• Title/Summary/Keyword: the study through experience

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The Effect of eWOM Information Characteristics and Brand Community Experience Value on Brand Trust, Conversion

  • HAN, Sang-Seol
    • The Journal of Industrial Distribution & Business
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    • v.13 no.4
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    • pp.35-49
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    • 2022
  • Purpose - According to the recently changing consumer smart environment and consumer decision-making process, this study investigates the structural relationship between electronic(online) WOM information characteristics and brand community experience value types on specific brand reliability and brand transformation. In particular, the characteristics of word of mouth information and the experience value of brand community users were divided into detailed fac tors and approached. Methodology - In order to proceed with this study, we review previous studies and setting hypotheses. The hypothesis was verified through a survey that was conducted for the consumers with online consumption activities in less than six months. With reference to previous studies, operational definition was made for the questionnaire design. In order to verify the hypothesis, 282 people were statistically analyzed through the survey This data were used for AMOS for confirm hypothesis established. Results - eWOM information characteristics were classified into usefulness, timeliness and un-bias, and online community experience values were classified into interaction, playfulness, and virtuality. In addition, it is to investigate the relationship between the brand reliability and user's experience value in brad community. The main results are as follows. The first result was that usefulness and un-bias, which are the eWOM information characteristics had a positive effect on forming brand reliability. However, the factor of timeliness did not affect brand reliability. Second, in terms of user experience value and brand reliability in the brand community. It was fo und that experience values such as interaction, playfulness, and vituality all had a positive influence on brand reliability. Third, it was found that brand reliability has a positive influence on the on-line conversion activity of users. Conclusions - Through this study, the field of online consumer behavior research is expanding, and this study suggested that careful management is necessary according to the type or characteristics of eWOM information. Additionally, it presents the importance of the user's empirical value in the brand community influencing brand attitude and reliability. In practice, the implementation of the marketing communication mix in digital marketing has recently been underway to enhance the conversion behavior of users. At this level, it also reveals the preceding factors that increase user conversion behavior.

A Study on the Expressive Characteristics in Multi Functional Corporate Culture Space of experiential marketing (체험마케팅에 의한 기업의 복합문화 공간 표현특성에 관한 연구)

  • Park, So-Young;Yoon, Sang-Young
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.31-39
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    • 2012
  • This is the time we need differentiated strategy due to consumer's standard of purchasing is becoming more complicated and corporate marketing war is intensely competitive. For a long-term strategy, making competitive corporate image is important because companies have their own competitiveness. In addition, importance of having a relationship with customer is magnified through consumers'direct and indirect experience. "The corporate complex cultural space is designed place for experiential marketing to convey its meaning to consumers." Under above concept, this study analyzed the theory of experiential marketing and conducted a survey which is based on experiential marketing strategic module (SEMs) using the analyzed theory. This study drew expression characteristics of space through case analysis and conducted a survey to have more effective corporate complex cultural space. As a result, the experience in the space enables people to understand of the space through five senses, not consist of simply chucks of sense-date, and this result emphasizes the importance of 'Event' because people tend to escape from restriction for reality to relive stress and have emotional satisfaction. In addition, it shows expression characteristics which provide sympathy as a flexible interaction through symbolical image. The result of the expression characteristics' survey is showed up to improve effect of corporate complex cultural space. This study is analyzing the corporate complex cultural space through experience marketing for the company which wants provide differentiated experience of various space expression methods and catching current position. Also, this study places its significance to give a way to increase space preference and effect of corporate complex cultural space. Based on the result of this study, I hope the future corporate complex cultural space will develop refreshingly.

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A study on factors affecting user experience in Korean independent bookstores (지역 서점에서 사용자 경험에 영향을 미치는 요인에 관한 연구)

  • Joo, Su-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.371-377
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    • 2019
  • This study is about finding factors affecting user experience satisfaction in Korean local bookstores which are increasing recently. Previous researches are concentrated on the aspect of supplier. However, a study for actual users is needed to help develop bookstore industry. The local bookstores were classified into independent, professional, and complex cultural bookstores. Based on the four realms of an experience by the Experience Economy, this study analyzed the experience factors through questionnaires. As a result of study, the three most significant factors influencing experience satisfaction were identified through regression analysis. It is expected that this study may help develop the local bookstores industry in the future by concentrating on the actual experience of the user and finding out the major experience factors.

