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NTIS 바로가기International journal of industrial distribution & business = 산경연구논집, v.10 no.9, 2019년, pp.25 - 36
임아영 (Department of Business Administration, Chonbuk National University)
Purpose - Consumers have memories of their past time that they have not experienced. So consumers want to experience the past time and get pleasure through historical contents such as movies or dramas. This is because the re-created the past time sets the identity of the consumers who live today, an...
핵심어 | 질문 | 논문에서 추출한 답변 |
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진지한 레저는 무엇인가? | 실제로 현대 소비자에게 재창조된 시간의 소비는 삶의 의미를 탐구할 수 있는 주요한 원천 중에 하나로(Firat & Venkatesh, 1995), 이것은 유형적 제품소비가 주는 기쁨을 대체할 수 있다. 따라서 재창조된 과거의 시간을 즐기는 소비가 레저 활동으로도 등장하였고(Clifford, 1985; Dannerfer, 1981), Holt(1995)는 이러한 시간 소비활동을 ‘진지한 레저(serious leisure)’로 명명하고 연구를 수행하기 시작했다. 그리고 특정시간을 재현한 진지한 레저가 주는 소비효과는 영화나 드라마와 같은 영상콘텐츠를 통해 더 많이 나타나고 있다. | |
역사적 시간의 특징은 무엇인가? | 그리고 최근에는 게임은 물론 관광마케팅 소재로도 활용되고 있다. 이는 역사적 시간이 소비자의 상상력과 감성을 자극하면서 소비자의 욕구를 충족시키기 때문이다(Belk & Costa, 1998). | |
내러티브 정체성이 소비자에게 어떻게 작용하는가? | McAdams(1995, 2001)는 심리학적 측면에서 내러티브 정체성을 스토리과정을 통해 자신의 과거와 현재를 통합하고 미래 삶에 대한 목표와 방향성을 내면화하면서 자신의 정체성을 형성하는 것이라고 정의했다. 그리고 소비자는 지나간 시간 경험을 이야기함으로써 자신이 누군지에 대해 설명할 수 있으며(Clark & Rossiter, 2008), 자신이 경험하지 않은 과거 경험도 재구성하여 자신의 경험으로 연결시킬 수 있다(Riessman, 1993). McAdams and McLean(2013)에 따르면, 이것은 소비자가 자신의 내러티브 정체성을 확립하는 과정으로, 소비자는 스토리 소비를 통해 자신을 성찰하고 자신의 존재와 가치를 확인하는 것이다. |
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