• Title/Summary/Keyword: the study through experience

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The Impact of Servicescape on Customer Experience Quality through Employee-to-customer Interaction Quality and Peer-to-peer Interaction Quality in Hedonic Service Settings

  • Choi, Beomjoon;Kim, Hyun Sik
    • Asia Marketing Journal
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    • v.17 no.2
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    • pp.73-96
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    • 2015
  • This paper investigates how servicescape perception influences customer experience quality in hedonic service settings. In addition to the direct effect of servicescape quality on customer experience quality, the indirect effects of servicescape quality on customer experience quality via employee-to-customer interaction quality and peer-to-peer interaction quality are also investigated. We collected data through a self-administered survey. The proposed relationships were tested using structural equation modeling. The results show that servicescape quality influences customer experience quality both directly and indirectly through employee-to-customer interaction quality and peer-to-peer interaction quality, and customer experience quality influences customer loyalty. Additionally, we find that the indirect path via peer-to-peer interaction quality is significant only in a low-satisfaction customer group. The indirect effect of servicescape quality perception through peer-to-peer interaction quality is significant only in low-satisfaction customer groups. Therefore, if evaluations for this indirect effect fall below an acceptable level, it should be addressed first before improving on other attributes. However, after this point, further improvements offer few if any gains; therefore, service firms should allocate their resources to quality improvements to other factors. This study is the first to investigate the indirect effects of servicescape quality on customer experience quality via peer-to-peer interaction quality in hedonic service settings. Additionally, this study demonstrates that the significance of this indirect effect applies only to a low-satisfaction customer group.

Influence upon Brand Commitment, made by Dual Channel of Brand Attitude and Brand Attachment through On-line Brand Experience (온라인 브랜드 체험을 통한 브랜드 태도와 브랜드 애착의 이중 경로가 브랜드 몰입에 미치는 영향)

  • Kim, Jae-Young
    • Management & Information Systems Review
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    • v.29 no.3
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    • pp.123-146
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    • 2010
  • This study is to examine what role is played on formation of brand attitude and brand attachment by the 3 types of brand experiences (rational experience, emotional experience and relate experience) undergone through an on-line brand community site. Also, the study aims to have a positive investigation on what influence is given to brand commitment by the brand attitude and the brand attachment formed through brand experience. The study result reveals that rational experience gives influence rather to brand attitude than brand attachment. On the other hand, it shows that emotional experience gives meaningful influence rather to brand attachment than brand attitude. It also shows that relate experience gives stronger influence to brand attachment than brand attitude. Next, a positive analysis is conducted to find out what difference of influence the brand commitment gives to brand attitude and brand attachment formed through brand experience. The analysis result shows that brand attitude does not give affect to brand commitment but brand attachment gives affect to brand commitment.

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A study on the user experience according to place branding -Focused on the experience store of Samsung and Apple- (장소 브랜딩에 따른 사용자 경험 연구 -삼성, 애플의 체험 매장을 중심으로-)

  • Chung, Seung-Jae;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.293-298
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    • 2019
  • This study is a user experience study based on location branding at mobile experience stores. As mobile devices have recently become saturated beyond the penetration, the IT industry is encouraging users to buy through experience and can be competitive by increasing brand loyalty through experience stores. The purpose of this study is to analyze the effect of place branding among experience stores through qualitative and quantitative measurements and analyze the user experience factors related to the location branding to present a future direction. A total of eight subjects were given tasks and then experimented with participatory observations and conducted in-depth interviews. The experiment showed that the experience had a significant effect on users, but the difference between each brand was obvious. Since this study has identified the experience-oriented elements, we expect to provide better service and experience for future users.