Research on the Influence of Curiosity on MMORPG Grinding Player Experience

  • Yang, Dan;Cho, Dong-Min
    • Journal of Multimedia Information System
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    • v.9 no.2
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    • pp.127-136
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    • 2022
  • In MMORPGs, there are many problems with the Grinding player experience. This research divides the Grinding player experience into four dimensions: Grinding in-Autonomy, Competence, Relatedness and Positive affect through theoretical investigation of game experience. Through the study of Litman (2008), Curiosity is divided into two dimensions, I-Type Curiosity and D-Type Curiosity, and the relationship between Curiosity and Grinding player experience is studied. By distributing questionnaires, collecting data, and using SPSS software to conduct reliability analysis, validity analysis, correlation analysis and multiple regression analysis on the data, it is verified that in MMORPG, I-Type Curiosity can positively affect Grinding in-Autonomy, Competence, Relatedness and Positive affect. D-Type Curiosity can positively affect Grinding in-Autonomy, Competence and Positive affect, but D-Type Curiosity has no statistical relationship with Grinding in-Relatedness. And through the standardized coefficient (Beta) value, between the Curiosity factors, I-Type Curiosity has a greater impact on Grinding in-Autonomy and Positive affect, and D-Type Curiosity has a greater impact on Grinding in-Competence. Finally, from the perspective of I-Type Curiosity and D-Type Curiosity, combined with the drawbacks of the MMORPG Gringding mechanism, some concrete and feasible suggestions and optimization schemes are put forward to improve the Grinding player experience. This research result can provide some feasible suggestions for MMORPG developers and designers, optimize the MMORPG Grinding mechanism from the perspective of I-Type Curiosity and D-Type Curiosity, and improve the Grinding player experience. It can provide appropriate assistance for the improved development of MMORPG games.

A Study on the Increase of Intuitive Play in Web Site - Especially on the Internet Shopping Mall Design using Tactile User Experience (웹사이트에서의 직관적 유희성 증대에 관한 연구 -촉각적 사용자 경험을 활용한 인터넷 쇼핑몰 디자인을 중심으로-)

  • 황선영;서종환
    • Archives of design research
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    • v.16 no.3
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    • pp.23-32
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    • 2003
  • Web sites are needed to approach the lots of ways that increase the user intuitive play over communicating information nowadays. So the stimulus of tactile sense establish it's importance through active study in other fields and we expect great effect to applicate this tactile sense in web site. This study analyzed both the experience for intuition and the increase of intuitive play in web site and investigated the importance of tactile sense. This user experience through the tactile sense not only communicates between designer and user but has the intuitive play for users. So we analyzed the factors of tactile user experience in web site and considered it's application and then applied these factors in internet shopping mail. After that, we analyzed the users'response in the Internet shopping mall using the tactile user experiences through the research.

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A Study on Management of Rural Experience Programs through Case Linked with Natural Disaster - Focused on Garisan-ri, Inje-gun, Gangwon-do, Republic of Korea - (자연재난과의 연계사례를 통한 농촌체험 프로그램 운영방안에 관한 연구 - 강원도 인제군 가리산리를 중심으로 -)

  • Lim, Chang-Su;Park, Ro-Un;Lee, Seung-Chul;Kim, Eun-Ja;Choi, Jin-Ah
    • Journal of Korean Society of Rural Planning
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    • v.23 no.1
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    • pp.147-156
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    • 2017
  • This study suggests a plan to expand the rural experience program linked to natural disaster through the case analysis of the village of Garisan-ri, Inje-gun, Gangwon-do, Republic of Korea. This will help to establish the necessary improving and policies for Re-leap of rural villages in disaster areas and activation of rural experience villages. The local residents have created flood recovery stories, disaster response content, and disaster prevention camp sites, all of which have been hit by serious disaster damage. It has also contributed to the revitalization of the village by providing various experience programs such as disaster response training, crossing rapids, and evacuation experience. This is a way to get rid of the negative perception of disaster and utilize it. The conversion of idea through disaster experience content contributed to the activation of the area. By linking the disaster experience contents to the rural experience program in the future, it can be helpful to avoid the duplication of contents and limit the similar operation method, which is an existing problem of rural experience villages.

The Bisects of Clothing Consumption Experiences on Brand Attitude (의류제품에 대한 소비경험이 상표태도에 미치는 영향)

