논문집

원문다운로드
논문명 체험마케팅을 적용한 X-game shop 공간분석/The Space Analysis of X-game Shop Applying Experiential Marketing/3-학술발표1
저자명 강철희 ; 김진희
발행사 한국실내디자인학회
수록사항 한국실내디자인학회 학술발표대회 논문집  , 제16권 1호
페이지 시작페이지(57) 총페이지(4)
주제분류 계획및설계
주제어 모험레포츠 ; 체험마케팅 ; 숍 ; 공간계획 ; X-game ; Experience Marketing ; Shop ; Space Plan
요약2 Modern society has been converted from production to consumption and from work to leisure. The enlargement of leisure time and the stability of society have made people seek more adventurous and exciting activity, then they prefer the X-Game that ,they feel, isn't boring and exhausting any more. Recently, the spending on the X-Game market tends to increase. But, in order to invigorate the X-Game market, introduction of 3 dimension marketing, called experiential marketing in which people can participate directly, is needed. So this research paper is aimed specifically at provision of novel form of X-Game shop which attracts more people and makes synergy effect in creating profit by introduction of experiential marketing strategy. According to this context, literature review about relation between X-Game and experiential marketing is conducted, and expressional elements that can be applied in space is distracted from Bernd H. Schmitt's preceding research. The necessity on active introduction of experiential marketing is also proved in this paper through investigating the examples of domestic X-game shop. As a result, this research paper implies that shop which is applied experiential marketing be planned for the enlargement and propagation of domestic X-Game culture as well as insurance of customers.
소장처 한국실내디자인학회