• Title/Summary/Keyword: entertainment experiences

Search Result 126, Processing Time 0.02 seconds

A Study on the Influences of Authenticity of Hwasung-si Baegmi-ri Fishing Village Experience Program and Tourist Experience on Tourist Satisfaction (화성시 백미리 어촌체험마을사업의 고유성과 관광체험이 방문객의 만족에 미치는 영향)

  • Jang, Cheol-Ho;Jang, Young-Soo;Lee, Jung-Phil
    • The Journal of Fisheries Business Administration
    • /
    • v.45 no.2
    • /
    • pp.97-112
    • /
    • 2014
  • This study aimed to redefine the concept of fishing village tourism. In addition, it aimed to carry out detailed analyses of the influences of authenticity and non-authenticity of fishing village experience on tourist's satisfaction as well as the influences of tourist's experience on their satisfaction. The study evaluated responses of people who visited research target fishing villages in the East sea area(Hwasung-si Baegmi-ri) which had been rated as successful case. The evaluation was performed to analyze how tourist satisfaction would be influenced by the authenticity of the fishing village experience program based on the authenticity theory(Wang, 1999) and the experience realms theory(Pine & Gilmore, 1999). This study tried to find out realistic factors of the experience realms theory through field investigation, conducting interviews, and holding discussions. From these, the cause-and-effect structure of authenticity, tourism experience and satisfaction could be identified. The results of hypothesis tests are as follows; With respect to the relationship between authenticity and satisfaction in hypothesis I, authenticity did not have a statistically significant effect on satisfaction, while non-authenticity had a significant influence. As a result, the research hypothesis I that authenticity influences satisfaction was partially supported. Regarding hypothesis II of the link between authenticity and tourism experience, a significant effect of authenticity was found in education experience, entertainment experience for Baegmi-ri village. The effect of non-authenticity was significant on deviation experience. Consequently, hypothesis II was also partly supported. The relationship between tourism experience and satisfaction in hypothesis III was significant in education, entertainment, and deviation experiences which lends support to hypothesis III to some extent.

Relation Between Cultural Empathy, Multicultural Sensitivity, and Cultural Competence of Nursing College Students (간호 대학생의 문화적 공감, 다문화 감수성, 문화적 역량과의 관계)

  • Choi, Ye-Sook;Lee, Kyem-Ju
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.6
    • /
    • pp.105-113
    • /
    • 2021
  • The purpose of this study was to examine the correlation among Cultural empathy, Multicultural sensitivity, and Cultural competence of Nursing Students. Data were collected using questionnaires from 191 nursing students who were in 2rd and 4th year of the college in D city. The collected data was analyzed using SPSS version 22.0. The mean score of Cultural empathy, Multicultural sensitivity and Cultural competence in nursing students were 3.72±0.23, 3.14±0.27, and 3.10±0.32 respectively. Cultural empathy showed significant positive correlations with Multicultural sensitivity(r=.63, p<.001), and Cultural competence(r=.57, p<.001). Multicultural sensitivity was also positively correlated with Cultural competence(r=.41, p<.001). The result of this study suggest that multicultural nursing education is necessary for students to develop and support programs that can provide diverse cultural experiences.

Case Study on Fashion Brand Flagship Store in Metaverse -Focusing on Fashion Brand in ZEPETO- (패션 브랜드 메타버스 플래그십 스토어 사례연구 -제페토(ZEPETO) 내 패션 브랜드를 중심으로-)

  • Kim, Woo Bin;Hur, Hee Jin;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.46 no.3
    • /
    • pp.545-563
    • /
    • 2022
  • Metaverse is a digitally generated world beyond the physical realm; many fashion brands are launching virtual stores in Metaverse. This study explores the cases of flagship stores of fashion brands in Metaverse to understand the peculiarity of Metaverse retailing. This study selected four flagship stores of fashion brands launched on ZEPETO, the largest Metaverse platform in Korea. The characteristics of Metaverse retailing used for case analysis were store (store credibility, servicescape, ease of use), product (content, demos, incentives), social factor (store personnel, store customers), and entertainment (events, games, free gifts). The results illustrate that a transaction system linked to reality could not be established due to technical limitations; it was difficult to obtain specific product information, such as the color, size, and fabric. However, all four fashion brands overwhelmed the traditional retail channels in terms of providing various spatial experiences by operating their virtual stores in global cities related to the heritage and identity of each brand. Furthermore, fashion brands can convey a sense of deviation and fantasy to consumers by delivering unique entertainment activities in Metaverse that they cannot easily provide in real life.

