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체험의 4요소가 스마트폰 어플리케이션의 사용만족도와 재방문에 미치는 연구 - 전시정보 어플리케이션을 중심으로 -

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dc.contributor.author이용환-
dc.contributor.author김기년-
dc.date.available2019-03-08T23:39:34Z-
dc.date.issued2014-
dc.identifier.issn1228-503X-
dc.identifier.urihttps://scholarworks.bwise.kr/cau/handle/2019.sw.cau/13260-
dc.description.abstractRecently, 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.-
dc.description.abstractRecently, 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.-
dc.format.extent11-
dc.publisher한국사진학회-
dc.title체험의 4요소가 스마트폰 어플리케이션의 사용만족도와 재방문에 미치는 연구 - 전시정보 어플리케이션을 중심으로 --
dc.title.alternativeStudy 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 --
dc.typeArticle-
dc.identifier.bibliographicCitationAURA, no.33, pp 69 - 79-
dc.identifier.kciidART001900545-
dc.description.isOpenAccessN-
dc.citation.endPage79-
dc.citation.number33-
dc.citation.startPage69-
dc.citation.titleAURA-
dc.publisher.location대한민국-
dc.subject.keywordAuthorApplication-
dc.subject.keywordAuthor4ES-
dc.subject.keywordAuthorexperience economy-
dc.subject.keywordAuthorexhibition info-
dc.subject.keywordAuthorusers satisfaction-
dc.subject.keywordAuthorintention of revisitation-
dc.description.journalRegisteredClasskci-
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