An Analysis of the Experience of Visitors of Fishing Experience Recreation Village Using Big Data - A Focus on Baekmi Village in Hwaseong-si and Susan Village in Yangyang-gun - (빅데이터를 활용한 어촌체험휴양마을 방문객의 경험분석 - 화성시 백미리와 양양군 수산리 어촌체험휴양마을을 대상으로 -)

  • Song, So-Hyun;An, Byung-Chul
    • Journal of Korean Society of Rural Planning
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    • v.27 no.4
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    • pp.13-24
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    • 2021
  • This study used big data to analyze visitors' experiences in Fishing Experience Recreation Village. Through the portal site posting data for the past six years, the experience of visiting Fishing Experience Villages in Baekmi and Susan was analyzed. The analysis method used Text mining and Social Network Analysis which are Big data analysis techniques. Data was collected using Textom, and experience keywords were extracted by analyzing the frequency and importance of experience texts. Afterwards, the characteristics of the experience of visiting the Fishing Experience Village were identified through the analysis of the interaction between the experience keywords using 'U cinet 6.0' and 'NetDraw'. First, through TF and TF-IDF values, keywords such as "Gungpyeong Port", "Susan Port", and "Yacht Marina" that refer to the name of the port and the port facilities appeared at the top. This is interpreted as the name of the port has the greatest impact on the recognition of the Fishing Experience Villages, and visitors showed a lot of interest in the port facilities. Second, focusing on the unique elements of port facilities and fishing villages such as "mud flat experience", "fishing village experience", "Gungpyeong port", "Susan port", "yacht marina", and "beach" through the values of degree, closeness, and betweenness centrality interpreted as having an interaction with various experiences. Third, through the CONCOR analysis, it was confirmed that the visitor's experience was focused on the dynamic behavior, the experience program had the greatest influence on the experience of the visitor, and that the experience of the static and the dynamic behavior was relatively balanced. In conclusion, the experience of visitors in the Fishing Experience Villages is most affected by the environment of the fishing village such as the tidal flats and the coast and the fishing village experience program conducted at the fishing port facilities. In particular, it was found that fishing port facilities such as ports and marinas had a high influence on the awareness of the Fishing Experience Villages. Therefore, it is important to actively utilize the scenery and environment unique to fishing villages in order to revitalize the Fishing Experience Villages experience and improve the quality of the visitor experience. This study is significant in that it studied visitors' experiences in fishing village recreation villages using big data and derived the connection between fishing village and fishing village infrastructure in fishing village experience tourism.

A Study on the User Experience Factors for The Knowledge and Information Resource System (지식정보자원시스템의 이용자 경험요인에 관한 연구)

  • Chun, Jung Hyun;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.37 no.2
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    • pp.353-379
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    • 2020
  • This study developed a user experience factors for the evaluation of knowledge and information resource system from the user experience perspectives, which is emerging as a new analysis standard in the field of information media and information service research. Based on the analysis criteria selected through literature analysis, 'system perception factor' and 'user experience factor' were derived as factors influencing the use of information systems through an experimental study based on the user experience sampling method. As a result, the user experience factors of final knowledge and information resource system includes nine user experience factors, 55 detailed user experience factors, and 138 system perception factors. This study is significant in that the abstract concept 'user experience' was derived and presented as a practical, concrete, measurable factor through experiments. The derived user experience factors should serve as a basis for measuring user experience perceived by users of the knowledge and information resource system.

Development of the Program for Nature Experience Activity based on Flow-learning (플로러닝기반 자연체험활동 프로그램 개발)

  • Youn Ju Baek;Dong Yub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.119-128
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    • 2023
  • This study was conducted to present an alternative instructional model through natural experience activities by developing a natural experience activity program that can learn and feel how to recognize and act on nature based on flow learning. In order to achieve the purpose of the study, a nature experience program, which consists of four stages of meeting nature, exploring nature, playing with nature and sharing emotions, was developed based on the main procedures of each stage of the ADDlE instructional design model. Through the research process, activities and precautions for each stage of the nature experience activity program were presented, and major educational implications were discussed based on the developed program. The nature experience program developed through the study can provide teachers with a basic direction for nature experience activities along with changing their perception of how to do nature experience activities, and infants are expected to become learners who freely feel, experience nature and make up their own knowledge through the nature experience program.

