• Title/Summary/Keyword: 대리경험

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Influence of Perceived Gaming Interactivity on Various Psychological States (게임 상호작용성 수준이 심리상태에 미치는 영향)

  • Chung, Dong-Hun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.3-11
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    • 2009
  • Game business has been successfully developed in the world including Korea. Among the many functions, interactivity is the key issue in the state-of-the art gaming system and the success of Nintendo Wii is the example. However, in spite of this success, it is hard to find out the research of the gaming interactivity, for instance what kinds of outcomes are followed by the interactivity. Therefore, the aim of this research tries to disclose the influence of perceived gaming interactivity on various psychological states such as mood, vicarious experience, and vicarious pleasure. The results show that all those factors are influenced by interactivity.

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The audience's reaction effect based on vicarious emotional experiences and creative rhetorical expressions of the networking media platforms (네트워킹 미디어 플랫폼의 대리적 감정 경험과 크리에이티브의 수사적 표현 방식에 따른 수용자 반응 효과)

  • Choi, Hyuck-Soo
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.113-123
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    • 2021
  • This study involves an experiment aimed to reveal the communicative effects by different types of visual expressions in SNS advertisements. This study analyzes consumers' dynamic responses to vicarious emotional experiences and the creative rhetorical expressions of networking media platforms through experiments that sample university students. The vicarious emotional experiences of networking media platforms have a significant effect on the consumers' subsequent reactions. The greater the vicarious emotional experiences are, the more positive this effect is. There is a significant interactive effect between consumers' vicarious emotional experiences and the rhetorical creative types of targeted media.

Concept Mapping Analyzing on Counselors' Vicarious Trauma Experience from Working with Victims of Sexual Violence (성폭력 상담자 대리외상 경험에 대한 개념도 연구)

  • Heo, Chan-hee;Lee, Jee-yon
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.457-471
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    • 2020
  • The purpose of this study is to explore the in-depth content of vicarious trauma experience of sexual violence counselors and to develop intervention strategy. To this end, depth interviews were conducted with twelve sexual violence counselors working at the sexual violence counseling site for more than three years. In addition, using the concept mapping method, the content exploration of the experience of vicarious trauma of sexual violence counselors was confirmed, and its conceptual structure was identified. As a result, 60 key sentences regarding the experience of vicarious trauma of sexual violence counselors were extracted. Then, multi-dimensional scale and cluster analysis were conducted after making nineteen appraisal participants who are under the same condition as depth interview participants to categorize and assess key sentences. As a result of analysis, the x-axis of negative perception, psychological and emotional dimension, and the y-axis of personal inner and behavioral dimension appeared, and five clusters emerged: immersion and skepticism about work, experience of emotional assimilation, hypersensitivity to sex, increased vigilance against men, and threat of safety. This provided basic data that could categorize and identify the contents of vicarious trauma of sexual violence counselors experience by sexual violence counselors.

Determinants of Success in Ex-parte and Inter-parte Patent Litigation (발명의 특허성 및 특허의 유효성 분쟁결과에 영향을 미치는 요인분석)

  • Choo, Ki-Neung;Oh, Jun-Byoung
    • Journal of Technology Innovation
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    • v.20 no.3
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    • pp.57-91
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    • 2012
  • This paper investigates determinants of litigation success in the two distinctive types of patent litigations, ex-parte and inter-parte cases, which are brought in the process where a filed application becomes a valid patent right. We regress winning rates of patent applicants on the characteristics of firms, trials, patent lawyer, and patent itself, using a probit model with sample selections. The paper finds that the relative suit rate of a firm, time to be sued, changes of patent agents by applicants, and multiple agents among explanatory variables affect ex-parte reexamination and in-parte post-grant patent trials differently in the point of average marginal effects. These variables lower the probability of applicant's victory in the ex-parte cases, while they raise the probability in the inter-parte trials. However, the experience that agents represent applicants is a winning rate-increasing factor both in inter-parte and ex-parte reexamination, unexpectedly. This result cannot be applied to the entire domain of the variable, since sample selection effects are reflected in the result. The number of claim increases the winning probability of the applicant in the both types of patent litigations. This study has some limitations because it ignores the information on the legal person to which a patent agent belongs, and confined agent's experience to patent filing. We leave it future studies to investigate the effects of lawsuit experience of patent agent, and those of characteristics of the law firm to which individual patent lawyer is affiliated.

