• Title/Summary/Keyword: 이용자 몰입

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A Dual-path Model for the Game's Motive for Subjective Happiness and Solitude (게임 선용동기가 행복과 고독에 미치는 이중경로 모형)

  • Lee, Won-jun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.55-64
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    • 2020
  • Despite the increasing influence of the game, the general perception of the game is still negative. In addition, there is a lack of understanding of game users. Therefore, this study aimed to grasp the user's motivation factors related to the good use of the game and to understand the positive and negative effects of the game on the user's attitude. The results of this study can be used to improve understanding of game users in the future, strengthen the competitiveness of the game industry, and improve youth guidance.

A Study on the Influencing Factors of Forest Trail Guide's Organizational Commitment: Focused on the Job Motivation (숲길체험지도사의 조직몰입 영향 요인에 관한 연구: 직무동기를 중심으로)

  • Ha, Siyeon;Lee, Yeonhee;Eom, Munseol;Jang, Jin
    • Journal of Korean Society of Forest Science
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    • v.105 no.4
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    • pp.496-504
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    • 2016
  • As people's interest in forest trail increases, it has reached a critical time to extend forest trail program. This study clarifies correlation between two variables, organizational commitment and job motivation and identifies the variations in organizational commitment level for job motivation so that the forest trail programs attain its object and meet users' satisfaction. As a result, first, job motivation can be divided into 'personal satisfaction', 'work value', and 'external reward and recognition'; the biggest motivation is 'personal satisfaction', followed by 'work value' and 'external reward and recognition'. Second, job motivation has a positive correlation with organizational commitment. Especially 'personal satisfaction' and 'external reward and recognition' have a positive impact on the organizational commitment. To sum up, the personal satisfaction has a greater impact on organizational commitment than other factors. Therefore, it is needed to draw up measures to increase their personal satisfaction like making them have self esteem from forest trail guide.

Proposal for Social Casino Game Policy based on Responsible Game System (책임게임시스템 기반 소셜 카지노 게임 정책 제언)

  • Song, Seung-keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2039-2044
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    • 2016
  • This study aims to investigate the safety instrument to prepare the policy alternative for social web-board game which will be developed to base on social network in the future although social casino game is not available in Korea now. We reviewed several literature about responsible game system applied to especially U.S. New Jersey, responsible gambling system acted in the being advanced all countries. Game experts built up user protection model as previous work to prepare the law and policy which such a responsible game system will apply for current web-board gaem and future social casino game. As a result, this research revealed that standard of judgement which can identify four kind of addiction danger user group are raised. We expect to help this user protection alternative to provide the law and policy instrument for future social casino game and complement the problem of current web-board enforcement.

A Study on the Influence of Demographic and Usage Characteristics on Mobile Shopping Addiction: Focusing on the Moderating Effect of Nationality

  • Yoon, Jongwook;Yoon, Jongsoo
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.205-215
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    • 2022
  • In this study, the authors analyzed the effect of demographic and mobile usage characteristics on mobile shopping addiction. In particular, this study focused on identifying the differences in shopping addiction between countries that were rarely covered in previous studies. As a result of the analysis, gender and age were identified as significant independent variables in demographic characteristics, and it was analyzed that there was a statistically significant moderating effect between these variables and nationality. In the mobile usage, the initial time of use was found to be a significant independent variable, and it was analyzed that there was also a moderating effect between the variable and nationality. The results of this study can be used as a clue to establishing marketing strategies for providing customized products and services from a corporate perspective, and can provide useful guidelines for resolving shopping addiction from a public policy perspective.

The Effects of Game User's Social Capital and Information Privacy Concern on SNGReuse Intention and Recommendation Intention Through Flow (게임 이용자의 사회자본과 개인정보제공에 대한 우려가 플로우를 통해 SNG 재이용의도와 추천의도에 미치는 영향)

  • Lee, Ji-Hyeon;Kim, Han-Ku
    • Management & Information Systems Review
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    • v.37 no.4
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    • pp.21-39
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    • 2018
  • Today, Mobile Instant Message (MIM) has become a communication means which is commonly used by many people as the technology on smart phones has been enhanced. Among the services, KakaoGame creates much profits continuously by using its representative Kakao platform. However, even though the number of users of KakaoGame increases and the characteristics of the users are more diversified, there are few researches on the relationship between the characteristics of the SNG users and the continuous use of the game. Since the social capital that is formed by the SNG users with the acquaintances create the sense of belonging, its role is being emphasized under the environment of social network. In addition, game user's concerns about the information privacy may decrease the trust on a game APP, and it also caused to threaten about the game system. Therefore, this study was designed to examine the structural relationships among SNG users' social capital, concerns about the information privacy, flow, SNG reuse intention and recommendation intention. The results from this study are as follow. First of all, the participants' bridging social capital had a positive effect on the flow of an SNG, but the bonding social capital had a negative effect on the flow of an SNG. In addition, awareness of information privacy concern had a negative effects on the flow of an SNG, but control of information privacy concern had a positive effect on the flow of an SNG. Lastly, the flow of an SNG had a positive effect on the reuse intention and recommendation intention of an SNG. Also, reuse intention of an SNG had a positive effect on the recommendation intention. Based on the results from this study, academic and practical implications can be drawn. First, This study focused on KakaoTalk which has both of the closed and open characteristics of an SNS and it was found that the SNG user's social capital might be a factor influencing each user's behaviors through the user's flow experiences in SNG. Second, this study extends the scope of prior researches by empirically analysing the relationship between the concerns about the SNG user's information privacy and flow of an SNG. Finally, the results of this research can provide practical guidelines to develop effective marketing strategies considering them for SNG companies.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

