• 제목/요약/키워드: entertainment experiences

검색결과 122건 처리시간 0.029초

복합쇼핑몰에서의 세대별 몰링문화에 관한 연구 - 엔터테인먼트 경험을 중심으로 - (Generational malling culture in multi-complex shopping malls - Entertainment experiences -)

  • 박민정
    • 복식문화연구
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    • 제21권5호
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    • pp.726-741
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    • 2013
  • Malling culture, which refers to the enjoyment of shopping in multi-complex malls with shopping, cultural, and leisure facilities, has emerged as a major trend in society. However, few studies have researched malling culture in depth. This study classified people who go to multi-complex shopping malls as belonging to the baby-boom generation, X-generation, or Y-generation to investigate consumer culture in malls, with an emphasis on user satisfaction and entertainment experiences. Consumers who had shopped in a multi-complex shopping mall during the last 6 months were surveyed. Data were collected through a research company, and responses from 417 subjects were used in the analysis. Among the 417 subjects, 130 were baby-boomers, 136 were from the X-generation, and 151 were from the Y-generation. Investigating the components of multi-complex shopping malls that stimulate entertainment experiences, this study found that exploratory, emotional, and leisure experiences were enhanced when users were more satisfied with the image, atmosphere, and events of shopping malls. In addition, mall image and atmosphere contributed to the improvement of social experiences. With regard to generation, baby-boomers and subjects from the X-generation were generally more satisfied with mall atmosphere, image, and events and had more exploratory and leisure experiences. This study holds significance in that it examined malling culture from a wider perspective than simply the younger generation and presented scholarly and marketing implications based on insights into generational malling culture.

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

  • 지경하;김한나
    • 패션비즈니스
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    • 제27권1호
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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.

온라인 여행사 여행체험활동 특성이 기억할만한 관광경험, 만족도 및 충성도에 미치는 영향: S-O-R 프레임워크를 기반으로 (The Effect of the Characteristics of Tours and Activities in Online Travel Agencies on Memorable Tourism Experiences, Satisfaction, and Loyalty: Based on the S-O-R Framework)

  • ;양성병
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권2호
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    • pp.263-288
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    • 2022
  • Purpose Recently, the tours and activities (TAA) market provided by online travel agencies (OTA) has grown rapidly and has become the third-largest in the travel industry. However, compared to its practical proliferation, TAA has not yet received much academic attention. This study aims to discuss the effect of the four domains (e.g., educational, entertainment, escapist, and esthetic experiences) of the experience economy on users' memorable tourism experiences (MTE), satisfaction, and loyalty in the context of TAA. Moreover, the study investigates how this mechanism varies depending on the tour guides' professional competency. Design/methodology/approach This study developed a research model based on the S-O-R framework. Using the survey method, data were collected from consumers who had experienced TAA offered by OTA more than once within one year. A total of 307 respondents (consumers) were used for the final analysis, and developed hypotheses were tested using a structural equation model technique. Findings The results of this study are as follows. First, educational, entertainment, and escapism experiences in the experience economy positively affect MTE. Second, within the experience economy, entertainment and esthetic experiences have a positive effect on satisfaction. Third, MTE positively influences satisfaction, repurchase intention, and recommendation intention. Fourth, satisfaction has a positive impact on repurchase and recommendation intentions. Finally, according to the level of tour guides' professional competency, there is a significant difference in the effect of escapism experience on MTE/satisfaction.

Negotiations in the Gendered Experiences of Transpinay Entertainers in Japan

  • Okada, Tricia
    • Journal of Contemporary Eastern Asia
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    • 제19권2호
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    • pp.40-60
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    • 2020
  • Among Filipino entertainers in Japan, trans women (transgender women) or transpinay (Filipino trans woman) entertainers remain understudied compared to cisgender women. Though the number of entertainers has declined, transpinay entertainers remain relevant as transgender issues continue to be salient globally. This study explains the gendered experiences of the transpinay migrants, particularly in entertainment work and their relationships, which are different from cisgender Filipino women entertainers' experiences. Using grounded theory and drawing on concepts of performativity in interactions to analyze the narratives of transpinay entertainers, I delve into how transpinay entertainers negotiate their gender and migrant identities as they establish professional and personal relationships. Moreover, the transpinays' entertainment work is a significant contributing factor to their sense of belonging in Japan, as they form relationships with colleagues, clients, and partners who support them and, thereby, sustain their lifestyles as trans women. The transpinay entertainers' flows of migration between Japan and the Philippines reveal that they embrace various aspects of social remittances and use them to their advantage to create and enhance their transpinay identity in Japan. By examining the transpinays' migrant experiences, this study aims to elucidate the gendered experiences of transpinay entertainers, which involve significant negotiations in their migration pathways notably different from cisgender Filipino women entertainers, reveal resilience.

혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과 (The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology)

  • 김은영;성희원
    • 한국의류학회지
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    • 제45권5호
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

관광객의 공연체험 특성 -문화콘텐츠'난타'를 중심으로- (Tourist Experiences Characteristics on Performance Arts -Focus on JeJu 'Nanta' as Cultural Contents-)

  • 장혜원;김형길;오상훈
    • 한국콘텐츠학회논문지
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    • 제11권7호
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    • pp.458-466
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    • 2011
  • 제주는 아름다운 경관을 자랑하는 섬이지만, 상대적으로 사회문화적 매력성은 덜 주목받아왔다. 본 연구의 목적은 제주 목적지의 대안적인 매력성 발굴을 위한 것으로, 파인과 길모어(Pine & Gilmore)의 체험경제이론을 공연예술 체험에 적용하는 것과, 공연의 체험요소, 체험만족, 그리고 공연 충성도간의 구조적 관계를 규명하고자 하는 것이다. 이와 같은 목적을 위해, 이론적 고찰과 실증분석을 병행하였다. 280명의 비언어 코믹공연인 '난타'의 관람객을 대상으로 공연 체험, 체험 만족, 공연 충성도를 설문조사 하여 본 연구에 활용하였다. 구조방정식을 이용하여 분석한 결과 4개의 체험요소(미의식, 엔터테인먼트, 교육, 일상탈출) 중에 엔터테인먼트만이 체험만족에 유의한 영향을 미치고 있었다. 한편, 체험만족은 공연 충성도에 유의한 영향을 미치고 있었다. 이와 같은 결과는 파인과 길모어(Pine & Gilmore)가 제시한 체험경제이론이 문화예술상품 소비로의 적용가능성을 보여준다.

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

  • Joo-Eon JEON
    • 유통과학연구
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    • 제21권10호
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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.

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

  • 최성은;윤재은
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2002년도 춘계학술발표대회 논문집
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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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음악치료사의 목소리 사용 경험에 대한 현상학적 연구 (A Phenomenological Study of Music Therapist's Experiences of Using Voice)

  • 신진희;소혜진
    • 한국엔터테인먼트산업학회논문지
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    • 제13권2호
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    • pp.155-167
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    • 2019
  • 이 연구는 음악치료사들의 목소리 사용 경험을 심층적으로 탐구하는 데 목적이 있다. 연구자는 이와 관련된 경험에 대하여 자세히 진술해줄 수 있는 음악치료사 7명을 대상으로 심층면담을 진행하였으며, Giorgi의 현상학적 연구방법으로 분석하였다. 분석결과 '임상에서의 목소리 사용으로 인한 다양한 감정촉진', '치료사의 개인적 성향에 따른 목소리 사용', '치료적 목적을 위한 목소리 사용', '목소리 사용으로 인한 내담자와의 긍정적인 음악적 경험', '음악치료 도구로서의 목소리 사용의 어려움', '만족스럽지 않은 목소리의 변화 시도'로 총 6개의 구성요소가 도출되었다. 본 연구를 통해 음악치료사들은 음악치료 안에서 노래 부르기 혹은 즉흥적 노래를 통해 내담자와의 긍정적인 관계를 형성할 수 있다고 보고하였다. 그러나 개인적인 이유로 목소리 사용에 있어서 어려움을 경험하기도 하였다고 설명하였으며 다양한 자기작업을 통해서 목소리 사용을 확장하고 더 나아가서 자신의 변화와 성장을 실현하고자 하였다고 진술하였다.

강릉시 어촌관광 체험 프로그램의 유형화 - Pine & Gilmore의 체험영역 모델 적용 - (A Typology of Experience Program of Fishing Village Tourism in Gangneung -An Application of Model of the Four Realms of an Experience by Pine & Gilmore)

  • 이영진;송영민;이광표
    • 수산해양교육연구
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    • 제23권4호
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    • pp.695-708
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    • 2011
  • Nowadays, fishing village is in trouble because of the depletion of fishing resources and an aging population. Fishing village tourism can do important roles for improving these situation as alternative resources. This study monitored 6th fishing villages in Gangneung for discovering materials of fishing village experiences. The materials have classified based on model of the four realms of an experience by Pine & Gilmore which are composed of escapist, esthetic, entertainment, education. The results showed that Jumoonjin and Youngjin village had entertainment and escapist experience programs, Sodol village had escapist and esthetic experience programs, Geumjin village had entertainment and esthetic experience programs, Jumoon 5 ri village had entertainment, SaCheon village had escapist experience programs. The results of this study can give implications for efficient management of fishing village experience program, especially can provide fishing village experience programs tourist prefer among the four realms of an experience.