• Title/Summary/Keyword: 변화몰입

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Relationship between Employee's Work-related Values and Job Performance (기업 구성원의 직무에 대한 가치관과 직무성과의 관계)

  • Lee, Jeong Eon
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.330-338
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    • 2013
  • The work-related values are important to understand the organizational members' behavior. Because they lay the foundation for understanding of attitudes and motivation. This study aims at developing and empirically testing a comprehensive model of work-related values. The study seeks to understand the relationship between work-related values and job performance. A questionnaire survey method is adopted to collect the data for this study. Correlations and moderated regression analysis are used to verify the proposed hypotheses. Pride in work, job involvement, and activity preference are correlated positively with job satisfaction and organization commitment. The attitude toward earnings and social status of job are negatively correlated with job satisfaction and organization commitment. But upward striving is positively correlated with organization commitment.

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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A Study on the Influence of Servant Readership on Organizational Effectiveness: Revolved around Effect of Tuned from Confidence of Superior (서번트 리더십이 조직유효성에 미치는 효과에 관한 연구: 상사 신뢰 조절효과를 중심으로)

  • Kim, Jae-Boong
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.215-226
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    • 2015
  • Business organizations intend to survival in the global market with a dramatically changing environment, an efficiency management process is obviously needed. The traditional management ways can not follow the steps of the new world. In another word, leaders now have to focus on building a new employee-employer relationship. Globally, as the economic recession continues and consumption shrinks, companies face a lot of difficulties. Companies will, eventually, fall behind in the market unless they respond to this constantly changing business environment and market, systematically. Accordingly, the importance of leadership can be said to be highest ever. This study inquired into the preceding research on servant leadership and carried out an empirical analysis with the workers in the service industry. As a result of the analysis, it was found that servant leadership had positive impacts on organizational commitment and organizational citizenship behavior, and that the boss's trust affected the impact of servant leadership on organizational commitment.

Change to Useful Game: Trends of Serious Game (유익한 게임으로의 변화: 기능성 게임 동향)

  • Lee, H.J.
    • Electronics and Telecommunications Trends
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    • v.27 no.3
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    • pp.43-50
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    • 2012
  • 게임 사용자층이 다양화되고 확대되어 감에 따라 게임의 과몰입에 대한 우려가 증가하고 있는 것이 현실이다. 이에 따라 게임에 대한 역기능과 부정적 인식을 넘어서 "유익한 게임", "도움이 되는 게임"으로 변화하기 위한 노력도 최근 몇 년 전부터 활발하게 진행이 되어 왔다. 순기능을 기반으로 한 게임인 기능성 게임(serious game)은, 기존의 게임에서 가지고 있던 단순한 재미 요소 이외에 교육, 학습, 훈련, 치료 등의 특별한 목적을 접목시켜 게임이 가지는 순기능을 더욱 확장시키고자 하는 것이다. 본고에서는 기능성 게임의 응용 분야 및 국내 외 성공 사례를 중심으로 동향을 살펴보고 세계적 흐름을 파악하여, 날로 치열해지고 있는 세계 게임 산업에서 주도권을 갖기 위해 필요한 전략이 무엇인지를 생각해보는 기회가 되고자 한다.

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A Study on Career Commitment in Korean Public Sector (공공조직 구성원들의 경력몰입에 관한 연구)

  • Lee, Kyu-Man;Park, Yong-Sun
    • Korean Business Review
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    • v.20 no.2
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    • pp.29-45
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    • 2007
  • In today's rapidly changing business environment, corporations need to have flexibility in order to survive. This was especially true of Korean firms that were affected by the policies of the International Monetary Fund(IMF) since 1997. IMF requirements became a catalyst that helped Korean firms design their HR practices more rational and efficient. Although these changes increased the firms flexibility and global competitiveness, they also brought some harmful effects. Job insecurity is one of the most serious problems in Korean firms and in the greater Korean society, As today's organizations no longer lifelong employment, individuals put stress on psychological satisfaction with the need to manage one's career and employability in the open labor market rather than rapid promotion or high compensation in a organizations. Theoretically and empirically, the topics of career choice and career development were extensively developed. On the other hand, the issue of career commitment received little attention. The purpose of this study is to examine the preceding factors career commitment among public officials in Korea.

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Study of Impact of Leader's Coaching Leadership on members' Career planning and Attitudes (리더의 코칭리더십이 구성원의 경력계획 및 태도에 미치는 영향에 대한 연구)

  • Won, Sang-Bong;Lee, Jee-Hyun
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.147-157
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    • 2011
  • This study was conducted to investigate haw coaching leadership affects organizational members' career planning and attitudes; organizational commitment, job satisfaction and turnover intention. For this purpose, this study used as its subjects at the major companies and subsidiary companies in Korea. The independent variable coaching leadership composed of the 5 factors; guidance, facilitation, inspiration, listening and questioning. The result of the study, coaching leadership was shown to have a significant effect on career planning, organizational commitment, job satisfaction and turnover intention. The case of coaching leadership is being more, the level of career planning, organizational commitment and job satisfaction are increased and the level of turnover intention are decreased. The findings of this study are particularly important because they contribute the evidence that support the effects of coaching leadership development program in the company.

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Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

Influence of Premenstrual Syndrome and Stress Response on Learning Flow in Nursing Students (간호대학생의 월경전증후군과 스트레스반응이 학습몰입도에 미치는 영향)

  • Shim, Chung-sin
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.83-91
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    • 2019
  • The purpose of this study was to investigate the relationship among the variables and the influence of premenstrual syndrome and stress response on the learning flow of nursing students. Method : The participants were 162 nursing students in K city, who were surveyed between June 1 and June 10, 2018, using self-report questionnaire. Result: There were positive correlation between premenstrual syndrome of participants and stress response(r=.389, p<.001). There were negative correlation between premenstrual syndrome and learning flow(r=-1.93, p<.014), between stress response and learning flow(r=-.216 p<.001). The variables for learning flow where stress response(${\beta}=-.314$, p<.001) and Psychological change of menstruation(${\beta}=-.358$, p<.001), with a coefficient of determination($R^2$) of 30.3%. The result of this study will be useful in preparing basic date for improvement of the learning flow of the nursing students and it will be necessary to develop educational programs and strategies related with the premenstrual syndrome and stress response disposition.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.507-512
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    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.

The Effect of Novel Engineering (NE) Education using VR authoring tool on STEAM literacy and Learning Immersion (VR 저작도구 기반 노벨 엔지니어링(NE) 교육이 초등학생의 융합인재소양과 학습몰입에 미치는 효과)

  • Song, Hae-nam;Kim, Tae-ryeong
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.153-165
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    • 2022
  • This study is about the Novel Engineering(NE) education program : a class model that combines reading and engineering. By including the process of directly designing and programming a virtual reality using CospacesEdu (a VR authoring tool for the NE class), the effects of the educational program on learners' STEAM literacy and Learning immersion are demonstrated. Moreover, the subject of this education is Dokdo in South Korea. As a result, the average of STEAM literacy is increased, and a significant change is confirmed statistically in Convergence. Learning immersion shows significant improvement in Challenges-skills balance. On the other hand, some students experience difficulties due to the long research stages, from reading a book to researching for information to designing VR and rewriting a story with the collected information. In conclusion, this study will help generalise other education using NE, and this developed program will be a reference that would suggest a new way of teaching.