• Title/Summary/Keyword: Theme Park

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The Role of Servicescape Considering the Customer's Participation and Customer Experience : Focusing on Theme Park Service (서비스의 고객 참여와 고객 경험을 반영한 서비스스케이프의 역할 : 테마파크서비스를 중심으로)

  • Ahn, Yeon S.
    • Journal of Information Technology Services
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    • v.19 no.2
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    • pp.1-10
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    • 2020
  • In this study, the structure model including the role of servicescape focusing on service participation and customer experience in theme park service is demonstrated empirically. The servicescape construct of theme park service includes three factors such as ambient atmosphere, functionality and layout, and sign, symbols etc. Customer service participation includes suggestion, passion and citizenship. And the emotional and convenience factors are included to customer experience. As an analysis result of examining the 241 respondents of university students, some implications were described. Customer satisfaction is greatly influenced by customer's participation in theme park service, and customer's participation has a significant effect on improving customer satisfaction by inducing customer experiences. It is desirable to consider servicescape priority in order of signs and symbols, ambient atmosphere, functionality and layout factor. The customer's participation in service is a passion for participation, citizenship, and suggesting for problems or improvements. Therefore, participants in planning and designing servicescape in the future, including IT services, should be creative in the direction of inducing various participations of customers and creating positive experiences for customers. In order to apply these findings to the composition of servicescape, the participation of various experts is required. Also, the expertise and competences of various fields must be gathered for each issues, and a more creative and scientific approach is required.

A Study on Expression of Virtual Reality Space in Planning Urban Theme Park (도심형 테마파크 계획에서 가상현실공간 연출에 관한 연구)

  • 최성은;윤재은
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2002.04a
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    • pp.125-129
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    • 2002
  • Economic growth and complex urbanization due to modern rapid industrialization prompt us necessarily to require rests and civic entertainments. Various leisure activities appear to be the type of theme park which has compound natures, and now these are being developed to leisure cultures with new conception. Here, this study presents a desirable direction of new entertainment through virtual reality in the theme park type of the 21st century's alternative entertaining space that citizens are easily accessible, maximizes experiences and meets the entertainment instinct.

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Development of a Multi-Item Scale for Measuring Theme Park Service Quality (주제공원 서비스질의 측정 척도 개발에 관한 연구)

  • 엄서호
    • Journal of the Korean Institute of Landscape Architecture
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    • v.22 no.2
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    • pp.25-38
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    • 1994
  • Service quality is defined as the perceived difference between performed service and expected service. In this paper, theme park service quality is conceptualized in relation to consumer's total satisfaction on theme park visitation. A 20-item scale was constructed to measure Theme Park Service Quality. The following four steps were employed in developing the service quality measure: 1)identification of service quality dimensions, 2)development of scales from a set of items describing the dimensions, 3)empirical verification of the scale's construct validity which refers to dimensionality, convergent validity, and nomological validity, and 4)confirmation of the utility. The scale was found to be an empirically valid and reliable evaluation tool for service quality enhancement. In addition, the scale would be an useful criterion for market segmentation and positioning.

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The Determinants of Theme Park Users' Satisfaction; Everland (주제공원 이용자 만족의 결정인자에 관한 연구 - 에버랜드를 중심으로 -)

    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.3
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    • pp.189-198
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    • 1998
  • This study explored the effects of expectatioin, performance, and disconfirmatoni on satisfaction of theme park users. Everland was chosen as the study area, and 260 users were selected by the nonprobability sampling. In expectation disconfirmation paradigm, expectation should be measured before purchase, and performance, disconfirmation and satisfaction should be measured after purchase. An entrance survey was done to measure expectation, and an exit survey to measure performance, disconfirmation, and satisfaction. Maximum likelihood method was used to estimate structural equation model by the LISREL 7.2. Performance had the most significant effect on satisfaction among three variables. The satisfaction of theme park users depends largely on it, therefore, the consideration of visitors' performance should e essential for managers.

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Study of Theme Park Attractions using Virtual Reality and Augmented Reality Technologies (가상현실 및 증강현실의 기술을 활용한 테마파크 어트랙션의 연구)

  • Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.443-452
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    • 2017
  • VR and AR technologies are recognized as one of important technologies during 4th Industrial Revolution Era. Also, the market size of VR/AR are anticipated to grow up to $150 billion by 2020. These technologies are used in theme parks as well as in other industries including games and films. The purpose of this study is to recognize the trend of VR/AR application in theme park attractions and recommend optimal ways for the future applications. The trends were studied from number of publications while future model was developed after visiting theme parks and interviewing the industry experts. As a result, number of theme parks and LBCs(Location Based Center) are using VR/AR in many of their attractions already, but still holds a number of issues. These issues could be overcome if Fun, Efficiency and Technology are considered holistic ways in the future. Further, conformity of the technologies and theme park concept should also be examined.

The Effect of Event Program Image of Theme Park on the Visitors' Satisfaction & Revisit Intention (테마파크 이벤트프로그램 이미지가 방문객 만족과 재방문의사에 미치는 영향)

  • Kim, Si-Joong
    • Journal of the Korean association of regional geographers
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    • v.16 no.2
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    • pp.154-166
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    • 2010
  • This research examines the effect on how the recognizing and emotional image influence on the visitors satisfaction and revisit intention. For this study, actual proofs analysis was conducted on the O-World visitors in Daejeon. The analysis results are as following. First, according to the analysis results about the influence on the whole image of recognizing image factor of event program, three factors have an effect on the whole image of the theme park: 'Atmosphere-service' factor, 'convenience facility - circumstance' factor, and 'event content' factor. Second, three of emotional image factors of event program have an impact on the whole image of the theme park: 'Interest' factor, 'experience' factor, and 'psychology' factor. In conclusion, the whole image of the theme park has an influence on the whole satisfaction and the whole satisfaction affects the revisit intention positively.

