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박우택,이병철,김원식 한국이벤트컨벤션학회 2019 이벤트 컨벤션 연구 Vol.15 No.2
Purpose–The purpose of this study was to test the impact of gamification functions on the use of gamified-application app based on technology acceptance model(TAM) Design, data, and methodology–In the literature reviews, theoretical concepts about technology acceptance model, tourism information using smart phone, application, and gamification attributes were investigated through gamification-related researches. Based on these theoretical review, the functions of the gamificationand were divided into four factors: objectives and rules, compensation, level and mission, feedback. The causal relationship of gamification factors was examined based on the technology acceptance model. Result–First, the factors of the gamification have a positive effect on the perceived usefulness. second, the factors of the gamification have a positive effect on the perceived ease of use. however, in the case of compensating among the components of the gamification has a negative effect was noted. third, perceived ease of use has a positive effect on perceived usefulness. fourth, perceived ease of use and perceived usefulness showed a positive effect on intention to use, and perceived ease of use had a greater effect. Conclusions–This study on the relationship between technology acceptance models so that tourists can have more intentions to use it through gemification, which has not been studied in the past. In the future, it will be helpful to increase the demand for tourist information through tourism guide through the gemification, and it will help to increase the tourism demand, and further study on the effect of the gamification through the extended technology acceptance model is expected to be possible.
MICE종사원의 자기결정성이 워라벨과 심리적 웰빙에 미치는 영향
박우택,이병철 한국무역전시학회 2021 무역전시연구 Vol.16 No.1
The purpose of this study is to examine the effect of MICE employees’ self-determination on work-life balance and psychological well-being. Based on the literature review, three central components of self-determination were chosen: autonomy, competence, and relatedness. Work-life balance was classified into work-family, work-leisure, and work-growth balance. A total of 220 samples were collected from MICEs, and multiple regression was used for hypotheses tests. As a result, first, the self-determinism of MICEs showed partial effects on Work-life balance. In particular, autonomy had significant effects on both work-family and leisure balance. Only the competence factor showed a significant effect on work-growth balance. Second, work-family and work-leisure balance and all factors of self-determination significantly affected psychological well-being. Based on findings, theoretical and empirical implications are discussed. 본 연구의 목적은 첫째, MICE종사원의 자기결정성이 워라벨(일과 삶의 균형)과 심리적 웰빙에 유의미한 영향을 미치는지와 둘째, 워라벨이 심리적웰빙에 유의미한 영향을 미치는 지를 연구하고자 하였다. 연구의 목적을 효과적으로 달성하여 위하여 MICE종사원, 자기결정성, 워라벨, 심리적웰빙에 대한 선행연구 분석을 실시하였으며, 실증분석과 가설검증을 위하여 빈도분석, 요인분석, 회귀분석 등을 사용하였다. 가설검증 결과에 있어서 첫째, MICE의 자기결정성은 워라벨에 부분적으로 영향관계가 있는 것으로 확인이 되었다. 일-가정 균형과 일-여가 균형은 MICE의 자기결정성 중 자율성에 유의미한 영향이 있었으며, 일-성장 균형은 유능성에 유의미한 영향이 있었다. 둘째, 워라벨은 심리적웰빙에 부분적으로 영향관계가 있는 것으로 확인되었다. 일-가정 균형이 가장 큰 영향을 주었고 일-성장 균형이 그 다음으로 영향을 주었다. 셋째, MICE종사원의 자기결정성이 심리적 웰빙에 영향이 있는 것으로 확인되었다. MICE종사원은 업무 특성상 자기결정이 어려운 환경이지만, MICE업체가 종사원에 대한 배려를 통해 이들의 가정, 일에 긍정적인 영향을 주며, 심리적 웰빙에 긍정적인 영향을 주는 것은 업체 관계자가 염두해야 할 사항으로 생각된다.
MICE의 일상화의 개념적 접근 -MICE 마을 만들기를 중심으로
박우택 ( Park Woo Teak ),이병철 ( Lee Byeong Cheol ) 한국이벤트컨벤션학회 2021 이벤트 컨벤션 연구 Vol.17 No.1
Purpose -Given that the degree of residents' involvement in most MICE events is relatively low, this study aims to provide a MICE village concept and suggest strategies for developing MICE villages where residents' active participation in MICE is encouraged. Design, data, and methodology -A case study technique and extensive literature reviews are conducted. First, this study reviewed MICE event trends to understand MICE participants' needs. Second, several government policy projects that lead residents' active participation were analyzed. Result -This study proposed a MICE village concept where MICE events are held in residents' daily lives. In the MICE village, residents are expected to be heavily involved in operating diverse MICE events and tourism activities such as team-building programs. This study also provided the concept of MICE PD, who is in charge of designing MICE events and providing residents education programs to improve service quality. Conclusions -Based on the MICE village concept, this study discussed each stakeholder's role for successful MICE village making. Several issues, such as financial support and policy-making, were proposed.
웰니스관광 체험자의 자아효능감 및 스트레스가 몰입과 만족에 미치는 영향 : 제천/충주지역 웰니스 관광체험자를 대상으로
박우택 ( Park¸ Woo Teak ),이병철 ( Lee¸ Byeong Cheol ) 한국이벤트컨벤션학회 2021 이벤트 컨벤션 연구 Vol.17 No.3
Purpose - The purpose of this study is to examine the effect of wellness tourism participants’ self-efficacy and stress on flow and satisfaction. Design, data, and methodology -Based on extensive literature, this study chose stress and self-efficacy (physical, social-emotional, and cognitive) as main factors resulted from the experience of wellness tourism program. Data were collected from the participants of wellness tourism program operated in Jecheon and Chungju city, South Korea from February 24 to March 8, 2021. A total of 193 samples were used for hypotheses test by using regression analysis Result- As findings, the perceived level of stress exerted a significant impact on flow, and only social-emotional factor as self-efficacy showed a significant effect on flow. Interestingly, while stress had a significant effect on satisfaction, none of self-efficacy factors showed a significant effect on satisfaction. Conclusions - This study informed that the higher the level of stress awareness, the harder it is to focus on the wellness tourism program. In addition, the study suggested to increase more social activities to enhance participants’ active involvement in wellness program.
표현주의 기법을 활용한 문화관광 소비 활성화 고찰: 음악극 <말러매니아>를 중심으로
강준수,박우택,송영민 한국이벤트컨벤션학회 2022 이벤트 컨벤션 연구 Vol.18 No.3
Purpose – The purpose of this study is to investigate the possibility of enhancing the understanding of visitors, satisfying visitors, and expanding tourism consumption through the use of expressionism techniques based on the subjective mind and inner sensibility of humans. Design, data, and methodology –This study discussed the way expressionism techniques are specifically reproduced through the musical play <MAHLERMANIA>. Result –The musical play <MAHLERMANIA> is a cultural tourism product that provides fun and enjoyment to visitors by using various devices such as expressionism techniques, music effects, and stage equipment to suit the circumstances of the times. Conclusions –The implication of this study is that it is exploring the possibility and direction of the expansion of cultural tourism products for the music play <MAHLERMANIA>, which specifically presents the inner psychology of human beings to the audience using the expressionism technique. On the other hand, the limitation of this study is that the analysis was limited to the music play <MAHLERMANIA> in discussing the expansion of cultural tourism consumption through the use of expressionim techniques.