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The Effects of Live Commerce and Show Host Features on Consumers' Likelihood of Impulse Buying: A Scenario-Based Experiment (라이브 커머스 및 쇼호스트 특성이 소비자의 충동구매가능성에 미치는 영향: 시나리오 기반 실험연구)

  • Nakyeong Kim;Sung-Byung Yang;Sang-Hyeak Yoon
    • Information Systems Review
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    • v.24 no.4
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    • pp.77-96
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    • 2022
  • Live commerce has recently received substantial attention due to the spread of the non-face-to-face consumption culture driven by the COVID-19 pandemic. Live commerce has a higher purchase conversion rate than other forms of commerce. Accordingly, the likelihood of impulse buying in a live commerce environment is expected to be high. However, there is a shortage of research on consumer impulse buying in the live commerce environment. This study designs a scenario-based experiment using the integrated model of consumption impulse formation and enactment. Through this method, this study validates the influence of the characteristics of live commerce (i.e., vicarious experience and real-time interaction) on consumers' likelihood of impulse buying and further examines the moderating role of a live commerce host feature (i.e., professionalism) in these relationships. The results of this study confirm that both vicarious experience and real-time interaction have a positive effect on consumers' likelihood of impulse buying and that professionalism strengthens the impact of vicarious experience on the likelihood of impulse buying. This study's scenario-based experimental design is meaningful because it analyzes the likelihood of impulse buying in the context of live commerce shopping. Additionally, it provides live commerce service and platform providers with practical insights into how to maximize profits and operate services more efficiently.

Factors which Influence Customers' Intention to Switch from Call-Based Driver-for-hire Services to App-Based Driver-for-hire Services Based on Online to Offline (O2O) Business Model: Focusing on Kakao Driver service (콜 대리업체 서비스에서 O2O 방식이 적용된 대리운전 사업 모델로의 소비자 전환 의도에 관한 연구: 카카오 드라이버를 중심으로)

  • Kim, Daewon;Jeong, Hye Seung
    • The Journal of Society for e-Business Studies
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    • v.21 no.3
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    • pp.51-78
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    • 2016
  • Online-to-offline (O2O) commerce is the new trend that merges online commerce with traditional industries in various fields. The primary purpose of this paper is to find out which factors influence customers' intention to switch from call-based driver-for-hire services to O2O app-based services. This study used variables and factors based on Theory of Switching Intention, and Extended Unified Theory of Acceptance and Use of Technology in order to design research questions. We surveyed 500 users of call-based driver-for-hire services. According to the result of this study, dissatisfaction with the current call-based driver-for-hire services is estimated to be a significant factor that strengthens customers' intention to switch from the call-based driver-for-hire services to the app-based services. Loyalty to the previous call-based driver-for-hire services was not seen as a crucial motivator that causes customers to switch to the new O2O driver service. Switching cost also did not play a key role in explaining the relationship between dissatisfaction with the current call-based service and the intention to use the new app-based service. Performance expectancy, easiness in use, the level of user's knowledge or available assistance in relation to the use of app-based services, and expectancy for reasonable price was found to have meaningful impacts on customers' intention to switch from the call-based driver-for-hire services to the app-based services. Age, gender and user experience on the new service were found incapable of moderating the relationship between aforementioned factors which influence customers' choice of the app-based driver-for-hire service, and customers' intent to switch to the app-based service.

The Need for Surrogate Game and Win Trading Gameplay Regulations in e-sports Leagues (e스포츠 리그에서 대리 게임 및 어뷰징(고의 패배) 규정 신설에 대한 필요성)

  • Suh, Suk Hoon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.9-15
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    • 2018
  • The purpose of this study is to investigate the actual situation of the surrogate games and win trading gameplays in e-sports leagues, and to insist on the creation of new regulations to punish them. The surrogate game surveys was conducted for 40 amateur users and 17 professional users in e-sports leagues. The survey was conducted in-depth interviews with a professional user to learn more about the actual situation of the win trading gameplay. As a result of the study, professional users had a high rate of experience with Gahz'rilla, and they would be able to increase their game rankings through Gahz'rilla. But they did not think Gahz'rilla is a surrogate game. Amateur users had a low rate of experience with Gahz'rilla and did not think they would be able to increase their game rankings through Gahz'rilla relative to professional users. Amature users tend to think of Gahz'rilla as a surrogate game. Both the users agree on the necessity of regulation on Gahz'rilla and surrogate game. Therefore, it is necessary to narrow the gap between the professional users and the amateur users by establishing rules for Gahz'rilla and surrogate game.

