• Title/Summary/Keyword: 게임머의 만족요인

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A study of game player's satisfaction in mobile game base (모바일게임기반에서의 게임머 고객만족에 관한 연구)

  • Park, Young-Kyun;Suh, Jung-Seok
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.102-111
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    • 2001
  • The purpose of this study is to empirically test developed on the basis of the literature review regarding customer satisfaction management and gamer's satisfaction factor To analyze the date collected from 1999 respondents. Frequency Corsstabs Oneway ANOVA analysis was performed with SPSS/PC+ Window 7.5. The results can be sumarized as follows. First, Dissatisfaction factor of game service is game possible area, game being cut off and game use charge. Second, Solution suvject is 'no service' in underground area/big size crowed area and game being cut of. Finally, The most impotant aspects when a customer visits Korea Movement Technology are the friendly attitude of the employee, problem-solving and papid pesponse to inquirce.

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The Influence of Gamers' Characteristics on the Emergent Party Play: Based on Organizational Citizenship Behavior Theory (게이머 특성이 창발적 파티 플레이에 미치는 영향 - 조직시민행동 이론을 중심으로 -)

  • Ahn, Ji Hoon;Choi, Chris Seoyun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.7-16
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    • 2014
  • This empirical study is to investigate the influence of MMORPG player's social as well as individual characteristics on the emergent party play. First, we have tested our research model by surveying 231 active players of Lineage 2. The results demonstrate that both the personal values, such as self-efficacy and job satisfaction, and also the organizational values, such as task interdependence and trust, have significant influences on the organizational citizenship behaviors among the party players. This study suggests both theoretical and practical implications on how to encourage gamers' altruistic concern and organizational adaptation in MMORPG.

A Study on the Use Attributes of Watching Game: Focusing on the Relationship between Adolescent's Motivation, Satisfaction and Intention to Use (보는 게임의 이용 속성에 관한 연구: 청소년의 이용동기와 만족, 게임 이용의도와의 영향 관계를 중심으로)

  • Kim, Hyoung-Jee
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.95-108
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    • 2021
  • This study explored the motivation for adolescents to watching games and analyzed the relationship between motivation, satisfaction, and intention to use. The study surveyed 274 middle and high school students, and the results of the analysis are as follows. First, five motivations for adolescents to watching games were extracted: 'Acquire Information', 'Social Relations/Multitasking', 'Gamer/Creator Preference', 'Escape/Habit', and 'Vicarious Satisfaction/Fun'. Second, 'Vicarious Satisfaction/Fun' motivation influenced the satisfaction and the intention to use of game. Lastly, Groups based on usage showed differences in motivation. The findings could be used as data to explore the factors of adolescents's game motivation and viewed the game markets.

Determinants of perceptual switching costs for digital game: focused on the different effects of basic psychological needs satisfaction (게임 전환 비용의 결정 요인: 모바일 게임 사용자의 기본적 심리 욕구 충족 차이를 중심으로)

  • Kim, Young-Berm;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.131-139
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    • 2020
  • Gamers switch their games to a new when get bored or encounter more attractive ones. Switching cost varies by gamers and depends on how they are satisfied with their current game. This study evaluates the satisfaction with current games as the miltiple basic psychological need in the self-determination theory and suggests 'needs-costs' causality research model that explain the variety of gamer's switching behavior. As the empirical test to domestic mobile gamers, the autonomy fulfillment to current game affect reversely with those of autonomy and relatedness. Those relationships between need satisfaction and perceptual switching cost vary according to their age and game genre preference. The results would be applied to understand gamers' switching behavior.

An Exploratory Study of the Critical Factors for MMO Game Design based on Usability Evaluation (MMO게임 디자인을 위한 사용성 평가 핵심 요인에 대한 탐색적 연구)

