• Title/Summary/Keyword: Research experience

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The lived changing Body experience of Postmenopause women (중년기 여성의 폐경으로 인한 몸의 변화에 관한 체험 연구)

  • 신경림
    • Journal of Korean Academy of Nursing
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    • v.28 no.2
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    • pp.414-430
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    • 1998
  • The main purpose of this study was to provide understanding of the meaning of post menopausal womens' lived body changing experience. The methodological approach was guided by Van Manen's hermeneutic phenomenological methodology : inquiring and investigating experience as it was lived rather than as conceptualized : reflecting and analyzing the essential themes which characterize the phenomenon : and describing the phenomenon through the art of writing and rewriting. Multiple strategies for data collecting were used ; in depth face-to-face interview ; analysis of womens' writings : artistic work : and analysis of examples of phenomenon in art, literature, and drama. Although the experience was different for all of the women interviewed, essential themes of experience emerged ; Drifting through the years (solitude, in the twilight of life, loneliness, change of taste, forgetfulness, the sense of missing something), A walking weather forecast, Standing on the threshold of losing ki energy, Lately taking care of my body, Seized with fear all of a sudden, Keenly feeling the preciousness of life, Preferring comfortableness to prettiness, Wanting to recall my past years, A strong impulse to rechallenge life, Becoming more fond of friends. Findings from the artistic and creative inquiry further validated the interview findings and the meaning discovered. The study illuminated meaning and simultaneously validated the phenomenological research process. Essential themes for understanding women's experience, implications for education, research, and practice, direction and need for continuing inquiry were identified.

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The Moderating Effects of Cobranding Promotions between Brand Experience and Loyalty

  • KWON, Youngseo
    • Journal of Distribution Science
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    • v.17 no.9
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    • pp.15-23
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    • 2019
  • Purpose - This study was aimed to investigate the moderating effects of cobranding promotions that are rare in brand experience and brand loyalty studies, and to find out cobranding promotions can play a moderating role to enhance positive effects on the relationship between brand experience and brand loyalty, and to figure out the cobranding types which can lead to positive brand loyalty. Research design, data, and methodology - The conceptual research model was developed to explain the effects, and 2018 Interbrand's global top 15 brands such as Apple, Google, Amazon, Samsung were suggested to be selected from 377 Amazon Mechanical Turk respondents to answer the 22 survey questions made by Qualtrics with 5-point Likert scale. Results - In this research, the moderating effects of cobranding have been confirmed on the relationships between brand experience and loyalty, and the positive cobranding promotions can have significant effects on the relationships, but only for the least experienced brand was significant. Regarding to cobranding types, there were no significant ones to enhance brand loyalty. Conclusions - The findings confirmed that cobranding promotion experience can play a positive moderating role to brand loyalty, and the loyalty can be maximized if companies can provide positive cobranding experiences to their own consumers.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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A Study on the development of mobile system for younger generation based on the experience-based product development process (경험디자인을 적용한 모바일 상품 컨셉 개발에 관한 연구)

  • 이종호
    • Archives of design research
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    • v.17 no.3
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    • pp.421-430
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    • 2004
  • The aim of this research is to develop communication model and tools that would help in incorporating user experience into information appliance product development. To do so, this research suggested three major modelling techniques, including user-experience model, design strategy model and experience product model. Using these modelling tools, any members in design teams (investigator and designers) will be able to communicate their own ideas and research results each other at any period of the product development process. Each tools have distinct factors that would help identify elements in the user research stages, idea generation stages and product development stages. To verify the efficiency of these models, the case study was conducted with final year students at their studio class. As a result, the benefit of using these tools were identified as 1) these tools accelerate the communication between user researchers, designers and engineers and 2) evaluation process of the product is much more dearer that before. and 3) various user research techniques can be explored.

