• 제목/요약/키워드: experience effect

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프랜차이즈 미용실에서의 체험마케팅이 브랜드 태도와 브랜드 충성도에 미치는 영향 (The Effect of Experience Marketing on Brand Attitude and Brand Loyalty of Beauty Salon Franchise Stores)

  • 임순녀;채희옥;전현진
    • 패션비즈니스
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    • 제18권5호
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    • pp.42-55
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    • 2014
  • This study examined the relative importance level of experience marketing on brand attitude and brand loyalty in beauty salon franchise stores, and attempted to raise the competitiveness of beauty salon services by presenting this elements as experience marketing strategy directions for beauty salon franchise store management. A questionnaire was used for this study on 350 adults residing in Gwangju Metropolitan City and SPSS 20.0 statistics package was used for analysis. In summary, the results of this study are as follows. First, five factors that make up experience marketing in beauty salon franchise stores were found. They were sensory marketing, relative marketing, emotional marketing, cognitive marketing and behavior marketing. Brand loyalty was categorized into the two factors, attitude loyalty and behavioral loyalty. Also, we found that experience marketing had a statistically positive impact on brand loyalty. Secondly, experience marketing of beauty salon franchise stores was found to have a statistically significant positive effect on brand attitude. Thirdly, we found that the brand attitude of beauty salon franchise stores had a statistically significant positive effect on brand loyalty.

체험중심 생태환경 초등학생들의 생태적 감수성에 미치는 영향 (The Effect of the Experience-based Ecology-Environmental STEAM Program on Ecological Sensitivity of Elementary Students)

  • 김선일;신영준
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권4호
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    • pp.465-474
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    • 2019
  • The purpose of this study was to investigate the effect of the experience-based ecology-environmental STEAM education on ecological sensitivity of elementary students. The research subjects were 62 third graders of S elementary school located in Incheon. They were divided into the experimental group of 33 students and the comparative group of 29 students. The experimental group was provided the educational program with the experience-based ecology-environmental STEAM education. The comparative group was provided the theoretical and ecological self activity program based on the textbook. The results of this study can be summarized as follows; First, the experience-based ecology-environmental STEAM education had a meaningful effect on improvement of ecological sensitivity. Second, we found that access to the ecological environment education is important in all subjects, not in education that is biased toward. Third, in ecological environment education, experience-oriented education methods are more meaningful than indirect experiences trapped in textbooks. Fourth, ecological environment education can contribute to the improvement of ecological sensitivity as well as the intellectual aspect of ecology and environmental science. In conclusion, it was found that the ecological environment program should be conducted with activities of experience.

중환자실 간호사의 외상성 사건 경험과 이직 의도의 관계에서 회복탄력성의 조절 효과 (The moderating effect of resilience in the relationship between traumatic event experience and turnover intention of nurses in intensive care units)

  • 정다운;김숙영
    • 한국간호교육학회지
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    • 제27권4호
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    • pp.447-455
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    • 2021
  • Purpose: The present study utilizes a descriptive research design to investigate the moderating effect of resilience on the relationship between the experience of traumatic events and turnover intention among intensive care unit (ICU) nurses. Methods: The participants were 161 hospital nurses who voluntarily agreed to participate in this study. Traumatic event experience, turnover intention, and resilience were assessed. The data were analyzed with hierarchical multiple regression using the SPSS 26.0 software program. Results: The experience of traumatic events had a statistically significant positive correlation with turnover intention (r=.17, p=.037), whereas it had a statistically significant negative correlation with turnover intention and resilience (r=-.37, p<.001). Resilience had a moderating effect on the relationship between the experience of traumatic events and turnover intention (𝛽=-.20, p=.007). Conclusion: The results of this study found that the experience of traumatic events among ICU nurses was a significant factor in turnover intention and that resilience moderated the strength of the relationship between such experiences and turnover intention. Therefore, to prevent ICU nurses' experience of a traumatic event from leading to their leaving nursing, it is necessary to formulate preventive measures and interventions for traumatic events, while enhancing resilience among ICU nurses.