Impact of Small Business Entrepreneurs' Absorptive Capacity of Participating in Digital Platform on Market Response: The Moderating Effect of Vicarious Learning and Experiential Learning (디지털 플랫폼 참여 소상공인의 흡수역량이 시장 반응성에 미치는 영향에 대한 연구: 대리 학습과 경험적 학습의 조절 효과 분석)

  • Juhee, Kim;Youngshin, Kim
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.6
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    • pp.115-125
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    • 2022
  • As the digital economy has emerged as a means of building a new business order and creating new values, the number of small business owners participating in digital platforms is gradually increasing. This study aims to check whether small business owners participating in the digital platform are being helped to properly respond to the market environment and establish and implement strategies necessary for growth through learning within the platform. To this end, this study attempted to examine the effect of the absorptive capacity of small business owners using e-commerce platforms on market orientation and the moderating effect of vicarious learning and experiential learning, which are two types of learning within the platform. As a result of verifying the hypothesis through the survey, it was found that the absorption capacity of small business owners using digital platforms positively affected their market orientation. In addition, as a result of the moderating effect analysis, it was found that vicarious learning within the platform strengthens the relationship between absorptive capacity and market orientation. This result implies that small business owners can not only prepare for market uncertainties through indirect learning (vicarious learning) but also establish strategies to provide products and services that meet the market's needs. On the other hand, the effect of experiential learning was found to lower market orientation, which means that previous business experiences can rather lower attention to the environment. The significance and implications of the study were presented.

Vicarious Trauma and Posttraumatic Growth in Emergency Workers, Subway Operators, and Child Protective Service Workers (응급구조원, 지하철 승무원, 아동보호전문기관 사회복지사의 대리 외상과 외상 후 성장)

  • Rhee, Young Sun;Lee, So Rae;Joo, Sung A;Ko, Young Bin;Kim, Ye Jin;Han, In Young
    • Korean Journal of Social Welfare Studies
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    • v.43 no.1
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    • pp.249-273
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    • 2012
  • Certain professionals face repeated exposure to traumatic events throughout their career. Although typically linked to pathological outcomes, research has identified sustained positive benefits and posttraumatic growth (PTG) as consistent posttrauma outcomes in occupational exposed to trauma. This study investigated the association of occupation, subjective psychological distress to a traumatic event, and demographic characteristics with posttraumatic growth in emergency workers (firefighters, rescue, and ambulance personnel), subway operators, and child protective service workers. The study led to the following conclusions: First, all three groups are risk groups of PTSD, especially, subway operators demonstrated the highest degree. Child protective service workers demonstrated the highest degree of PTG and emergency workers and subway operators followed respectively. Second, vicarious trauma and PTG were significantly correlated, in particular, invasion and avoidance were more highly correlated. Third, multivariate analysis revealed that occupation, invasion, avoidance, religion, and sex were significantly associated with PTG. Discussion addresses the need to serve mental health service and to apply concept of PTG for occupations exposed to trauma.

국회의원 개인배경과 입법: 입법 메커니즘과 16대와 17대 국회의 입법생산성

  • Mun, U-Jin
    • Korean Journal of Legislative Studies
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    • v.16 no.1
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    • pp.35-67
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    • 2010
  • 이글은 대의민주주의에서의 입법 메커니즘에 대한 이론적 논의를 전개한다. 이러한 논의를 근거로 한국 국회의원의 입법생산성에 영향을 미치는 변수들을 도출하고, 이 변수들이 16대와 17대 국회의 입법생산성에 미치는 효과를 분석한다. 이글의 경험분석은 국회의원의 입법생산성은 이들의 학력, 법조경력, 관직경력, 의정경력 같은 개인적 배경과 서로 무관하다는 사실을 보여준다. 이글의 경험분석에 의하면, 국회의원들의 개인배경보다는 원내 정당간의 역학관계와 소속정당의 여당지위, 그리고 의회요인들이 국회의원들의 입법생산성에 영향을 미치는 것으로 밝혀졌다. 이러한 분석결과는 한국 대의민주주의의 작동과 관련된 함의를 제공한다. 국회의원의 입법활동에 대한 정보를 접하기 어려운 환경에서는 국회의원의 개인배경에 의존하는 국회충원 방식이 대리인문제를 유발할 가능성이 높다. 이글은 국회의원 입법활동에서 발견되는 대리인 문제의 해소를 위한 제도적 방안들에 대해 논의한다.