• Title/Summary/Keyword: experiential program

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A Study on the Development of an Experiential Exhibition Program for Children about Presidential Archives Based on the Experience Economy (4Es) (체험경제이론(4Es)을 적용한 대통령기록관 어린이 체험전시관 프로그램 개발에 관한 연구)

  • Song, Na-ra;Jang, Hyo-Jeong;Choi, Hyo-Young;Kim, Chong-Hyuck;Kim, Yong
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.1
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    • pp.9-40
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    • 2016
  • The space designated for kindergarten and elementary school students, who accounted for half of all users of the presidential archives, is now lacking, with the archives' programs focusing on exhibitions and field trips. With this, an experience exhibition is seen as the most effective way to communicate the value of presidential records and archives based on the theory of cognitive development. Therefore, this study proposes an experiential exhibition program for children about presidential archives based on the experience economy under theories that are recently getting attention. The Presidential Archives through the Experiential Exhibition program for children proposed by this study will become a place for the cultural communication of all generations.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.

The Influence of Experiential Marketing for the Agricultural 6th Industry on the Revisit Intention (농업6차산업 체험 마케팅이 재방문의도에 미치는 영향)

  • Kang, Duck-boung
    • Journal of Venture Innovation
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    • v.2 no.1
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    • pp.119-130
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    • 2019
  • In this study, we intend to test whether experience variables such as sense, feel, think, relate, and action experiential activities of farming village can be usefully applied to revisit intention. As a result, we found that the sense, relate, and action experiences were adopted, while the feel and think variables were rejected, leading to the conclusion that Schmitt's (1999) experiential marketing theory was also applied to 6th industry experience marketing activities in rural areas. Therefore, the significant effect of rural experience activities on revisiting intention is thought to be related to the fact that they stimulated sensitivities by drawing attention and interest of consumers during the 6th industrial experience configuration, and to the environmental facilities connected to the experience site. The Feel experience has been rejected due to limitation of development of emotional element from the 6th industry certification business experience program, leading to the necessicity for development of a program that can stimulate the consumer's emotions. The reason why the Think experience was rejected is that the experience of the rural area 6th industry did not create surprises or curiosity, and thus does not meet the expectations of consumers. In case of relational experience, experiential marketing through social organizational relationship formation is expanding, and in case of behavioral experience, experience of 6th industry constitutes experience related to interaction with others and lifestyle.

Effects of Festival Experiential Factors on Festival Satisfaction and Behavioral Intention - With Focus on Muju Firefly Festival - (축제 체험요인과 축제만족, 행동의도와의 영향관계 - 무주반딧불축제를 중심으로 -)

  • Hyun, Hye-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.494-502
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    • 2014
  • The purpose of this study was to analyze the effects of festival experiential factors on festival satisfaction and behavioral intention by questionnaires to 550 experience program participants in the Muju Firefly Festival. And the hypothesis verified by 493 valid questionnaires with AMOS 18.0. The result of analysis showed that educational experience, escapist experience and entertainment experience except esthetic experience had positive effects on the festival satisfaction. Based on standardized coefficients showed that entertainment experience had the greatest impact on the festival visitor's satisfaction. And it showed that the satisfied visitors with the festival experience programs are the more likely re-visit and recommendation of visitors to subsequent festivals.

Study of Verification of Effect on the Environment Education Program for Children (유아 환경교육 프로그램이 생활태도에 미치는 영향)

  • Yoo, Hyesook;Gang, Seonghyeon;Kim, HyunRan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.10
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    • pp.5995-6003
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    • 2014
  • This study was performed to determine the recognition change and the effect of the experiential environment education on children and to obtain basic data for establishing an environmental education program appropriate for children based on the results. The subjects of this study were 200 kindergarten students and 200 mothers in Gu-mi,Gungbuk. The environment education program was applied to the kindergarten students, and their mothers observed the changes in the environmental living attitude and responded to the research tools. As a result, the environment education program improved the children's environmental living attitude. On the other hand, the effect cannot be observed in a short period. Continuous efforts will be needed and experiential environment education is very useful. In the sub-domain, the effect was high in the order of recycling, saving and prevention of environmental pollution. The effect on girls was higher than on boys, and the effect on six-year-children was higher than that of four-year-children. This study is significant in that it verifies how environmental education programs and activities have a positive influence on the establishment of children's behavioral, cognitive characteristics and their perception of the appropriate environmental knowledge.

