to 64.66 points, p = 0.0001). Most of the participants agreed the preceptor orientation program was beneficial and ongoing training and education for preceptor development is necessary. Conclusion: This study identified the perceptions of pharmacists on 6-year pharmacy education and preceptorship in the experiential education. Findings from the survey demonstrated that the preceptor orientation program of the PNU College of Pharmacy was effective to improve pharmacist's competence as a preceptor. This study was a good start in identifying areas where preceptor development is needed, and provides insights into the development and implementation of preceptor orientation programs. In the future, more rigorous research is needed to explore long-term effects of preceptor orientation program and the outcomes of preceptor education in the improvement of the quality of experiential education.

Effect of Experiential Value on Customer Satisfaction and e-WOM under O2O Commerce (O2O 커머스 모델에 기반한 경험가치가 고객만족 및 온라인 구전에 미치는 효과에 관한 실증연구)

  • Shang, Yu-Fei;Chen, Yao;Kim, Hong-Seop
    • Journal of Distribution Science
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    • v.15 no.8
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    • pp.75-86
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    • 2017
  • Purpose - The online-to-offline (O2O) business model has brought considerable changes to the traditional Chinese business model. The main difference between O2O and pure online consumption is that O2O offers a richer experience and word-of-mouth. it is easier to trigger online word-of-mouth. However, few scholars have been concerned about the impact of experiential value on customer satisfaction and online word-of-mouth (e-WOM) in the study of O2O. This study takes the O2O business model in China's catering industry as its research object and uses structural equation modelling to analyze the impact of online and offline experiential values on customer satisfaction and e-WOM. Research design, data, and methodology - According to previous researches, consumer experiential value is mainly divided into return on investment (economy and efficiency), service excellence, playfulness and aesthetics. According to the characteristics of O2O in China's catering industry, this study divides the online experience value into efficiency and economy (return on investment). The offline part is divided into return on investment (economy and efficiency), service excellence, playfulness and aesthetics. Using a web-based survey, we collected 303 valid samples. Structural equation modelling was used to create the research model. Results - The results show that efficiency (online) and service excellence (offline) have a significant effect on customer satisfaction. Economics (online) and playfulness (offline) have a positive impact on customers' e-WOM. In addition, the higher the customer satisfaction, the greater the positive impact on the spread by word of mouth. However, aesthetic(offline) and return on investment(offline) have no significant impact to customer satisfaction and e-WOM. Conclusions - The study findings show that the key to boost customer satisfaction in the catering industry is to improve product quality and service. Although traditional competitive strategies such as online discount have been questioned by many scholars about their decreasing effectiveness, they are indispensable means to attract online traffic and trigger e-WOM. The traditional enterprises can reconstruct traditional business processes through the O2O model to effectively improve customer satisfaction and word of mouth by improving the experiential value of economy and efficiency. Additionally, it can be used as the natural advantages of online communication to induce customers to engage in word of mouth and attract more potential customers.

Korean University Students' Emotion, Cognitive Efficiency and Satisfaction through the Experiential Sampling Method (ESM을 통해 본 대학생의 주관적 삶의 질 -정서, 인지적 효율성, 만족도의 측면에서-)

  • Kim, Kee-Ok;Kim, Soon-Ok;Hwang, Sun-Jin;Lee, Soo-Jin;Hyun, Eun-Ja;Choi, In-Soo;Yoo, Hyun-Jung
    • Journal of the Korean Home Economics Association
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    • v.43 no.2
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    • pp.203-229
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    • 2005
  • The purpose of this study was to explore the perceived quality of life of Korean university students'. The perceived quality of life was composed of three dimensions: emotion, cognitive efficiency, and satisfaction. The study results were as follow: 1. Korean university students felt more positive emotions when they spent time for social activities. 2. In the cognitive efficiency, social activities also scored highly of 5 questions, but in the item of "awareness of another person's eye", productive activities were higher. 3. Korean university students were more satisfied with themselves when they spent time for productive activities. However, they were more satisfied with their work itself when the work was social activities. 4. Korean university students' emotions, cognitive efficiencies, and satisfaction were significantly different by socio-graphic variables and context.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.

Research on the Applicability of Experientially Emotional Measurement Method in Product Design - Centred on Self-report Taking Seaside Seat Users- (경험적 감성 측정 방법의 제품 디자인 적용성에 관한 연구 -해변 벤치 이용자 대상의 자기-보고법을 중심으로-)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.658-665
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    • 2019
  • In the era of the rapid development of a tremendous number of new technologies and products, the emotional communication between products and users has become an important research topic. However, the user's emotional measurement methods have not been widely used in the field of product design. Besides, as an important space that can improve people's life quality and urban entertainment at the emotional level, seaside space also creates an atmosphere of frequent emotional communication among tourists, landscape and environmental facilities. To deduce the applicability and advantages and disadvantages of the experiential emotional measurement method in product design, this paper took the seaside seat users of Haeundae as the object and carried out the Self-report of the experiential emotional measurement method. Specifically, the experiment of Self-report was divided into two stages: prior survey and subsequent main investigation. Then the hypothesis was verified by using Bivariate Regression and Multiple Regression through SPSS. Furthermore, through the experiment of the Self-report, the applicability and advantages and disadvantages of experiential emotional measurement method in product design were derived. In the future, based on the applicability, advantages and disadvantages of the experiential emotional measurement method derived in this study, it is expected to become the fundamental and reliable data for the development of emotional measurement methods that can be suitable for product design.