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체험의 4요소가 스마트폰 어플리케이션의 사용만족도와 재방문에 미치는 연구 - 전시정보 어플리케이션을 중심으로 -Study on the user satisfaction and revisitation of Smart phone application users influenced by the 4ES - A case study of the smart phone application for exhibition information -

Authors
이용환김기년
Issue Date
2014
Publisher
한국사진학회
Keywords
Application; 4ES; experience economy; exhibition info; users satisfaction; intention of revisitation
Citation
AURA, no.33, pp 69 - 79
Pages
11
Journal Title
AURA
Number
33
Start Page
69
End Page
79
URI
https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/13260
ISSN
1228-503X
Abstract
Recently, growing numbers of people get exhibition information via smart phone applications. This study examined the user satisfaction of exhibition information application. The survey was structured to target university students in order to gather the data for this study. Experience economy theory by Pine&Gilmore (4ES-Entertainment, Educational, Esthetic, Escapist), pleasure of experience, users satisfaction, intention of revisitation were used to create statistical analysis to validate thehypothesis. The analysis was done by using the “five point Likert scale.” And this study used SPSS18 and AMOS18 for Statistical analysis. First, excluding the Entertainment, the three elements, Educational, Esthetic, and Escapist wereshown to result the positive influences in pleasure of experience. Second, pleasure of experience has created positive influences in user satisfaction. Finally, user satisfaction has created positive influences in intention of revisitation; however, pleasure of experience had no effect in intention of revisitation as the user satisfaction.
Recently, growing numbers of people get exhibition information via smart phone applications. This study examined the user satisfaction of exhibition information application. The survey was structured to target university students in order to gather the data for this study. Experience economy theory by Pine&Gilmore (4ES-Entertainment, Educational, Esthetic, Escapist), pleasure of experience, users satisfaction, intention of revisitation were used to create statistical analysis to validate thehypothesis. The analysis was done by using the “five point Likert scale.” And this study used SPSS18 and AMOS18 for Statistical analysis. First, excluding the Entertainment, the three elements, Educational, Esthetic, and Escapist wereshown to result the positive influences in pleasure of experience. Second, pleasure of experience has created positive influences in user satisfaction. Finally, user satisfaction has created positive influences in intention of revisitation; however, pleasure of experience had no effect in intention of revisitation as the user satisfaction.
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