Effects of Experience Factors in Experiential Fashion Store on Consumer Loyalty Mediated by Store Attachment -Focusing on the Moderating Role of Fashion Innovativeness- (체험형 패션 매장 내 체험적 요소가 점포 애착을 매개로 소비자 충성도에 미치는 영향 -패션 혁신성의 조절효과를 중심으로-)

  • Woo Bin Kim;Mi Young Choi
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.47 no.2
    • /
    • pp.277-294
    • /
    • 2023
  • As more consumers have turned to online shopping since the COVID-19 pandemic, communication through offline channels has also entered a new phase. Young consumers recognize offline channels as a play space for enjoying various experience elements. Applying Pine and Gilmore's (1998) experiential economy theory, this study initially explores the structure of experience factors in the context of experiential fashion stores (RQ1). Next, we investigate the effect of experience factors on consumer loyalty by mediating store attachment (RQ2). In addition, the moderating effect of fashion innovativeness was verified (RQ3). This survey targeted members of the MZ generation who have visited experiential fashion stores. A total of 225 survey responses were analyzed using AMOS 22.0 and SPSS 26.0. First, as a result of factor analysis, the experience factors of experiential fashion stores were classified into education, escapism, and aesthetic entertainment. Secondly, as a result of structural equation modeling (SEM), all three experience factors positively affected store attachment, and increased attachment positively enhanced consumer loyalty. Finally, as a result of multigroup SEM analysis, consumers with low fashion innovativeness considered educational experience as an important factor in inducing store attachment, while consumers with high fashion innovativeness value escapism and aesthetic entertainment experiences.

The Plays of Kang Yang Won and The Theatre Troupe Dong (강량원과 극단 동의 연극)

  • Shim, Jae-Min
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.3
    • /
    • pp.139-155
    • /
    • 2019
  • The Plays of Kang Yang Won and the Theatre Troupe Dong don't aim to use the body as a system of sign in order to express the mind. They want to show the physical presence of an actor which induces sensuous perception of audience, so the possibility of the aesthetics of performativity can be open. Therefore, the properties of body sound and space have important meaning. At the same moment the body of audience has to be open to the perception. It means that the audience has to be ready to perceive the energy breathing density and tension etc. which the body of actor causes. As a result, the audience experiences a simultaneous opening of consciousness and perception: simultaneous opening of consciousness and perception gives the chance of receiving the emergent meaning.

A Study on the Factors Affecting the Use and Satisfaction of Internet Ticketing Systems (인터넷 티켓팅 시스템의 사용과 만족에 영향을 미치는 요인)

  • Woo, Sung-Hwa;Kim, Kyung-Kyu;Chang, Hang-Bae;Shin, Ho-Kyoung
    • Asia pacific journal of information systems
    • /
    • v.17 no.3
    • /
    • pp.1-24
    • /
    • 2007
  • With the development of information technology (IT), various information systems (IS) such as Web-based systems and mobile systems have appeared utilizing different technologies. However, recent studies on IS use and user satisfaction rarely account for technological differences among IS and environmental characteristics where IS are intended to be used. The purpose of this research is to investigate the determinants of the use of Web-based ticketing systems for cultural activities and to empirically validate their relationships. Environmental psychology suggests that human beings respond to external stimuli from environments with their emotions, and their emotional states influence human actions, e.g., IS use in this research. Applying environmental psychology to the use of Web-based systems in the culture and entertainment industry, we propose that web site characteristics first influence a user's internal state of mind (i.e., flow) and then the flow state influences the IS use. Studies related to the state of flow collectively affirm the key role played by the flow construct in shaping individual attitudes and behaviors toward IS. Users' flow states are captured by their shopping enjoyment, perceived behavioral control, and the level of concentration on the IS use. Referring to social presence theory, we have included such web site characteristics as content quality, context of web site, and community quality. In our research model, a second order construct is utilized to represent web site quality, because flow theory suggests that holistic experiences with web-based systems (rather than individual characteristics of the web site) are important in explaining the IS use. Further, we have included trust as another important factor influencing the IS use since business transactions on the web encompass higher uncertainty comparing to offline transactions. In order to test our hypotheses, we have conducted an online survey which results in 1,141 valid responses in the final sample. The data were collected from respondents who have experiences in Internet ticketing systems. Although it was a convenient sample, the sample represents a wide variety of user demographics. Validity and reliability of the research instrument were tested and research hypotheses were examined using PLS Graph 3.0. The results indicate that web site characteristics significantly influence the level of user concentration, user's enjoyment in shopping, and perceived behavioral control. Further, the use of Internet ticketing systems is influenced by users' flow states and trust in the web channel. User satisfaction is turned out to be affected by the use of Internet ticketing systems. Unlike extant research on the relationship between web site characteristics and its use, our study has found that, in the culture and entertainment industry, the impact of web site characteristics on IS use is mediated by a user's flow state. This finding has a practical implication that web site design should include as many features that enhance shopping enjoyment and concentration. Other practical implications of these findings and future research implications are also discussed.

