• Title/Summary/Keyword: Study Experience

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Consumers' Overconfidence Biases in Relation to Social Exclusion

  • HAN, Woong-Hee
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.7
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    • pp.303-308
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    • 2020
  • Unlike previous studies of overconfidence bias that have been looking for causes of overconfidence bias in human cognitive error or in the desire to view oneself positively, this study presents the cognitive narrowing resulting from the social exclusion experience as the condition of overconfidence bias and investigates the mechanism of cognitive narrowing to overcome the negative emotions from social exclusion, and how overconfidence bias occur due to cognitive narrowing. Current study was performed with 94 undergraduate students. Participants were randomly assigned to social exclusion experience group or non-experience group. We analyzed how the degree of bias of overconfidence differs according to the social exclusion experience. The degree of overconfidence bias of the social exclusion experience group was higher than that of the non-experience group, and the difference was statistically significant. This study extends the concepts of escaping theory and cognitive narrowing to human cognitive bias and confirmed that social exclusion experience increased cognitive narrowing and overconfidence bias. Implications of this research and future research directions were discussed.

The Effect of Ideal Avatar on Virtual Brand Experience in XR Platform

  • Joo-Eon JEON
    • Journal of Distribution Science
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    • v.21 no.10
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    • pp.109-121
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    • 2023
  • Purpose: This study aims to verify whether avatars that embody different brand concepts offer different experiences to users. Furthermore, this study explores the relationship between user identification with avatars and their actual brand purchase intentions. Research design, data and methodology: The research design employed a between-subjects approach, with two independent variables: brand concept and avatar. The measured dependent variables were brand experience in extended reality (XR) and purchase intention. Additionally, brand attitude served as a control variable. Results: First, in virtual brand spaces with symbolic benefits, ideal avatars were found to elicit higher levels of brand experience than actual avatars. Specifically, participants reported elevated levels of entertainment and relational assembly experiences in symbolic brand spaces. Second, this research reveals that the relationship between users' identification with avatars and their intention to make actual brand purchases is mediated by brand experience in XR. Conclusions: The findings suggest that ideal avatars evoke higher levels of brand experience within symbolic brand spaces, particularly in entertainment, relational connection, and a sense of community. Furthermore, this study establishes the role of brand experience in XR as a mediator between avatar identification and purchase intentions.

Movie Experience Sharing on Social Networking Sites of Cinema: Interplay between Telepresence and Customer Delight

  • Zong-Yi Zhu;Hyeon-Cheol Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.224-236
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    • 2023
  • This study aims to investigate the effects of telepresence on young moviegoers' flow experiences and social interactions, and the impact on consumer delight, trust, and experience sharing behavior on cinema mobile social network site pages. Given the scarcity of telepresence research, indirect telepresence on experience sharing via two experiences and social interactions is also included. The study used pages from Korean cinema mobile social network sites, and 175 Chinese moviegoers residing in Korea participated. We found that telepresence positively impacts the activity in both human-human and human-computer interactions. We further contend that telepresence positively affects perceived enjoyment and attentional focus. However, perceived enjoyment does not significantly affect consumer delight. We found that consumer delight positively influences consumer trust and movie experience sharing. Moreover, we illustrated that telepresence significantly and indirectly influences consumer movie experience-sharing behavior through attention focus and consumer delight. Our results provide crucial insights for future study and practical managerial.

Understanding the Concept of User Experience Based on the Extended Concept of Usability

  • Lee, Dong-Hun;Chung, Min-K.
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.2
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    • pp.299-308
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    • 2012
  • Objective: This study presents the conceptual framework and the conceptual model to account for user experience by expanding the existing concepts of usability, in particular considering the user-interface environment in digital convergence. Background: To better understand a variety of users interacting with a converged product based on digital technologies, there seems to be a limit to consider the existing concepts of usability. All possible aspects of user's interaction with a product in a context of use need to be taken into consideration. Method: This study identifies the concept of user experience through a comprehensive literature review. Results: First, this study reviews the existing concepts of usability and user experience. And then this study describes four main components in the conceptual framework of user experience: user's internal states, user's external states, a product, and various outcomes, each of which encompasses distinct sub-components. The conceptual model of user experience accounts for how user's internal states change over time and for how different sub-components affect actual behavior of use. Conclusion: It is expected that these user experience concepts can be used in basic resources to better understand different behavioral characteristics of users and to better design interactive products in converged digital environments.

An Exploratory Case Study on Types of Teaching and Learning with Digital Textbook in Primary Schools

  • SUNG, Eunmo;JUNG, Hyojung
    • Educational Technology International
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    • v.19 no.1
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    • pp.35-60
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    • 2018
  • The purpose of this study was to analyze the types of lesson and its effectiveness with digital textbook. To address those goals, we had observed five classes of the primary school, which designated as a research pilot school for digital textbook. Based on the result of observation, 3 types of lesson with digital textbook were categorized: Teacher-directed lecture (type 1), Blended learning (type 2), and Flipped learning (type 3). Depending on the type of lesson was analyzed the positive and negative effectiveness by means of matrix analysis method. As a result, in Teacher-directed lecture (type 1), there was found out the participation of the lesson in atmosphere of stable and comfortable as positive experience, also digital textbook operating immature and boring as negative experience. In Blended learning (type 2), there was found out the fun by sharing the product and peer feedback, and flow by learning transfer as positive experience, also digital textbook operating immature and understanding the difference between assignments as negative experience. In Flipped learning (type 3), there was shown the positive attitude and ownership in the lesson as positive experience, also distracting and boring in the lesson when learner was excluded in participation as negative experience. Based on the results, we suggested some strategies for improving positive experience and protecting negative experience in the lesson with using digital textbook.

