• Title/Summary/Keyword: 몰입이론

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자기결정성 이론을 통한 온라인 게임 몰입과 만족이 충성도에 미치는 영향

  • Gwon, Du-Sun;Lee, Sang-Cheol;Seo, Yeong-Ho
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2010.04a
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    • pp.177-182
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    • 2010
  • 본 연구는 자기결정성 이론에 대한 중요한 변수들이 내재적 동기인 몰입과 만족이 충성도에 영향을 미치는 요인들에 대한 인과관계를 실증 연구하고자 한다. 지금까지의 온라인 게임 연구들은 내재적 동기인 Flow가 만족과 충성도에 미치는 연구들이 주를 이루어 왔을 뿐, Flow에 미치는 영향변수에 대한 연구는 미비하였다. 이에 본 연구에서는 내재적 동기에 영향을 주는 요인들을 연구한 자기결정성 이론을 바탕으로, 자기결정성의 요인인 자율성, 유능성, 관계성이 몰입과 만족, 충성도에 미치는 인과관계를 연구하고자 한다.

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The Impact of Ethical Leadership on Unethical Pro-Supervisor Behavior: The Mediating Effect of Supervisor Identification and Affective Commitment (윤리적 리더십이 비윤리적 친상사 행동에 미치는 영향: 상사동일시와 정서적 몰입의 매개효과를 중심으로)

  • Goh, Seung-Suk;Tak, Jinkook
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.221-233
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    • 2021
  • This study empirically examined the relationships among ethical leadership, supervisor identification(SI), affective commitment(AC), and unethical pro-supervisor behavior(UPSB) based on social learning theory and social exchange theory. The data were collected by conducting a survey of 339 workers and analyzed using SPSS25 and SPSS Process Macro (v3.5). The results were as follows. First, ethical leadership directly negatively influences UPSB. Ethical leadership indirectly positively influences UPSB mediated by SI. Second, ethical leadership, completely mediated by AC, indirectly positively influences UPSB. Third, ethical leadership has an indirect positive effect on AC mediated by SI. This study showed how ethical leadership works in organizations through social learning theory and social exchange theory. Also, it suggested implications on how to use ethical leadership in field.

The Nature of Flow in Virtual Reality Education: Based on A Grounded Theory Approach (가상현실 교육에서 몰입의 생태: 근거이론적 접근을 중심으로)

  • Choi, Sung-Ho;Won, Jong-Seo
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.446-460
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    • 2017
  • The purpose of this study is to discover the nature of users' flow experience in virtual reality education services. To this end, we analyzed the factors that affect the user's immersion in virtual reality by applying grounded theory, which is one of the qualitative research method. An experiment was conducted on 11 subjects who were interested in conducting virtual reality education, and conducted interviews after experiments. All of the interviews were documented and configured to construct a paradigm model through the steps of opening coding, axial coding, selective coding. Based on the results, it presents suggestions for future virtual reality education services.

Social Network Games (SNG) to concentrate on the analysis of causes (소셜네트워크 게임(SNG)에 몰입하는 원인 분석 연구)

  • Kim, Tae-Gyu;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.445-453
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    • 2012
  • With the development of recent gaming industry in the production side of the game has expressed concern about. To avoid such generalizations about the diversification of the game for any effort is required. As an aspect of the game is that social networks are emerging. In particular, the element of commitment to targeting the public should not be in game development is an important factor in the liver. In this study, the analysis of previous studies on flow and Raph Koster fun theory is based on the theory extracted from the social network game cause flow through the case study is presented.

Exploring the Relationship between Achievement Goal Orientation, Learning Motivation, and Flow in Distant PBL Classes: Focusing on the Mediating Effect of the Level of Interest (원격 PBL 수업에서 성취목표지향성, 학습동기, 몰입의 관계 탐색 : 흥미 수준의 매개효과를 중심으로)

  • Lee, Eun-Chul
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.395-405
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    • 2021
  • This study explored the structural relationship between achievement goal orientation, learning motivation, and level of interest on the level of flow in distance PBL classes. A structural model was constructed through analysis of previous studies. Data for the verification of the structural model were collected from 59 students in the teaching courses. The study took PBL lessons remotely. After the PBL class was ended, flow, achievement goal orientation, learning motivation, and level of interest were measured. The collected data were analyzed using the structural equation model analysis method. As a result, the structural model proposed in this study was verified to be valid. It was verified that the level of interest mediated the influence of achievement goal orientation and learning motivation to influence commitment. Next, it was verified that the path through which the level of interest mediates the effect of achievement goal orientation has the greatest influence. Therefore, it is possible to suggest that the level of flow can be adjusted if the level of interest is adjusted in consideration of the achievement goal orientation of learners when operating distance PBL classes.

