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      • 한국 이벤트 역사와 문화산업과의 관계에 관한 연구

        차정현 한국이벤트학회 2014 이벤트학연구 Vol.13 No.2

        오늘날 정보화, 세계화, 지방화로 축약되는 세계사적 문명전환에 따라 새로운 패러다임의 변화로 지식기반경제의 문화콘텐츠 산업이 각광받으면서 잠시나마 주춤하던 이벤트 산업이 지역의 문화산업(축제와 관광)에 새로운 역할과 기능의 수단으로 그 중요성이 다시 부각되기 시작했다. 이처럼 이벤트가 산업의 장르를 막론하고 다양한 분야에서 다시 활약할 수 있었던 것은 이벤트가 갖고 있는 특성으로, 원초적인 자극과 체험을 통한 오감 만족이기 때문이다. 그 원초적 자극과 체험이야말로 디지털시대에 대중을 감동시키는 이 시대에 가장 필요한 뉴미디어이기 때문이다. 이렇듯 중요한 이벤트에 대한 이론적 고찰과 국내 이벤트의 역사를 개략적으로 정리하여, 창조경제시대 문화융합의 선도적 역할로서 이벤트를 통한 창조경제 구현을 제시해 보고자 한다. Today, the importance of the event industry which has been hesitant starts to emerge as means of new roles and functions for the local cultural industry (festivals and tourism) with the change of new paradigm according to the turn of civilization in the world history that can be contracted in information, globalization, and localization. They reason that the event could play in various areas regardless industry genres is the characteristics that the event has and satisfy the senses through basic stimulations and experiences. It is because that the basic stimulation and experience are the new media necessary the most in this time that can impress the masses in the digital age. This study is to suggest the realization of creative economy through events as a leading role of cultural fusion in the creative economy age by studying the events which is important theoretically and arranging the outline of the event history in Korea.

      • KCI등재

        국내 이벤트산업의 역사적 고찰

        신창열 한국이벤트컨벤션학회 2019 이벤트 컨벤션 연구 Vol.15 No.3

        Purpose – The event industry is recognized as a growth industry of nation along with the MICE industry. The purpose of this study is to create a new paradigm of the policy, industry, and academic aspects of event through a historical review of domestic event industry. Design, data, and methodology – The definition and concept of event, the size and development process of event industry, the development process of event business and council, the development process of human resources and educational infrastructure. Result – Domestic events in the modern sense began in the 1960s, and most corporate events were in the mid-1980s. With the widespread use of term ‘event’ in the 88 Olympics, the event industry has expanded to public sector. Since the 2000s, the event industry has been at its peak and the nationwide event era has begun. Conclusions – To create a new paradigm of event’s studies for the future history of event industry, it must be accompanied by efforts of both industry, government, academia, and government. In order to systematically develop the event industry, the government should establish the promotion law and designate the department in charge for event industry.

      • KCI등재

        觀光客の便益によるイベント市場の細分化と滿足に關する硏究

        김형오 ( Hyeong O Kim ),주영민 ( Young Min Joo ) 한국이벤트컨벤션학회 2007 이벤트 컨벤션 연구 Vol.3 No.1

        본 연구는 관광객의 욕구에 관계된 제 문제에 대해서 소비자행동 연구와 마케팅의 시점에 서 이벤트시장을 세분화하는 것과 관광객이 이벤트의 어떤 요인에 만족을 느끼는지를 밝히는 것과 세분화된 시장과 만족이 어떤 관계에 있는지를 밝히는 것을 목적으로 한다. 관광객의 편익에 의해 이벤트시장이 어떻게 세분화되는가를 검증하기 위한 분석의 결과, 이벤트에 참가하는 관광객 중에서 가장 높은 비율을 차지하는 것이 명확한 의사를 가지고 적극적으로 이벤트에 참가하는 「활동추구형」의 관광객이고 그들은 「접근성」보다는 「문화적 체험」, 「행사내용」을 더 중시하고 있다는 사실이 밝혀졌다. 그리고 이벤트의 분위기를 만끽하고 기분을 전환한다고 하는 막연한 목적으로 이벤트에 참가하는 「비일상추구형」의 관광객은 그 인원수도 적고 이벤트에 대한 만족도도 낮기 때문에 이벤트관광에 있어서 주요한 표적이 되기 어렵다는 사실이 밝혀졌다. 마지막으로 본 연구는, 이벤트의 주최자는 접근성을 향상스켜서 집객 면에서의 성공을 도모하는 것도 중요하지만 그것보다도 이벤트의 행사내용에 대해서 더욱 충실을 기할 필요가 있다는 사실을 시사하고 있다.