The phenomenological study on the Experience of Korean Medicine Students who have academic failure (한의과대학생의 유급경험에 관한 현상학적 연구)

  • Shin, Heon Tae
    • Journal of Society of Preventive Korean Medicine
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    • v.20 no.2
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    • pp.53-67
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    • 2016
  • Objectives : The aim of this study was to explore the academic failure experiences of Korean Medicine Students. The academic failure in a medical school is defined as the situation the student who have academic failure need to repeat their academic year again. Methods : Data were collected through in-depth individual interviews from April to May 2016 and analyzed through Colaizzi's phenomenological methodology. The participants were interviewed twice, for 30minutes to 60minutes per interview. Results : Eight theme-clusters of were identified from 21 themes. The theme-clusters were 'Dream of university life and freedom', 'Meeting Stranger academic field and growing study stress', 'Difficulty of self-management', 'Weak supporting system', 'Feeling of guilty, sense of isolation and decreasing in self-esteem', 'The experience during the vacation after the academic failure', 'The experience of returning to school' and 'Self growing through hard experience'. Conclusions : Understanding of academic failure experience of Korean Medicine Students is an important approach to counsel them and an important way to reach a good model of education at a medical college.

The Effect of Make-up Artist Experiences on Brand Loyalty through Mediation of Trust and Brand Satisfaction (메이크업 아티스트 체험이 신뢰와 브랜드 만족을 매개로 브랜드 충성도에 미치는 영향)

  • Sin, Hyang Soo;Rhee, Young Sun
    • Fashion & Textile Research Journal
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    • v.21 no.3
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    • pp.346-355
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    • 2019
  • This study aimed to determine the factors of the make-up artist experience and establish their effects on brand loyalty through the mediation of trust and brand satisfaction. The step of first surveyed the make-up artist experience level through precedent research and made concept frame of study. The step of second checked up the effects of make-up artist experience through the desires for change. The step of third established to the effects of brand loyalty through make-up artist experience brand through mediation of make-up artist trust and brand satisfaction. The survey was carried out on 440 women aged 20 to 40 who experienced make-up services in Seoul, Gyeonggi-do, Sejong and Daejeon. The data were analyzed using SPSS 23.0, and AMOS 18.0 using frequency analysis, factor analysis, reliability analysis, structural model analysis and t-tests. 1)Make-up artist experiences were divided into informational/ relational experiences and emotional experiences. 2)Desires for change influenced positive effects about information/relational experience and emotional experience. 3)The information/relation experiences influenced positive effects about artist trust and brand satisfaction. 4)The emotional experiences influenced positive effects about make-up artist trust and brand satisfaction. 5) The make-up artist trust influenced positive effects about brand satisfaction. Trust in the make-up artist did not directly influence brand loyalty, but influenced it through satisfaction. 6)The brand satisfaction influenced positive effects about brand loyalty. This study identified the roles of make-up artist and the importance of the make-up experience.

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • Journal of Distribution Science
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    • v.17 no.8
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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.

A Study on the Model for the Development of Tools for Math Activities & it's Application (수학체험교구 개발 모형 및 이를 적용한 최대공약수 교구 개발 연구)

  • Suh, Bo Euk
    • Communications of Mathematical Education
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    • v.34 no.4
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    • pp.587-603
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    • 2020
  • This study is a basic study to effectively develop a mathematics experience object, an important tool and educational tool in mathematics education. Recently, as mathematics education based on action theory is emphasized, various mathematics experience objects are being developed. It is also used through various after-school activities in the school. However, there are insufficient cases in which a mathematics experience teaching tools is developed and used as a tool for explaining mathematics concepts in mathematics classrooms. Also, the mathematical background of the mathematics experience teaching tools used by students is unclear. For this reason, the mathematical understanding of the toolst for mathematics experience is also very insufficient. Therefore, in this study, a development model is proposed as a systematic method for developing a mathematics experience teaching tools. Also, in this study, we developed 'the Great Common Divisor' mathematics experience teaching tool according to the development model. Through the model proposed through this study and the actual mathematics experience teaching tool, the development of various tools for mathematical experience will be practically implemented. In addition, it is expected that various tools for experiencing mathematics based on mathematical foundations will be developed.