Effect of Experience Elements on Store Identity, Shopping Satisfaction and Behavioral Intention in Lifestyle Shops (라이프스타일 숍의 체험 요소가 스토어 아이덴티티, 쇼핑 만족 및 행동의도에 미치는 영향)

  • Woo, Seung Hyun;Hwang, Jin Sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.4
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    • pp.685-700
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    • 2016
  • This study investigated the effects of experience elements on store identity, shopping satisfaction, and behavioral intention in lifestyle shops. The respondents of the study were 300 adult males and females who visited lifestyle shops. The data were analyzed by using SPSS 18.0 for exploratory factor analysis and reliability analysis, and AMOS 18.0 for confirmatory factor analysis and path analysis. The results showed that there were four experience elements: entertainment, education, escapist, and esthetic. The experience elements are based on Pine & Gilmore's Experience Economy Theory. The result of path analysis showed that the entertainment experience and escapist experience had significant influences on store identity. Store identity positively influenced shopping satisfaction, but it had no significant influence on behavioral intention. Shopping satisfaction was found to have a significant effect on behavioral intention. The indirect effect analysis showed that the entertainment and escapist experiences have positive influences on shopping satisfaction and behavioral intention mediated by store identity. The store identity had an influence on behavioral intention mediated by shopping satisfaction. This study provides helpful information to domestic lifestyle brands for the establishment of a competitive store identity strategy by implementing the important store experience elements of lifestyle shops.

Factors Affecting the Experience of Dual Use of Conventional and heat-not-burn Tobacco among Adolescents with Smoking Experience: 14th(2018) Korean Youth Risk Behavior Survey (흡연경험이 있는 청소년들의 일반담배와 가열담배의 복합흡연경험 영향요인: 제14차 청소년건강행태조사를 기반으로)

  • Bin, Sung-Oh
    • The Journal of Korean Society for School & Community Health Education
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    • 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.

Customer Experience and Repurchase Intention in Multi-Channel: Customer Satisfaction as Mediating Variable

  • MUSTIKASARI, Anita;KRISNAWATI, Maria;SUTRISNO, Endro
    • The Journal of Industrial Distribution & Business
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    • v.12 no.3
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    • pp.7-19
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    • 2021
  • Purpose: This study aims to examine customer experience toward repurchase intention in offline and online stores and discuss customer satisfaction as a mediator variable. Research design, data, and methodology: This study investigates customer experience that consists of product, customer service, staff service, shopping environment and shopping procedure toward customer satisfaction using Regression Linear. This study also measures customer satisfaction as a mediated variable in the relationship between customer experience and repurchase intention using Sobel Test. Results: Almost all of the customer experience hypothesis is significant toward customer satisfaction, shopping process experience in the context of the online channel to customer satisfaction is not significant. We also found that customer satisfaction can be mediated variable in customer experience toward repurchase intention. Conclusions: Retails who want to make customers feel satisfied to have to make sure that have good resources in improving the product, the customer service is easy to contact to find the solution over customer problem in purchasing product, also develop the staff member skill in functional product knowledge, presentations, and communicating with customers online or offline, the retailer has to create enjoyment and pleasurable customer emotion through the shopping environment and also give seamless shopping experience to their customer in two-channel.

A Study on the Relationships Among Metaverse Experience, the Benefit Sought, and Purchase Behavior of Avatar Fashion Items (메타버스 체험과 아바타 패션아이템 추구혜택 및 구매행동과의 관계 연구)

  • Kyoungha Ji;Hanna Kim
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.36-49
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    • 2023
  • 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 Effect of the Whole Experience of Online Brand on the Consumer-Brand Relationship, Brand Attachment and Brand Commitment : With the Users of Naver Brand Cafe (온라인 브랜드의 총체적 체험이 소비자-브랜드 관계 및 브랜드 애착, 브랜드 몰입에 미치는 영향 - 네이버 브랜드 카페 사용자들을 중심으로 -)

  • Han, Kwang-Seok
    • Management & Information Systems Review
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    • v.30 no.1
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    • pp.159-185
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    • 2011
  • We can divide brand experience in the brand community of online blog into the following five types: sensuous experience, emotional experience, cognitive experience, behavioral experience, and relational experience. And this study is aimed at looking into what differences are among the effects those five have on the consumer-brand relationship. Also we wanted to analyse empirically what structural relations this consumer-brand relationship through the whole experience has with brand attachment and brand commitment. The outcome shows that emotional experience, cognitive experience and relational experience affect the consumer-brand relationship but sensuous experience and behavioral experience. And our analysis of what structural relations the consumer-brand relationship through brand experience has with brand attachment and brand commitment revealed that the consumer-brand relationship through brand experience has a direct effect on brand attachment but it doesn't have on brand commitment. Brand commitment was confirmed to be affected only through brand attachment. Finally, this is in agreement with the result of the precedent study that brand commitment is an effect variable of brand attachment.

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