      • KCI등재

        게임 이벤트 품질요인이 참여자의 만족도 및 구매의도에 미치는 영향에 대한 고찰

        송방호,김진희,이철영 한국이벤트컨벤션학회 2019 이벤트 컨벤션 연구 Vol.15 No.2

        Purpose – The game market is one of the fastest-growing sectors along with the development of the media industry. Accordingly, a game has become a major tool for sales promotion as the market grows fast. Although companies need more promotion activities using a game, there have been few studies on this topic. In this respect, We try to conduct an initial study on the quality factors of a gaming event. Therefore, the purpose of this study is to confirm what factors are important in planning and producing a gaming event and to find the factors and the values that the participants recognize in the gaming event by analyzing the factors and the values that they expect. Furthermore we examine the effect of the awareness of the quality factors on satisfaction and purchase intention. Design, data, and methodology – For a gaming event, We selected 5 quality: physical service facility, provision of service, service for users, access to information, and reliability of service to measure the quality of a gaming event. Each of them was measured in two dimensions(importance and satisfaction) according to IPA(Importance-Performance Analysis). For analysis, the data was collected from the participants in Google Play Town through self-administered survey. Result – We found out information security is the most important quality factor in a gaming event and it is followed by the professionality and responsiveness of an event operator, the pleasant atmosphere of the video arcade, and information acquisition. In addition, the correlation analysis showed that there is a statistically positive relationship Conclusions – The significance of this study lies in that it is an exploratory study to analyze the expectation factors and experiential values of the participants in a gaming event between the importance of the quality factors and customer satisfaction, likewise between customer satisfaction with the quality factors and purchase intention, and between customer satisfaction and purchase intention.and that an in-depth analysis on the relationship between their awareness of the quality factors and customer satisfaction, aw well as on the relationship between that and purchase intention. It is hoped that this study would shed a light into how a game event can be successfully planned and produced in the future 본 연구에서는 게임 이벤트 품질 요인에 대한 참가자들의 기대와 이벤트 참가 후에 느끼는 요인별 만족도를 비교함으로써 각 품질 요인의 중요도와 만족도를 확인하고자 하였다. 이를 통해 게임 이벤트 품질에서 중요한 요인이 무엇인가를 확인하고자 하는데 본 연구의 목적이 있다. 이를 위하여 게임 이벤트 참가자들을 대상으로 자기기입실 설문조사 방법을 통해 자료를 수집하였다. IPA 분석기법을 통해 기대요인과 요인별 만족도를 비교하였으며, 상관관계 분석을 통해 품질 요인에 대한 중요도와 만족도가 고객만족과 구매의도와 어떠한 관계가 있는지를 확인하였다. 분석결과 첫째, 게임 이벤트 품질 요인에서는 첨단 게임이나 기술성이 높은 게임에 대한 관람 및 체험, 이벤트 현장에서 느끼는 체험의 편이성과 몰입성, 전문성의 확보, 다양한 프로그램과 부대행사, 이벤트 현장에서 운영진들의 대응 등이 중요한 요인인 것으로 나타났다. 둘째, 게임 이벤트 품질 요인에 대해 지각하는 중요도는 고객만족과 정(+)의 상관관계가 있는 것으로 나타났으며, 만족도는 구매의도와 정(+)의 상관관계가 있는 것으로 나타났다. 이러한 연구를 통해 게임 이벤트가 추구해야 할 이벤트 품질이 무엇인가를 확인함으로써 향후 게임 이벤트 기획 및 제작의 방향성을 제공할 수 있을 것으로 기대한다.

      • KCI등재

        이벤트학 개념을 위한 탐색적 연구: 미디어 이벤트 개념을 중심으로

        김관호 사단법인 한국비즈니스이벤트컨벤션학회 2023 이벤트 컨벤션 연구 Vol.19 No.2

        Purpose – The purpose of this article is to find and present the starting point of the discussion on the definition of an event that stopped 20 years ago and resume it. Discussing the area and boundaries of study not only gives a new area, but also provides a new research method and makes it possible to pursue rigorous science. This article is an exploratory study to find the concept of 'event' through the concept of 'media event', a humanistic concept. Design, data, and methodology –This article explored the humanities, an adjacent discipline, for a more fundamental way of cognition and thinking, and repeated detailed reading and thick descripting using a method called 'theoretical detour'. Result – It was confirmed that aesthetic theories were useful as examples for the production process of creative events and interpretation of texts, and media events as examples for event industry and audience interpretation. Conclusions – In modern society where intersubjectivity is valued, it is hoped that event studies will pay attention to the research results of more diverse adjacent disciplines and establish a system of study.