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The Empirical Test of Moderating Effect of Website's Trust for Knowledge Managment: Applying for e-Village's Website (지식경영을 위한 웹사이트 신뢰의 조절효과에 대한 연구: 정보화마을 웹사이트를 대상으로)

  • Koo, Chulmo;Jung, Su-Hung;Chung, Namho
    • Knowledge Management Research
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    • v.17 no.2
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    • pp.187-204
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    • 2016
  • In this study, we investigated the repeated vist of the e-village shopping mall as an online agricultural business platform. We applied Pine and Gilmore (1998) theory for the e-village website information systems. We hypothesized that 4 dimensions such as entertainment experience, educational experience, esthetic experience, and escapist experience toward satisfaction and, moreover, we investigated the moderating trust effect of satisfaction and repeated visit website. We set those independent variables (entertainment experience, educational experience, esthetic experience, and escapist experience) and dependent variable as experience satisfaction. The results indicated that the 4 experiences factors had a positive effect on the experiential satisfaction, and the trust moderating effect has a negative effection between the experiential satisfaction and the repeated visit. The experiential satisfaction had a positive effect on the repeated visit of e-village websites.

Research on the impact factors of smartphone medical APP user experience - centered on Chinese medical APP (스마트폰 의료 앱 사용자 체험의 영향 요인에 관한 연구 - 중국 의료 앱을 중심으로)

  • Zhang, Zhuo;Jang, Chung-Gun
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.125-133
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    • 2021
  • With the advent of experience era, the user experience has attracted much attention in all walks of life. And the importance of user experience emphasize began to be emphasized. It analyzed the interfering factors of user experience of smart phone medical APP, and evaluated their relative importance. Then it made suggestions on the priority of medical APP development and provided reference for medical APP design optimization and service quality improvement. First of all, based on the related research about user experience theory, smartphone APP user experience and mobile medical APP, it summarized the user experience elements of smartphone medical APP. Secondly, 200 subjects in the 20-40 age group who chose smartphone download experience and used medical APP were surveyed to rate the effect of 18 factors. The results show that the factors such as product resources, medical advertising recommendations, doctor-patient interaction, emotional pleasure, easy to learn, and other factors have a significant impact on users' good experience when using app.

The Effects of Live Commerce's Experience Economy Factors on Consumer's Flow, Attitude, and Purchase Intention

  • Na-eun Jung;Hyung-Seok Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.55-66
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    • 2024
  • The purpose of this study was to identify the experience factors (4Es) of live commerce that provide differentiated value for consumers based on Pine & Gilmore's experience economy and analyze the relationships between experience factors, flow, attitude, and purchase intention. This study conducted an online survey to collect live commerce user responses and employed a path analysis to test the research hypotheses, using Smart PLS 4.0. The results of the study were as follows: 1) all experience factors had significant effects on flow, 2) both entertainment experience and educational experience had significant effects on attitude, while esthetic experience and escapist experience did not have significant effects on attitude, 3) flow had a significant effect on attitude and purchase intention respectively, and 4) attitude had a significant effect on purchase intention. The findings of the study are expected to provide the implications for further research and marketing strategies grounded on the understanding of the experience factors in live commerce.

A Study on the Intake of Snack and Brushing Behavior according to the Oral Health Education Experience in Some Schools in Busan: Focusing on the 4th Grade of Elementary School (부산지역 일부 학교 내 구강보건교육 경험에 따른 간식섭취 및 칫솔질 행태에 연구: 초등학교 4학년을 중심으로)