Recognition and Need of Convergence Education for Occupational Therapy Students (작업치료(학)과 대학생의 융합교육에 대한 인식 및 요구도 조사)

  • Park, Ju-Young;Lee, Na-Yun
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.4
    • /
    • pp.299-307
    • /
    • 2021
  • This study is a research study to identify the recognition, experiences, needs of convergence education in occupational therapy students. Therefore, it is intended to provide basic data when developing convergence subjects and non-regular programs within the occupational therapy (department) curriculum. From December 03, 2020, a web questionnaire consisting of 14 questions in 4 areas was distributed over a month, and the data of 130 people were finally analyzed. The results are as follows. First, the recognition and experiences of occupational therapy students in convergence education were low. Second, 57.7% of students recognized that occupational therapy majors need convergence education, and the expected effect of convergence education was 'improvement of occupational therapy job-related knowledge'. Third, it was recognized that 'natural science', 'prosthesis and assistive technology, activity of daily living(ADL)', and 'ADL training' convergence education was necessary for the students of occupational therapy department. The results of this study are expected to be used as basic data in the future development of occupational therapy curriculum and non-regular programs for convergence education. In the future, I think that the demand for convergence education and program development in preparation for the 4th industrial revolution will increase in the occupational therapy curriculum. It is expected that the data of this study will be used meaningfully by professors in charge of occupational therapy education at universities.

A Phenomenological Study of the Lifestyle Change Experiences of Undergraduate Due to COVID-19 (코로나-19로 인한 대학생들의 라이프 스타일 변화 경험에 대한 현상학적 연구)

  • Kang, Jin-Ho;Bak, Ah-Ream;Han, Sueng-Tae
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.5
    • /
    • pp.289-297
    • /
    • 2020
  • The purpose of this study is to learn about the life style change experience of undergraduate due to COVID-19. The study was conducted from March 23, 2020 to March 30, 2020 and was conducted on five undergraduate residing in Jeonju. We valued individual's subjective experiences and analyzed them by applying on of the qualitative studies to identify and describe the phenomena as they are. The study found that the lifestyle changes of undergraduate due to COVID-19 were derived from three components: Psychological change, Environmental change, and Behavioral change. Though the participants felt uneasy and terrified by COVID-19 through the experience of psychological change, they expressed relief and anticipation for the increase in the number of complete healers. Experience of environmental change has experienced social distance, changes in academic operation, and difficulty in finding jobs to prevent infection. Behavioral changes have experienced a matrix of mask purchases and thorough management of personal hygiene, which is considered to protect oneself from COVID-19 while also being considerate to others. It is believed that the government will need to provide psychological and behavioral mediation programs for problems arising from the practice of social distance.

Comparative Analysis of Training Systems and Curriculums of Early Childhood Educators in Korea and France (한국과 프랑스의 유아교사 양성제도 및 교육내용에 대한 비교 분석)

  • Park, Joo-Won
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.7
    • /
    • pp.107-123
    • /
    • 2021
  • This research aims to review the training systems and curriculums of early childhood educators in Korea and France and seek directions to improve teachers training in Korea. To achieve the research purpose, this article compares three criteria, namely teacher training institutes, training systems, and curriculums based on the legal systems of Korea and France. Below are the summaries of the comparison. First, the training for teachers in France is carried out by the INSPÉ, the state-level single training system, for those who have bachelor's degrees. Second, the second year INSPÉ students or preliminary teachers take national teacher qualification tests. If they pass the tests, they are sent to the teaching fields as licensed teachers. Third, there are 3-year scholarship programs and support for practicums as part of the INSPÉ curriculum through the teacher support system in France to select highly qualified teachers. Fourth, the French curriculums prioritize basic knowledge skills, integration of school systems, teaching practicum experiences that are tied to the teaching fields, and research and analysis of practicum experiences.

A Focus Group Interview(FGI) on Experience During Clinical Fieldwork of Students in Occupational Therapy (작업치료과 학생들의 임상실습 경험에 대한 포커스그룹 인터뷰)

  • Kang, Jin-Ho;Nam, Young-Ok;Oh, Myung-Hwa
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.4
    • /
    • pp.299-309
    • /
    • 2019
  • The purpose of this study was to investigate about student's experiences in occupational therapy through clinical fieldwork, such as the change in perception of occupational therapy, the stress that students experience, and the satisfaction of clinical fieldwork. We conducted a focus group interview with 10 participants to see what they experienced during the clinical fieldwork. The contents of the interview were recorded and conducted, and the meaning was analyzed according to the focus group interview procedure through repeated listening. Components were psychological experience, professional experience, environmental experience, changes of values, and behavioral changes. In psychological experience, he experienced anxiety and burden. Experiential experience was the connection of theory and clinical experience and realization of major knowledge. In the environmental experience, we experienced clinical guidance management system, and the change of values experienced change of perception of occupational therapy and change of perception of disabled person. Finally, behavioral changes have experienced an active response through clinical practice experience. Clinical fieldwork is a basic element that prepares students to become occupational therapists. It affects the role of occupational therapist and perception performance through various experiences in new environment. It is thought that the efforts of the institution are needed. The results of this study will help occupational therapists to direct clinical fieldwork in the right direction in clinical fieldwork.