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A study on the trend of emotional design in environmental design techniques of theme park- Focus on commercial spaces of theme park - (테마파크 환경연출기법에 있어서 감성디자인 경향에 관한 연구- 테마파크 상업공간을 중심으로 -)

  • 이미경
    • Korean Institute of Interior Design Journal
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    • no.38
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    • pp.83-90
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    • 2003
  • Contemporary culture of consumption has been transferred from physical satisfaction in the past to the "pleasure" culture of consumption that satisfies emotional needs, generating a new design category - emotional design. The current study analyzes various environmental design techniques of the theme parks, which recognized early the importance of the "pleasure" culture of consumption and used the techniques for sales and as profit-making tools. This study also examines a trend of emotional design in environmental design techniques of the theme park and proves that the design techniques can be applied to a variety of interior design areas, as well as commercial facilities.mmercial facilities.

A Study on the Landscape Design of the Cheongsong Apple Theme Park (청송 사과체험테마파크 기본계획)

  • Kwon, Jin-Wook;Park, Chan-Yong
    • Journal of Korean Society of Rural Planning
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    • v.19 no.3
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    • pp.195-203
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    • 2013
  • This study aimed to plan a distinctive apple theme park, thereby specializing the nationwide brand of Cheongsong apple. Detailed objectives included: to establish the best possible environments in Korea to taste and appreciate apple and enjoy the Cheongsong Apple Festival; to identify and foster natural, cultural and social resources in the clean environment of Cheongsong; to clusterize research and production infrastructures for strengthening local competitiveness; and to develop a hub for the vitalization of the region where visitors and locals can mutually prosper. The study was multi-phased. The first stage included basic surveys such as local status and environment analysis and similar case studies, and the second stage was to review the appropriateness of theme selection, develop basic principles and strategies for development goals and review and incorporate project details. And the third stage aimed to develop a comprehensive plan from spatial plans and program plans and suggest plans to vitalize the operation of the park. The dimension of the subject site was $180,150m^2$, which was divided into four areas, in consideration of the land use and the environmental characteristics of the resources, for developing a land use scheme. The four areas were named: the apple-theme cultual area; the agricultural culture experience area; the plaza for exchange and harmony; and the plaza for natural observation. This study has significance in that it can serve as a case to develop farm theme parks, and as a case of appropriate development of programs to identify amenity resources with a focus on the existing resources and in consideration of local characteristics.

A Study on Content Classification for Developing Virtual Reality-based Attraction Contents (가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구)

  • Eom, Ire
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.499-506
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    • 2019
  • Virtual reality, which is attracting attention due to the 4th Industrial Revolution and commercialization of 5G technology, is expanding its scope from gaming to tourism, leisure, and education, and the VR market is expected to expand continuously. As the VR market scales up in Korea, theme parks combining virtual reality contents are spreading around the city center. Unlike the existing theme parks, VR Theme Park is a small amusement culture space that is organized indoors, and you can enjoy attractions (ride) that can be enjoyed in an amusement park with virtual reality contents. Virtual reality content, which has the same characteristics as a theme park whose purpose is to experience extraordinary experiences, provides high immersion and presence in combination with the physical stimulus of attraction. The virtual reality content combined with the attraction cannot be classified accurately with the existing classification method, so a new classification method is proposed according to the experience type and the installation type. The contents were categorized through the case of the domestic VR theme park, and the planning direction for the creation of the virtual reality attraction contents that was going on was sought.

The Analysis of Everland Cast Costume in Accordance with Its Space (테마파크 공간에 따른 에버랜드 캐스트 의상 분석)

  • Jang, JiSun;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.6
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    • pp.1085-1099
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    • 2016
  • This article is designed to establish fundamental design criterion for theme park cast costumes in accordance with play type and space. There is an understanding that theme parks act as a play space that is designed to meet diverse playing desires. To analyze cast costumes, the theme park - 'Everland' in South Korea as an example, area was divided into attraction space and non-attraction space. Attraction space is mainly for full-scale play content areas and the non-attraction space is to enforce the attraction space experience. Roger Caillois's play theory states that there are 4 play types; Illinx, Mimicry, $Ag{\hat{o}}n$, and Alea. All 4 play types were shown through attraction and Mimicry at non-attraction. Each cast costume was analyzed in terms of apparel design elements - silhouette, textile, color, detail, and props - related to play type facility and cast role. Criteria for theme park cast costume designs were suggested based on the results. Illinx cast members who fulfill a safety-checking role wear high chroma warm color costumes with the accent on details in bodice cutting lines, collar edges, pockets, buttons and decorative ornaments. A complementary contrast is also used. The guidance cast in Illinx may wear a suit in bright/vivid color. Mimicry guidance cast costumes show meticulous perfection in imitation with the figure in its space. From head to toe, color, textile, and silhouette - every detail and even props should match the character. $Ag{\hat{o}}n$ cast costumes are strictly limited in detail and decorative ornament usage as well as in color, since they are in charge of the management and operation of a competition. Alea cast's role is a self-demonstrator. Alea cast members should be a real tarot card reader. However, a manual should control their costumes. A total of 10 cast roles at a non-attraction space should be designed to show job patterns clearly in accordance with the whole theme at the park.