• Title/Summary/Keyword: 몰입 이론

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Measurement Method of User's Gameplay Skill Level in a Computer Game (컴퓨터게임에서 유저의 게임플레이 숙련도 측정 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.23-34
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    • 2012
  • Computer games should keep user's immersion for fun. Flow can be occured on the balance of user's game skill level and the difficulty level of the challenges by an immersion theory. Computer games can make automatic control of the challenge difficulty level but user's game skill makes difficult to know instantly its level on gameplay because the skill is decided by game goals, user tendency, or user experience. In this paper, we proposed a method of measurement of user's gameplay skill level that we can know the skill level instantly on gameplay. The proposed methods require to be implemented in the stages of the design and implementation of the computer game to be used. Computer games can keep continuously the balance of user's game skill level and the difficulty level of the challenges in order to occur flow immersion by using the proposed measurement method and automatic control methods of the difficulty of game challenges.

An Experiment of User Experience and Neurophysiological Patterns during Watching and Playing a Video Game (게임콘텐츠의 시청행위와 게임행위의 사용자 경험과 뇌파반응특성)

  • Jang, Han-Jin;Kim, Si-Sung;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.19-32
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    • 2015
  • Presence, flow, and arousal are interesting user experiences provided by video and people's demand for media which responds to personal interest is getting strong. This research compares video watching and game play by conducting a survey and measuring brain wave to find out the difference of those user experiences in the two media. As a result, all the three user experiences were proved to be significantly higher in game play than video watching. And those EEG frequencies which are known to be related to the state of flow were also measured higher scalp distribution of the game play group. Finally, presence, arousal, and EEG(${\alpha}$, ${\beta}$, ${\delta}$) were found to have influence on the flow state in game play. This research is intended to prove above relations by experiment and make a contribution to the theoretical and methodological improvement in the related area.

Effect of Finance Public Enterprise Employees' Work rewards on Organizational Effectiveness -Investigation of Moderating Role of Self-efficacy- (노동보상이 금융공기업 종사자의 조직유효성에 미치는 영향 -자아효능감의 조절효과 검증-)

  • Kang, Myoung-Seok;Jeon, In-Oh
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.495-510
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    • 2013
  • The purpose of this study was to explore the effects of work rewards on the organizational effectiveness including mediator role of self-efficacy, and also the work rewards was divided into three categories of task rewards, organizational rewards and social rewards, organizational effectiveness into two categories of organizational commitment and job satisfaction. Research findings are follows; First, job diversity and job challenge of task rewards, payment of organizational rewards, superior support of social rewards have a positive influence on organizational commitment. Second, job diversity, job challenge and job autonomy of task rewards, superior support of social rewards have a positive influence on job satisfaction of finance public enterprise employees. Third, tested mediator role of selt-efficacy between work rewards and organizational effectiveness, and found out moderating roles between work rewards and organizational commitment, but its role between organizational rewards and job satisfaction was found only in job stability of organizational rewards. In terms of the results of this study, the theoretical and practical implications of the findings were discussed and directions for future research were presented.

A Study on Factors Influencing Immersion and Viewing Intention of Personal Broadcasting Viewers (개인방송 시청자의 몰입 및 시청의도에 미치는 영향요인 연구)

  • Hong, Moo-Goong;Kwon, Hyeog-In
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.195-211
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    • 2019
  • Recently, as the personal broadcasting industry has grown rapidly, interest in personal braodcasting platform companies, creators, and contents is increasing. In addition to the quantitative growth of the private broadcasting industry, related research is also increasing, but there is a lack of research on the viewer side. In this study, we applied the Hedonic-Motivation System Adoption Model (HMSAM) to derive the viewing motivation factors from the intrinsic aspects of personal broadcasting users. Also, we analyzed the difference of viewing motivation factors by classifying the types of personal broadcasting contents. As a result of the analysis, extrinsic and intrinsic factors of the users except "control" has a significant influence on the viewing intention and immersion. Also, it was verified that the influences on the viewer's immersion were different according to the content type. Finally, various theoretical and practical implications are presented through the results of this study.

The Effect of Transformational Leadership of Hotel Managers on Self-Efficacy, Organizational Commitment, and Job Performance (호텔 관리자의 변혁적 리더십, 자기효능감, 조직몰입, 직무성과 간의 관계 연구)

  • Seo, Ye-Jung;Han, Jin-Soo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.33-44
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    • 2019
  • In this rapidly changing era of infinite competition, many companies highlight the importance of internal resources to secure competitiveness. Especially in the service industry, because hotel employees provide service face-to-face with customers, their attitude at the moment of truth directly affects the customers satisfaction and consequently it is directly related to the survival and development of organization. The purpose of this study is to investigate the effect of transformational leadership of hotel managers on self-efficacy, organizational commitment, and job performance. This research aims to provide theoretical and practical implications through the exercise of manager's leadership in the hotel industry. As a result of the analysis, transformational leadership, self-efficacy, and organizational commitment have partially significant positive(+) effect on job performance. Thus, hotel managers should present a strong vision, establish the sense of target and show a careful and persistent interest on individuals to derive voluntary participation and creativity.