  • Song, Seung-Keun;Lee, Joo-Hyeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.131-139
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    • 2006
  • 컴퓨터 게임 산업의 급속한 성장에도 불구하고 소수의 게임 타이틀만이 과도한 생산비를 감당하면서 수익을 내고 있는 실정이다. 기존 마케팅 이론 에 의하면 제품의 성공과 실패는 고객의 선호도, 필요, 기대에 대한 만족도 에 의존한다고 한다. 이와 마찬가지로 게임에서도 사용자의 만족을 극대화 하기 위해서는 사용자들이 무엇을 원하고, 좋아할지를 파악하여 이를 게임에 반영할 필요가 있다. 본 연구의 목표는 MMO 게임 디자인을 위한 사용성 평가 핵심 요인을 고찰하는데 있다. 본 연구는 기존의 게임 관련 HCI / 사용성에 대한 문헌 고찰을 통하여 사용성 평가 핵심 요소를 도출하고 게임 플레이 과 제와 사후 설문결과를 통하여 MMO게임 사용성 평가를 실시하여 18가지 사용 성 문제 점과 그 권장사항을 제시하였다. 그 결과 게임 인터페이스, 게임 플 레이, 게임 서사, 게임 메커니즘으로 구성된 54 개의 사용성 평가 핵심 요 소를 도출 하고 MMO 게임을 위한 새로운 사용성 평가 체계를 개발하였다. 본 연구 결과는 MMO게임 디자인 프로세스의 초기 단계에서 효과적인 디자인 의 사결정을 지원하고 게이머의 행동을 이해하는데 중요한 시사점을 제공 할 것 을 기대 된다.

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Developing a Conceptual Model for Measuring the Electronic Commerce Success of Online Game Websites (온라인게임 웹사이트의 전자상거래 성공측정모델의 개발에 관한 연구)

  • Hong, Ilyoo
    • Informatization Policy
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    • v.19 no.1
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    • pp.45-73
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    • 2012
  • Most online games today are provided via a website interface. Researchers found that various aspects of a game website importantly influence the success of the online game business. This paper aims at identifying key site-related quality factors affecting the success of online casual game websites and creating a model for measuring such success. To meet this end, we extracted basic factors from the literature and expanded them through a Delphi survey method in which domain experts were asked to identify key quality factors of online game websites. Then we performed a questionnaire survey using online game users for an empirical analysis. The results revealed that information quality, service quality, and system quality are all positively related to user satisfaction and that an increase in user satisfaction leads to an improvement in both gamer loyalty and business outcomes. However, it was found that gamers' loyalty does not necessarily increase business outcomes. The paper offers practical as well as academic implications based on the research findings.

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Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

Comparison of Online Game User Communities by using Social Network Analysis (소셜네트워크 분석을 통한 온라인게임 이용자커뮤니티 간 비교)

  • Ha, Sung-Ho;Im, Kwang-Hyuk;Pae, Hyun-U
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.178-189
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    • 2009
  • This paper investigates the influence of social networks on the satisfaction and loyalty of online game users. We gather the resulting questionnaires written by all respondents and compare social networks of users in the online game world. Social networks of online game users influence a sense of community. In consequence, the community sense influences the satisfaction and loyalty of online game users, respectively. Therefore, the companies which produce an online game and provide various services to users should consider the social networks and communities of their game users. Especially they have to try to manage the users who are the opinion leaders of the online game. If the companies make good relationships with users who are the opinion leaders of the online game, they would easily improve the loyalty of ordinary users by performing word-of-moth marketing of the users' opinions concerning about the online game.

Usability Evaluation of Massively Multi-player Online Game Design and Key Design Factors (MMO게임 디자인의 사용성 평가와 핵심디자인 요인)

  • Song, Seung-Keun;Kim, Soo-Jeoung;Lee, Joo-Hyeon
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.195-206
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    • 2006
  • The computer game industry has managed to become the fastest growing segment of the entertainment industry nowadays. However, only a very low number of computer game products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, customers' preferences are a core issue in creating successful products, and the design process in game is crucial for guaranteeing garners' satisfaction. This research aimed to explore key design factors for the game design based on the new framework of the usability evaluation. We examined the usability in Massively Multi-player Online Role-playing Games (MMORPGs) and reviewed literatures related to games simultaneously. We identified eighteen usability issues in MMORPG and presented its recommendation relevant to the issues. Moreover, the results of the study showed fifty four key design factors composed of game interface, game play, game narrative, and game mechanics for the game design. The research is concluded with key implications to support the early stage of the design process in game.

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A study on Motivation Factors and User Responses of Mods for PC Game and its Influences to Continuance Intention - Focusing on - (게임의 모드 이용 동기별 사용자 반응이 지속 사용 의도에 미치는 영향에 대한 연구)

  • Choi, Won-Bin;Chang, Byeng-Hee
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.25-42
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    • 2021
  • This study investigated motivation factors of mods and their influence on user response to analyze IS Continuance. The data of 610 players of who used mods was analyzed by a Post Acceptance Model of IS Continuance, followed by empirical results. As a result of SEM, the motive factor was divided into the 'Media characteristic', 'Content characteristic', and 'Situational characteristic'. The motive factors significantly affected user response of 'Perceived Usefulness', 'Satisfaction', and 'IS Continuance'; each motivation factors have different influence and 'Content characteristic' significantly affected the IS Continuance.