체험형 전시 콘텐츠의 프레즌스 경험과 효과에 관한 연구 (Presence Experience & Effect of the Experiential Exhibition Content)

  • 설연수;주정민
    • 스마트미디어저널
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    • 제13권1호
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    • pp.76-85
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    • 2024
  • 본 연구는 체험형 전시 콘텐츠 관람객의 프레즌스 경험과 이에 따른 효과, 재관람 의도에 대해 살펴보았다. 이를 위해 혜초의 여행기 왕오천축국전, 실크로드 문화유산을 소재로 한 체험형 전시 콘텐츠 관람객 246명을 대상으로 설문조사를 실시하였다. 조사결과, 콘텐츠 소재에 대한 이해 및 관심도는 프레즌스 경험에 영향을 미치지 않았으나 유사한 체험형 전시 관람 경험은 프레즌스 경험에 긍정적인 영향을 미쳤다. 아울러 전시 콘텐츠의 프레즌스 경험이 높을수록 프레즌스의 효과인 각성과 감동도 컸다. 그리고 프레즌스의 효과 중에서 감동은 재관람 의도에도 긍정적인 영향을 주었다. 따라서 향후 체험형의 전시콘텐츠는 이용자들이 프레즌스를 체험하게 하는 기획, 제작, 전시가 필요하다는 사실을 확인하였다.

청소년 체험활동 만족도가 삶의 만족감에 미치는 영향과 공동체의식의 매개효과 (Mediation Analysis of Sense of Community between Adolescent's Experience Activity and Life Satisfaction)

  • 손인봉;김태형
    • 한국콘텐츠학회논문지
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    • 제21권6호
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    • pp.359-368
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    • 2021
  • 본 연구의 목적은 청소년의 체험활동 만족도와 삶의 만족감의 관계에서 공동체의식의 매개효과를 검증하는 것이다. 이에 본 연구는 한국아동·청소년패널 자료(KCYPS) 6차 자료를 활용하였다. 공동체의식의 매개효과를 검증하기 위해 SPSS 24.0 프로그램을 사용하여 기술통계 분석, 상관관계분석, 회귀분석을 실시하였으며, 매개효과의 통계적 유의미성을 분석하기 위해 Sobel test를 실시하였다. 분석결과, 첫째, 청소년의 체험활동 만족도가 공동체의식에 통계적으로 유의한 정(+)적 영향을 미치는 것으로 분석되었다. 둘째, 청소년의 체험활동 만족도가 삶의 만족감에 유의한 정(+)적 영향을 미치는 것으로 나타났다. 셋째, 공동체의식이 삶의 만족감에 정(+)적인 영향을 미치는 것으로 확인되었고 동시에 청소년 체험활동 만족도가 삶의 만족감에 유의한 정(+)적 영향을 미치는 것으로 나타나 체험활동 만족도는 부분매개효과를 지니는 것으로 검증되었다.

패션 브랜드 체험형 매장 -몰입의 매개효과와 성별의 조절효과- (Fashion Brand Experiential Store -Mediating Effect of Flow and Moderating Effect of Gender-)

  • 성유주;이새은;이규혜
    • 패션비즈니스
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    • 제27권1호
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    • pp.50-60
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    • 2023
  • The purpose of this study was to understand the factors with consumers' fashion experiential store experiences and investigate the effect on flow and brand attitude. The study also aimed to investigate whether gender moderated the relationship between consumers' fashion experiential store experiences and flow. An online survey of consumers in their 20s and 40s was conducted. The SPSS 27.0 program was used to perform frequency, factor, and reliability analysis. The structural equation model was analyzed using the SMART-PLS program. The structural model analysis confirmed that consumers' rational, physical, and relational experiences in fashion brand experiential stores strongly influenced flow and found that relational experience had the strongest influence on flow. The influence of rational, physical, and relational experiences and flow on brand attitude was confirmed, where flow had the strongest effect on brand attitude. The examination of the moderating effect of gender on the relationship between consumers' fashion experiential store experiences and flow found that the effect in men was significant for flow and brand attitude through rational experience and that the effect in women was significant for flow and brand attitude through relational experience. These results provide academic implications, and by strengthening consumer flow, we intend to propose the establishment of a marketing strategy and opportunity plan that can elicit a positive brand attitude.

