원문정보
Exploring Customer Experience Quality(EXQ) Affecting Factors in the Goods Market of The Fandom Economy
초록
영어
AstheInternetpropagatestovirtuallyallpopulations,theculturelimitedtoaspecificfandomspreadstoall Internetusers,creatinganewera.Thisenvironmentchangesthetraditionalattitudeofthecelebrityindustry's goodsmarkettowardsfandom.Thismarketentersintothedemand-centeredstageinwhicheverythingis drivenbythecustomer'sdesires,andaltogethercompaniesaremovingtowardcustomerorientationtoprovide consumerswithmaximalvalueInthispaper,wedrawuponcustomerexperiencemanagementtheoryto derivecrucialantecedentsaffectingwidespreadacceptanceofcelebritygoods.Theresearchmodelisdeveloped firstlytoidentifywhataretheappropriatevariablessuitabletothecelebritygoodsmarket,andthen subsequentlyextracttheantecedentvariablesaffectingthesecustomerexperiencevariablesfromthequality perspective.Empiricaltestingisconductedwithatotalof282questionnairesgatheredthroughwebandoffline person-to-personcontact.TheresultsverifysignificantcausalityrelationshipsamongthevariablesincludingP2P qualityattributesandextractedexperiencevariablessuchaspeacefulnessandmomentoftruthimpact.The resultoffersusefulinsightintotherelativelynewfieldoffandomeconomyandthecelebritygoodsmarket.
목차
1. 서론
2. 이론적 배경
2.1 팬덤 경제
2.2 굿즈의 개념
2.3 굿즈 공급사슬
2.4 고객경험품질
3. 연구모델과 변수 선정
3.1 연구 모델
3.2 변수의 조각적 정의
4. 사례연구
4.1 측정도구
4.2 표본 검증
4.3 신뢰성과 타당성
4.4 가설 검증
5. 결론
5.1 연구결과의 요약
5.2 연구의 시사점 및 제언
5.3 연구의 한계 및 향후연구
References