A Research on Impact of the Inter-Firm Relationship Formation Factors upon Business Performance : Primarily on the Ocean Shipping Service Market (기업간 관계형성의 영향요인이 기업성과에 미치는 영향에 관한 연구 -해운서비스 매매기업을 중심으로-)

  • 신희철;신한원;최영로
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2004.04a
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    • pp.321-332
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    • 2004
  • The purpose of this research is to introduce the concept of "relationship formation factors" in inter-firm relations and to empirically demonstrate that they are effective in improving the relationship results by means of anmediating variable. Therefore, the basic model of this study consists of the independent, mediating, and dependent variables. First, the independent variable, that is, the relationship formation factors, is further classified into three components: transactional, relational, environmental characteristics. Then, the study empirically examines how each of the three components influences the dependent variable, that is, the business performance(Load Factor), by way of the mediating variables, that is, trust and relationship commitment.

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A Research on Impact of the Inter-Firm Relationship Formation Factors upon Business Performance : Primarily on the Ocean Shipping Service Market (기업간 관계형성의 영향요인이 기업성과에 미치는 영향에 관한 연구 - 해운서비스 매매기업을 중심으로 -)

  • Shin, Hee-Chul;Shin, Han-Won;Choi, Young-Ro
    • Journal of Navigation and Port Research
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    • v.28 no.5
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    • pp.373-384
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    • 2004
  • The purpose of this research is to introduce the concept of "relationship formation factors" in inter-firm relations and to empirically demonstrate that they are effective in improving the relationship results by means of an mediating variable. Therefore, the basic model of this study consists of the independent, mediating, and dependent variables. First, the independent variables, that is, the relationship formation factors, are further classified into three components. transactional, relational, and environmental characteristics. Then, the study empirically examines how each of the three components influences the dependent variable. that is, the business performance(Load Factor), by way of the mediating variables, that is, trust and relationship commitment.

The Effect of Internet Shopping Mall User's Customer Satisfaction on Trust, Commitment, and Customer Loyalty Behaviors (인터넷 쇼핑몰 이용자의 고객만족이 신뢰, 몰입, 고객충성행위에 미치는 영향)

  • Park, Jun-Chul
    • Asia pacific journal of information systems
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    • v.13 no.3
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    • pp.131-149
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    • 2003
  • This paper examines internet shopping mall user's customer satisfaction and their consequent attitude and customer loyalty behaviors. For this purpose, internet shopping mall user's customer satisfaction is proposed to affect trust, and commitment, and consequently to influence customer loyalty behaviors. This study, which used data from customers of internet shopping malls, showed satisfactory data-fit of the proposed model and supported five of the six research hypotheses. The empirical results indicated that customer satisfaction take significant effect on trust, and commitment, and the trust and commitment in turn have strong influence on customer's loyalty behaviors. It was confirmed that both trust and commitment variables are effective mediators linking internet shopping mall user's customer satisfaction and their loyalty behaviors.

The Development Process of Quality Evaluation Indicators for Game Graphical Data (게임 그래픽 데이터의 품질평가지표 개발 프로세스)

  • Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.113-114
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    • 2012
  • 게임이 기획, 그래픽, 프로그램의 복합적 기능을 가진 콘텐츠이지만 특별히 수준 높은 그래픽 데이터는 이용자의 만족도, 몰입 등에 긍정적인 영향을 미치는 중요한 영역이다. 그러나 아직 국내외에 게임 그래픽 데이터의 품질을 객관적으로 평가할 수 있는 기준이 마련되어 있지 않다. 이에 따라 본 논문에서는 게임 그래픽 데이터의 품질 평가를 위한 지표를 개발하는 프로세스를 제안한다. 제안된 프로세스는 그래픽 데이터의 품질 평가 영역 추출을 위한 방법과 세부 평가 지표 마련을 위한 평가 항목 추출방법들로 구성된다. 본 연구 결과는 고품질 게임 개발을 위한 품질평가 지표 개발에 적용될 것이며 관련 분야의 품질평가 모델 개발의 참조 모델이 될 것이다. 향후 본 연구는 국내외 게임 그래픽 데이터의 품질평가 표준안 설계 개발로 진행될 예정이다.

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