A Study on the Exploration of English Learning Design Elements Applying Immersive Virtual Reality (몰입형 가상현실을 적용한 영어학습 설계요소 탐색에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.209-217
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    • 2022
  • Virtual reality entered a new phase with the introduction of wearable devices represented by Oculus. This study proposes an immersive virtual reality based on Oculus Rift that enables direct immersion in virtual reality from a first-person perspective for English learning. At this point, it is meaningful to provide considerations when designing instruction for language learning through a comprehensive and integrated review of immersive virtual reality. Therefore, the main purpose of this study is to find a way to maximize the application of language education in the immersive virtual world. And for the design elements for English learning through immersive virtual reality, the setting of learning theory, consideration of differences in learning, selection of learning tasks, regulation of teachers' influence, determination of types of applied senses, flexibility of design, and usage environment were suggested. By integrating the results, various discussions and directions for instructional design were presented.

Developing an Adventure Game based on the 'Patterns' of Fun Theory for Inducting the Flow : 1 Hour (재미이론의 '패턴'에 근거하여 몰입 유발을 위한 어드벤처 게임 개발)

  • Kang, Jae-Woo;Cheo, Min-A;Um, Joo-Hee;Sung, Jae-Ho;Kim, So-Young;Kim, Hyeon-Jun;Son, Yu-Jin;Lee, Ju-Yeoun;Jang, Sae-Ri;Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.303-306
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    • 2014
  • 수많은 사람들이 게임을 제작 및 개발함에 있어, 많은 학자들이 다양한 방법으로 오랜 세월에 걸쳐 연구한 게임의 인문학적 정의 및 재미 이론은 현대의 게임 개발에 있어서도 그 이론적 배경을 담당하는 주춧돌의 역할을 맡고 있다. 본 논문에서는 청강문화산업대학교 게임전공의 게임 개발 프로젝트의 일환으로 구성된 '안드로메다' 팀이 Unity 3D 엔진을 기반으로 제작한 3D 생존 어드벤처 게임 "1 Hour"를 개발한 과정을 기술하였고, 그 과정에서 재미 이론의 '패턴'에 근거하여 플레이어로 하여금 몰입을 유발시키는 어드벤처 장르의 게임 디자인을 제시하는 것을 이번 연구의 목적으로 하였다. 연구 과정은 문헌 연구 및 개발 게임("1 Hour")의 플레이 테스트 등을 통해 게임에서의 몰입의 과정을 분석하였고, 몰입 유발 효과 증명을 위해 '패턴과 몰입의 상관관계'에 대한 가설들을 수립하고 실험을 실시하여 그 결과를 분석하였다.

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An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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A Comparative Study on the Factors Affecting the Loyalty to Cyber Communities: Focusing on Korea and India (가상공간에서의 사회적 교류가 가상공동체 몰입에 미치는 영향에 관한 연구: 한국과 인도를 비교하여)

  • Kim, Bong-Jun;Jeong, Chang-Mi;Cho, Nam-Jae
    • Asia pacific journal of information systems
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    • v.14 no.2
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    • pp.21-36
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    • 2004
  • Since IT industry has changed very rapidly in technology, market environments, the cyber communities raise new social space. In spite of such growth of cyber communities, academic discussion is relatively limited. This Paper suggested several factors that affect the level of participator's loyalty on cyber communities. Participator's loyalty was classified into two categories, the psychological loyalty, which measure the psychological responses, and the behavior loyalty, which measure the absorption of time, the volume and frequency of visit to cyber communities. Consequently, this research has showed social awareness about cyber community culture and suggested the strategy directions for customer-oriented cyber Community Company.

The Relationship between Technostress and Continuance Commitment within Organizations : The Moderating Effects of Involvement Facilitation and Technical Support Provision (조직 내 테크노스트레스와 지속적 몰입의 관계 : 참여 촉진과 기술적 지원 제도의 조절효과)

  • Kim, Geuna;Kim, Sanghyun
    • The Journal of Society for e-Business Studies
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    • v.20 no.1
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    • pp.153-166
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    • 2015
  • The main purpose of this study is to develop and empirically validate the research model that examines the relationship between technostress and employees' continuance commitment at their jobs. In addition, the moderating effects of involvement facilitation and technical support provision were examined as enhancing factors on the relationship among the proposed constructs. The data from 179 employees at various organizations were analyzed to test proposed hypotheses. Results show that all proposed hypotheses were supported. This study contributes to IS community in terms of theoretically research framework as well as understanding of technostress at a workplace.