  • 김은영;이영선
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.1
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    • pp.104-118
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    • 1997
  • Consumers experience various cognitive and emotional contents of clothing through postpurchase process. These experiences may affect consumer satisfaction as well as brand attitude toward clothing products. The purpose of this study was to examine the effects of consumption experiences on the brand attitude toward clothing products. The research questions for accomplishing the purpose of this study were to investigate 1) the dimension of consumption experiences, 2) relationships among consumption experience, satisfaction and brand attitude toward clothing. The sample of this study was consisted of 431 females. The survey method, and factor analysis and regression were utilized for this study. The results were as follows; First, it was found out the consumption was composed of two dimensions such as cognitive and emotional experiences. According to the result of factor analysis, the cognitive experiences through consumption process were composed of 6 factors, that is, the suitability, fitness, utility/economy, sewing, deformation, and management. And emotional experiences were composed of 5 factors, that is, unpleasure, activeycomfort, inter-oriented pleasure, extra- oriented pleasure, tension. Also emotional experiences could be composed of two dimensions, that is, positive and negative emotion. The positive emotions were included pleasure and active/comfort. The negative emotions were included unpleasure and tension. Second, the result of path analysis showed that consumption experiences were related to satisfaction and brand attitude. A satisfaction influenced on brand attitude more strongly than others. And sewing, activejcomfort, extra-oriented pleasure out of cognitive and emotional experience factors affected to brand attitude directly. Satisfaction was also influenced by cognitive and emotional factors, and was the important mediator in forming brand attitude toward clothing through consumption experience. Above results imply that consumer experience multidimensional cognitive and emotional aspects of clothing through consumption process. The cognitive and emotional aspects consisting of consumption experiences, satisfaction, and brand attitude are interrelated causally. Therefore, experience related variables could be the antecedents of satisfaction and brand attitude. The satisfaction and positive emotion could be also important factors in brand attitude toward clothing.

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UGC as a New Digital Promotion in the Metaverse Context

  • Huimin XU
    • The Journal of Industrial Distribution & Business
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    • v.14 no.10
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    • pp.11-22
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    • 2023
  • Purpose: This study aims to investigate how brand-related user-generated content (UGC) influences consumers' brand attitude and behavioral intention in the context of the Metaverse, and the mediating role of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. Research design, data and methodology: The study was conducted using a survey with 239 questionnaires from frequent social media users in China and hypothesis testing through AMOS 26.0 structural equation modeling. Results: The findings suggest that (1) brand-related UGC positively influences brand attitude and behavioral intention through virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. (2) The study identified the fully-mediated effects of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising in the impact of brand-related UGC on brand attitude and behavioral intention. (3) The mediating pathway with the most significant impact on behavioral intention was the virtual brand experience and attitude toward the advertising, followed by the effect of the virtual brand experience, perceived information usefulness, and perceived interactivity on brand attitude. Conclusions: This study presents UGC as a new type of digital promotion that can positively impact the effectiveness of brand advertising in the Metaverse.

The Effects of Surfing Participants' Participation Motivation on Flow Experience and Continuous Participation Intention (서핑참여자의 참여동기가 몰입경험 및 지속적 참여의도에 미치는 영향)

  • KWON, Jae-Yoon;Nam, Sang-Back;PARK, Sang-Kyu;KANG, Hee-Yeob
    • Journal of Fisheries and Marine Sciences Education
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    • v.29 no.2
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    • pp.492-502
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    • 2017
  • The purpose of this study was to verify the influences of surfing participants' participation motivation on flow experience and continuous participation intention. The study conducted a research survey through purposive sampling method after selecting 2 surfing center in Ganwon-do. 280 questionnaires distributed and 269 were selected as final valid sample by removing 11 questionnaires that have insufficient answers. Then data were analyzed through exploratory factor analysis, reliability analysis, correlation analysis, and multiple regression analysis using SPSS Window ver. 20.0. The results were as followings. First, participation motivation factors have positive effect on flow experience. Second, participation motivation factors have an influence on continuous participation intention. Third, flow experience have an influence on continuous participation intention. Fourth, leisure flow have an influence on continuous participation intention.

A Systematic Review of Birth Experience Assessment Instrument (분만경험 측정도구의 체계적 고찰)

  • Kim, Hyun Kyoung
    • Women's Health Nursing
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    • v.23 no.4
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    • pp.221-232
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    • 2017
  • Purpose: This study aimed to conduct a systematic review and to describe characteristics of the birth experience assessment instrument. Methods: Literature related to the development of the birth experience assessment instrument was examined using a systematic review method. A literature search was conducted using the keywords as '[normal birth]; [$satisfac^*$ OR care quality]; [instrument OR scale] AND (development)' through PubMed, CINAHL, SCOPUS, PsycINFO, and RISS. The search used quality appraisal through QUADAS (Quality Assessment of studies of Diagnostic Accuracy included Systemic reviews) yielding 17 records. Results: The birth experience assessment instrument was categorized for instrumental characteristics: birth satisfaction (n=8), perception of labor experience (n=5), and birth care quality assessment in normal and operative birth experiences (n=4). Important key elements for content characteristics were as follows: nursing practice (n=10), pain control (n=5), environment (n=5), participation (n=4), and support (n=4). Conclusion: This study demonstrated that the birth experience instrument is appropriate for measuring quality of birth care in various clinical conditions. This review of the birth experience instrument reports that an appropriate psychometric tool for enhancing quality of birth care is important.