Development of a university student-led healthcare program for people with intellectual disabilities

  • Gie Ok Noh;Do-Young Lee
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.104-111
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    • 2023
  • The purpose of this study is to develop the contents of a health care program for the disabled led by nursing students and to verify the effect of the program operation on the disability awareness and disability acceptance attitude of participating university students. Ten nursing students participated in the development and operation of the program, and the validity of the developed program was confirmed through a group of experts. After participating in the program operation, it was confirmed that nursing students' disability awareness (Z=-2.80, p=.002) and disability acceptance attitude (Z=-2.66, p=.006) all improved. Various efforts should be made, such as utilizing the health care program for the disabled presented in this study, as an experiential program to properly equip university students with awareness and attitude toward disability as a social competency.

Development of a case-based nursing education program using generative artificial intelligence (생성형 인공지능을 활용한 사례 기반 간호 교육 프로그램 개발)

  • Ahn, Jeonghee;Park, Hye Ok
    • The Journal of Korean Academic Society of Nursing Education
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    • v.29 no.3
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    • pp.234-246
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    • 2023
  • Purpose: This study aimed to develop a case-based nursing education program using generative artificial intelligence and to assess its usability and applicability in nursing curriculums. Methods: The program was developed by following the five steps of the ADDIE model: analysis, design, development, implementation, and evaluation. A panel of five nursing professors served as experts to implement and evaluate the program. Results: Utilizing ChatGPT, six program modules were designed and developed based on experiential learning theory. The experts' evaluations confirmed that the program was suitable for case-based learning, highly usable, and applicable to nursing education. Conclusion: Generative artificial intelligence was identified as a valuable tool for enhancing the effectiveness of case-based learning. This study provides insights and future directions for integrating generative artificial intelligence into nursing education. Further research should be attempted to implement and evaluate this program with nursing students.

The Tidal Flat Environments and Experiential Learning Program of Southwest Coast, Korea

  • Oh, Kang-Ho;Kim, Hai-Gyoung;Koh, Yeong-Koo;Youn, Seok-Tai;Kim, Jong-Hee
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.3
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    • pp.251-258
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    • 2015
  • Ecosystems of the southwestern tidal flats in Korean peninsula have been seriously injured by human activities. The results are mainly due to the lack of public recognition and education on tidal flats. In particular, thoughtless visitors in tidal flats are giving rise up damages because of non-systematic experience programs to tidal flat ecosystems. Therefore, experience programs friendly to natural tidal flats are necessary as a plan to reserve tidal flats and to enhance the effects of environment education on the flats. Experience learning programs on tidal flats can divide into direct experience, indirect experience and local society works. Direct experience work must undergo tidal flats directly and consider on forming the flats with natural refinement functions. Indirect experience includes deeper knowledge on role, circumstance and ecosystems of the flats on the bases of direct experience on the flats. In addition, local society learning must have the feeling and understanding on socio-cultural characteristics of local society itself through above two works. Experience activity would be a kind of injuring one to tidal flats. However, appropriately planned experience and education works on tidal flats could be sustainable development to attract desirable human activity on coastal ecosystems.

A Case of Development of Experiential Game Tourism Program Using Korean Classical Literature (한국고전문학을 활용한 체험형 게임 관광프로그램 개발 사례 : 중인가객 김수장과 『해동가요』를 대상으로)

  • Park, Bo-Yeon;Kim, Tai-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.748-756
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    • 2021
  • In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.