      • KCI등재

        스페셜 이벤트 자원봉사자 동기 측정 척도 연구

        곽서연 ( Sea Youn Kwak ) 한국이벤트컨벤션학회 2014 이벤트 컨벤션 연구 Vol.10 No.1

        The aim of this study was to develop event volunteer motivation scale for Korean by using Farrell, Johnston & Twynam(1998)``s Special Event Volunteer Motivation Scale(SEVMS) and examine its validity and reliability. To conduct this study, a total of 282 individuals who were volunteers of 2012 Chuncheon International Mime Festival. To validity of the questionnaire, we utilized exploratory and confirmatory factor analysis. In order to test the scale reliability, the item-total correlation and Cronbach``s α were determined and analyzed. As a result, 21items of 4 factors(purposive, solidary, external traditions, commitments) were extracted and confirmed from the scale. The validity and reliability of the Special Event Volunteer Motivation Scale were relatively high. This study would be important data to seriously conduct future studies on event volunteers`` motivation with a valid measurement scale.

      • 이벤트를 통한 여행사의 이미지형성요인이 참가자 태도에 미치는 영향

        손선미 한국이벤트컨벤션학회 2005 이벤트 컨벤션 연구 Vol.1 No.2

        This event as a marketing tool has been developed throughout wide fields in order to achieve the sales promotion goals of several companies. However travel agencies have not arranged for this even though they need to focus on this more than any other fields. And because the biggest feature of travel agencies is intangible, the agency's image is of paramount importance. Therefore, this study is designed for revealing how the travel agency's event booth during the KOTFA affects the attitude of visitors. The results are found very considerable for travel agencies. Firstly, a travel agency's image consists of several components, namely external appearance, creditability, service and the product. Secondly, improving a travel agency's image through the event sufficiently and affirmatively influenced visitors to revisit the event, increase purchasing intent of the agency's product, recommending intention of the agency, and the agency's PR. As the result, the event is positively required for travel agencies as a marketing tool .

      • KCI등재

        항공사 기내이벤트가 브랜드가치와 브랜드충성도에 미치는 영향

        차민영 한국이벤트컨벤션학회 2018 이벤트 컨벤션 연구 Vol.14 No.4

        Purpose – The objective of this research is to reveal the influence of in-flight event on brands’ values and brands’ loyalty. Research design, data, and methodology – An experimental design was used by target anyone who's experienced an in-flight event in domestic airlines from Aug 1st to Sep 30th in 2018 and a total of 178 questionnaires were used using convenience sampling. Data analysis including confidence level, frequency analysis, factor analysis, regression analysis, correlation analysis was performed by using SPSSWIN 12.0. Result – The results showed that airline passengers who were exposed to certain in-flight events showed positive reactions to the brands’ values and loyalty that could take critical roles in a corporate’s survival Conclusions – The results offer some insights into It is observed that the fun and joyful experiences and the time that drew those passengers’ attentions into the events were the keys for their positive consciousness.

      • KCI등재

        미디어에 대한 신뢰: 미디어 보도가 참가자들의 씨월드 파크 이벤트 방문의향에 미치는 영향

        강성은 한국이벤트컨벤션학회 2020 이벤트 컨벤션 연구 Vol.16 No.2

        Purpose –As different types of media influence different audiences, the current study investigates the trust people have in mass media and how it affects their intention to visit SeaWorld Park. Research design, data, and methodology - A total of 609 respondents took part using Structural equation analysis. Group A had no treatment about SeaWorld Park, Group B was exposed to positive media coverage, Group C was given negative media coverage, and Group D had both positive and negative media coverage. Result -The study’s results reveal that media reports influenced the respondents’ trust in the media and their intentions to visit the park. It was found that attitude, and subjective norms play a key role in explaining the respondents’ intention to visit SeaWorld Park. Conclusions – SeaWorld Park should encourage members to share their personal experience on websites, blogs, and online channels. Furthermore, asking loyal customers to participate in marketing and promotional media interviews might also enhance the prospective visitor’s intention to visit the event.

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