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. |