The Effect of Paternalistic Leadership on Affective Commitment and Organizational Citizenship Behavior: Evidence from Chinese Employees (중국 직원들을 대상으로 한 가부장 리더십이 정서적 조직몰입 및 조직 시민행동에 미치는 영향)

  • YeJin Kim;Chanhyuk Shin
    • Journal of the Korean Regional Science Association
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    • v.40 no.1
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    • pp.111-127
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    • 2024
  • Our study investigates the impact of paternalistic leadership on organizational citizenship behavior in the Chinese context. First, we explore whether the benevolent, moral, and authoritative dimensions of paternalistic leadership positively influence organizational citizenship behavior. Second, we examine the mediating role of affective commitment. Third, we investigate whether power distance orientation and follower's age moderate the paternalistic leadership-affective commitment-organizational citizenship behavior mechanism. The results confirm the positive effects of the three sub-dimensions. We also confirm power distance orientation and follower's age moderate the effect of benevolent and moral aspects of paternalistic leadership. These underscore the importance of a dimensional analysis of paternalistic leadership. Theoretical and practical implications are also suggested.

A Study on the Correlation about Creating Component of Pleasure and Satisfaction on FPS Game (FPS게임에서 쾌감의 구성 요소 창출과 선호도 상관관계에 관한 연구)

  • Kim, Sang-Jung
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.45-56
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    • 2009
  • This Study has limited our scope to the study of satisfaction factor. Due to the extensiveness of fun factors of games. We had identified satisfaction factors through investigating various theories based on funology. Then, we have directly applied the satisfaction factors to games in order to define the satisfaction factors of online FPS game. Then, we have applied the satisfaction factors on to four online games, at the first phase of the study. We interviewed a group of online FPS game experts to identify the constituent elements of the factors and concluded the second phase of our investigation based on the results from the first and second phases, we have conducted a survey to verify the hypothesis. We have verified the reciprocal relationship between the satisfaction factors and game popularity by conducting a multiple regression analysis on the survey results. To conclude, there is a correlation between online FPS games and the satisfaction factors; the satisfaction factors cause the users to be absorbed into the game and to enjoy it for a long period of time.

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Holding Power Analysis of Multimedia Games with Ontology Information (온톨로지 정보를 이용한 멀티미디어 게임 흡인력 분석)

  • 정혜영;조윤경;배재학
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2002.05a
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    • pp.15-20
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    • 2002
  • 본 논문에서는 몰입이론을 기초로 멀티미디어 게임의 흡인요소를 분석하였다. 인지 및 감성을 고려한 흡인요소에는 22가지가 있었다. 이 흡인요소를 Roget 시소러스 (Roget Thesaurus)의 기저범주로 간주하였다. 이 기저범주를 바탕으로 참조정보를 이용하여 가까운 반경 안의 새주운 범주를 탐색하였다. 그 결과, 22가지 게임의 흡인요소 범주를 229가지로 세분화시킬 수 있음을 알았다.

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가상환경에서 고객의 관계몰입(Relationship Commitment)에 관한 연구 : 대 고객 및 고객간 관계측면에서

  • 이수동;최주석
    • Proceedings of the Korean DIstribution Association Conference
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    • 2000.05a
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    • pp.87-107
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    • 2000
  • 최근 인터넷에 의해 발달하고 있는 가상환경은 기업에 새로운 마케팅전략을 요구하고 있다. 그 중에서도 특히 일대일 마케팅개념에 근거한 고객과의 관계마케팅의 중요성이 더욱 더 커져가고 있는 추세이다. 지금까지 관계마케팅이론은 주로 기업과 기업간의 관계측면에서 많이 논하여져 왔다. 그러나, 앞으로 가상환경으로 인해 발생할 여러 가지 환경적 변화를 고려한다면 대 고객 관계마케팅의 연구가 매우 중요하다고 볼 수 있다. (중략)

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Analysis of causal factors in the relationship marketing for optical stores (안경원의 관계마케팅 영향요인)

  • Han, Suk-Young;Kim, Tae-Hun;Sung, A-Young;Kim, Douk-Hoon
    • Journal of Korean Ophthalmic Optics Society
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    • v.10 no.3
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    • pp.215-220
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    • 2005
  • On entering new millenium, there has been an important switchover in the divergent View and its cases on commercial marketing. This study is to focus on the related influence factors of the optician's marketing. Aiming to improve the relationship of the manager and the manager and the clients, this study tried to find out the influences of the marketing. We defined quality of relation as three element, trust, satisfaction, absorption. We investigated how it influenced optician's characters, goods, service, price, physical convenience and communication to the quality of relation. Moreover, we investigated how it influenced optician characters like knowledge information, good impression, contact and relation marketing of dissatisfaction solution, also quality of relation could or not influence about repurchase intension and Big Mouth marketing. Optician's characters affect on affirmative effect to trust and absorption, but little affirmative effect to satisfaction. Since optician's characters are trust and absorption rather than satisfaction influence, they actively should improve customer-oriented variety of goods, service, physical convenience, communication. As price and communication structure of optician was formed so not modernized, we realized these have not influenced their trust, satisfaction, absorption to customer. Optician's characters influenced more affirmative effect to satisfaction than thrust and absorption. quality of relations mostly provided affirmative effect to the result of relation. The opticians should make efforts to influence on customer satisfied with goods and service, also to have trust and absorption for customer, should maintain good partnership with customer.

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