숲 체험 활동이 유아의 사회성 발달의 효과에 관한 메타분석 (A Meta-Analysis on Effects of Infant's Sociality Development in Forest Experience Activities)

  • 김찬우;박덕병
    • 농촌지도와개발
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    • 제29권4호
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    • pp.225-250
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    • 2022
  • This study aims to examine the effects of infant's social development forest experience activities through meta-analysis. The final nine studies(total of 165 in the experimental group and 159 in the control group) were selected as a method of systematic review. Meta-analysis on overall effect size estimation, chi-square test, significance analysis, publication bias analysis, and subgroup analysis was performed using the R program. The overall effect size of 9 studies was 1.59, indicating a large effect size. As a result of subgroup analysis of the sub-factors of sociality, autonomy showed the largest effect size at 1.47, the adjusted effect size of cooperation was 1.34, the effect size adjusted for peer interaction was 1.29, and the adjusted effect size for perspective-taking ability was 0.97. All were found to have a statistically significant effect. To analyze the moderating effect, a meta-regression analysis was conducted on the participation period(4, 5~6, 7~8weeks), the number of sessions(6~10, 11~15, 16~20), the frequency per week(1, 2, 5), and the participation time(40, 60, 90, 120, 150min), but there was no statistical difference. Although not statistically significant, the effect size was larger when the participation period was 4 weeks, the number of sessions was 16 to 20, the frequency was 2 times per week, and the participation time was 40 minutes. This results can be usefully utilized by policy makers and forest commentators related to the vitalization of forest education through forest experience activities.

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • 유통과학연구
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    • 제17권8호
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    • pp.35-44
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    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.

스포츠웨어 매장 내 고객 경험의 중요성 인식에 미치는 소비자의 쇼핑 가치 영향에 관한 연구 (Effect of Consumer Shopping Value on Recognition of the Importance of Customer Experience in Sportswear Stores)

  • 유화숙
    • Human Ecology Research
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    • 제60권4호
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    • pp.521-533
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    • 2022
  • Using Bernd H. Schmitt's experiential modules, this study investigated the effect of shopping value on recognizing the importance of customer experience. A survey was conducted with 400 adults aged in their 20s to 50s. To analyze the data, factor analysis, a reliability test, cluster analysis, and ANOVA were conducted. The results were as follows. First, the shopping values exhibited by sportswear consumers were a utilitarian shopping value and a hedonic shopping value. Through these, consumers were classified into four groups: a shopping value-oriented group, a utilitarian shopping value group, a shopping value-unconcern group, and a hedonic shopping value group. Second, the customer experience consisted of five factors: sensory experience, emotional experience, cognitive experience, behavioral experience, and relational experience. Third, a significant difference was observed in customers' perceived experiences according to shopping value type. In the shopping value-oriented group, all customer experiences were generally considered important, followed by the hedonic shopping value group and the shopping value-unconcern group, with the utilitarian shopping value group least likely to perceive customer experiences as important. In addition, cognitive and emotional experiences were rated highest among the five experiences, indicating that these were the most important store experiences among the various customer experience components.

대학생들의 노인 관련 경험이 노인 차별주의에 미치는 영향 (Effect of the Elderly-related Experience of College Students on Ageism)

  • 장경애;허성은
    • 융합정보논문지
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    • 제10권3호
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    • pp.185-194
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    • 2020
  • 본 연구는 부산광역시와 울산광역시 일부 지역 내 대학생을 대상으로 노인 관련 경험이 노인 차별주의에 미치는 영향을 파악하고자 설문 조사를 하였다. 노인 동거 경험(p<.001), 노인 관련 강의 수강 경험(p<.01), 노인 대상 봉사활동 경험(p<.001)이 있는 학생들의 노인 차별주의 전체 점수가 경험이 없는 학생들보다 낮게 나타났다. 노인 관련 경험이 정서적 회피에 미치는 영향은 노인 동거 경험(p<0.001), 노인 대상 봉사활동 경험(p<0.01)과 노인 관련 강의 수강 경험(p<0.05)에서 유의한 수준으로 나타났다. 노인의 차별에 미치는 영향은 노인 동거 경험(p<0.001), 노인 대상 봉사활동 경험(p<0.01)과 노인 관련 강의 수강경험(p<0.05)에서 유의한 수준으로 나타났다. 따라서 노인 세대 간의 사회적·신체적·정서적 공감을 형성하기 위한 노력으로 대학에서의 노인 관련 강의 수강 및 노인 대상 봉사 경험이 노인에 대한 태도와 의식에 긍정적인 영향을 미칠 것으로 생각된다.