  • Do, Yun-Jeong;Park, Gyu-Jung;Kwak, Eun-Bi;Park, Hye-Young;Kim, Hye-Jin
    • The Journal of Korean Society for School & Community Health Education
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    • v.20 no.3
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    • pp.113-122
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    • 2019
  • Objectives: This study was conducted to investigate the snack intake and brushing behavior according to the oral health education experience in some schools in Busan, and to investigate whether the oral health education experience affects the snack intake and brushing behavior. Methods: This study surveyed the entire fourth grade of elementary school in two districts by participating in university-linked oral health education activities run under the jurisdiction of the education office business to examine changes in the behavior of elementary school students in their snack intake and toothbrush. The survey was conducted on oral health education in elementary schools, prior oral health education experience before and after the activity, whether or not the brushing classroom was operated, and contents related to eating snacks and brushing behaviors. Result: Among the general characteristics of some schools in Busan, 69.9% of students have experience in oral health education and 30.1% of people have no experience in oral health education. 20.0%, 16.3% were 'normal' and 63.7% were 'helpful'. The brushing behavior according to the oral health education was 44.9% in the number of brushings, 44.9% in the number of brushings, 45.7% in 2-3 minutes in the time of brushing, 41.2% in the brushing method by sweeping the brush up and down. In the daily brushing period, 'after breakfast' was the highest at 72.3%, and the parent's brushing instruction was 'to lead' at 65.1%. The amount of sugar in subjective snacks was the highest with 60.6% of sugar content, and the parents had the highest level of 52.2% for parents' snack intake. This result was more significant than the students without oral health education experience. Conclusion: Based on the results of this study, the number and time of brushing, the method and timing of brushing according to the experience of oral health education. Students who had oral health education experience higher than those who did not have oral health education, but had a lower tendency to brush after lunch at school and before going to bed. For better oral health, the effect of oral health education will be better if the school has more systematic toothbrushing at lunch time and parental guidance at home.

A Study on the Types Classification and Analysis of Experience Activities in Rural Tourism Village (농촌관광마을의 체험활동 분류 및 분석 연구)

  • Han, Song-Hee;Son, Jin-Kwan;Choi, Yoon-Ji;Yoon, Yu-Shik
    • Journal of Agricultural Extension & Community Development
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    • v.22 no.1
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    • pp.31-41
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    • 2015
  • Rural tourism village experience is proceeded quantitatively without distinct characteristic. This research aimed at analyzing the experience and utilizing in the establishment of differentiation and contents development. Type of experience activity was classified as 10 types in Level 1 and 0~4 types in Level 2. As the result of analyzing 3,007 experiences in 168 villages, types of experience activity implemented per 1 village was 17.9. Among them, ecological experience type appeared to be the most, and appeared in order of food, agriculture farming experience. In respect of agriculture farming experience, 'harvest and utilization' was analyzed to be the highest, and regarding rural farmhouse living experience displayed 'farmhouse living' experience the highest. Tradition courtesy experience displayed 'traditional culture' experience the highest, and rural food experience was analyzed to implement 'food making' experience the most. Ecological experience mainly consisted of 'hunting and collecting' and 'observation/learning', in case of play experience, 'traditional play' experience activity was analyzed to be performed the most. Considering utilization material, it appeared in order of 'rice', 'sweet potato', 'potato', 'corn', 'chili', 'agricultural implement', 'farmhouse', 'animal', 'culture', 'history', 'rice cake', 'alcoholic drink', 'tofu', 'kimchi', etc. The place of ecological experience was performed in the forest the most, and lots of experience was performed in stream, valley, and river. The researcher expects that characteristic experience activity will be developed based on this result, by avoiding doubleness of the experience activity among the regions and the villages.

The Effects on Environmental Literacy of Elementary School Students by the Jeju Oreum Experience Learning Program: Focused on Sixth Graders of Elementary School (제주 오름 체험학습 프로그램이 초등학생의 환경소양에 미치는 영향 - 초등학교 6학년을 중심으로 -)

  • Ko, Seok-Ho;Lee, Sung-Hee;Moon, Yun-Seob;Kim, Kee-Dae
    • Hwankyungkyoyuk
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    • v.25 no.2
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    • pp.135-148
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    • 2012
  • This research was aimed at developing the program using the natural circumstances in Jeju Oreum as the basis of environmental education. The students were inquired about how these activities influence the environmental literacy of elementary students. The result of this study were as follows; First, the experimental group applied experience activities to the developed program to contribute to the improvement of environmental literacy. This was then compared to the control group to which theoretical classes were conducted. Second, Jeju Oreum Experience learning program has evenly influenced the elements of environmental literacy divided by the four goal levels of environmental education. As a result of the research, the Natural Experience Activities on the basis of natural circumstance is considered to affect the elementary students' environmental literacy in positive, effective manner. Consequently, the Environmental Education in a school or society should develop programs that apply to natural circumstances as a field of Environmental Education.

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