The O4O platform, which is the most notable in the online era for offline beyond online and offline combinations, meets consumers' needs by providing a different level of customer experience and attractions that were difficult to experience in existin...
The O4O platform, which is the most notable in the online era for offline beyond online and offline combinations, meets consumers' needs by providing a different level of customer experience and attractions that were difficult to experience in existing offline stores. Therefore, in order to recognize the need for an O4O platform and prepare an online and offline symbiosis plan, this study will examine the impact of the experience elements of the O4O platform on emotional response and satisfaction and purchasing intentions.
This study conducted an online survey of MZ generation men and women aged 20 to 40 who have three days of experience using the O4O platform from April 18, 2022 to April 20, 2022. A total of 300 copies were distributed and all were collected and used for final analysis. For empirical analysis, frequency analysis, exploratory factor analysis, reliability analysis, and correlation analysis were performed using the SPSS 28.0 statistical package program, and multiple regression and simple regression analysis were performed to identify causal relationships between derived variables.
Looking at the subconcepts of each variable derived from this, the experience elements of the O4O platform were derived from four factors: entertainment experience, educational experience, escape from reality, and aesthetic experience. Emotional responses were derived in three dimensions: fun, arousal, and domination, while satisfaction and purchasing intent were derived in one factor each. The results of this study can be summarized as follows.
First, the influence of the experience elements of the O4O platform on emotional response was found to have a significant effect on the fun factors among the subvariables that make up the experience elements, but not on the arousal and control factors. Educational experience has been found to have a significant effect on controlling factors, but not on fun and arousal factors. Furthermore, it has been revealed that the experience of escaping from reality has a significant effect on both fun, arousal, and controlling factors. While aesthetic experiences have been found to have a significant effect on fun and controlling factors, they have been found to have no significant effect on arousal factors.
Second, examining the effect of emotional responses on satisfaction, we found that among the subvariables that make up emotional responses, fun and dominance have a significant effect on satisfaction, but arousal has no significant effect on satisfaction.
Third, examining the effect of emotional responses on purchasing intentions revealed that among the sub-variables that make up emotional responses, fun and control have a significant effect on purchasing intentions, but arousal has no significant effect on purchasing intentions.
Fourth, when examining the impact of satisfaction on purchasing intentions, it has been revealed that satisfaction has a significant effect on online/mobile purchasing intentions.
Fifth, when examining the mediating effects of emotional responses between experience elements and satisfaction and purchasing intentions, we found that the relationship between experience elements and satisfaction has all partial mediating effects. In addition, the relationship between the escape experience and satisfaction of reality among the experience factors was found to be a failure to act as a mediator, but entertainment, educational and aesthetic experiences were found to have partial mediator effects.
Next, among the experience factors, fun factors were found to have a full intermediary effect in the relationship between the escape experience and the intention to buy, but entertainment, educational, and aesthetic experiences were found to have a partial intermediary effect. The relationship between the experience element and the purchasing intention has been confirmed that the arousal factor cannot act as a medium. In addition, while the relationship between the escape experience and the purchasing intention among the experience factors has been found to have a complete intermediary effect, entertainment, educational and aesthetic experiences have a partial intermediary effect.
The results of this study suggest that the experience elements in the O4O platform store can affect the emotional response of consumers and increase satisfaction and purchasing intentions. In addition, this study was conducted in the early stages of the domestic O4O platform market, and it is meaningful to analyze the relationship between experience elements and emotional responses, emotional responses and satisfaction, and purchasing intentions. Therefore, it will be useful in practical terms by providing the basis for establishing an experience strategy for online companies that want to create more positive experiences for consumers through offline stores in the future.