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Subject

The Effects of Social Tourism Information Platform on Experience Value and e-Loyalty of Visitors to Tourism Information
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관광정보 이용객이 지각하는 소셜관광정보플랫폼이 경험가치 및 e-충성도에 미치는 영향

논문 기본 정보

Type
Academic journal
Author
Dae-Gyun Yoon (세경대학교)
Journal
The Korean Entertainment Industry Association Journal of the Korea Entertainment Industry Association Vol.14 No.3 KCI Accredited Journals
Published
2020.4
Pages
15 - 26 (12page)
DOI
10.21184/jkeia.2020.4.14.3.15

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The Effects of Social Tourism Information Platform on Experience Value and e-Loyalty of Visitors to Tourism Information
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Abstract· Keywords

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This study examined the effects of a social tourism information platform on platform users’ experiential value and e-loyalty and performed an empirical analysis with the aim to propose methods and implications regarding what strategies can enable practical application for sustainable growth in the operation of a social tourism information platform in the future tourism industry. The results of the analysis are as follows.
First, the analysis supported the hypothesis that sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on experiential value. Second, the analysis did not support the hypothesis that the sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on e-loyalty. Third, the analysis supported the hypothesis that experiential value has a statistically significant positive effect on e-loyalty.
Consequently, tourism companies should improve customers’ experiential value by supplementing their existing platforms, considering the interactivity, information reliability, and usefulness of users based on these characteristics of social tourism information platforms. To increase e-loyalty to their social tourism information platforms, tourism companies should clearly and rapidly provide the information needed by users in addition to improving the visual design of such platforms. Moreover, to increase e-loyalty, the companies can incorporate their own killer content into platforms for users to have an enjoyable time, using platforms that stimulate their interest and give pleasure and fun, and this way, they can satisfy the users’ needs for experiential value.

Contents

ABSTRACT
Ⅰ. 서론
Ⅱ. 이론적 배경
Ⅲ. 연구 설계
Ⅳ. 실증 분석
Ⅴ. 결론
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