• Title/Summary/Keyword: 인지적 몰입

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A Comparative Study on the Differences in Cultural Attributes of Gamification between Korea and Austria (게이미피케이션 요소의 문화적 차이에 대한 한국-오스트리아 비교 연구)

  • Kim, Jongwoo;Kim, Sangwook
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.1
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    • pp.109-122
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    • 2018
  • Gamification is receiving much attention from a variety of fields of life as it has tremendous potential to help people get experienced with 'fun' by the elements of game mechanism and thus attract their voluntary participation eventually to reach the state of 'flow'. Some studies examined this process with a focus the relationship between game elements and flow while others regarded the game elements as fun elements and discussed the relationship between fun and flow. However, starting from the fact that the fundamental reason humans play a game is for fun and fun is in turn induced through game elements, our study defines fun as an emotion and uses it a factors are also introduced as control variables for the study on the belief that game elements affecting fun will apparently vary depending on the cultural dimensions. This study confirms that difference exists in correlations between game element, fun, and flow, depending on the different cultural settings. By comparing samples from Korea and Austria, each representing the east and the west respectively, it was found that 'social fun' affects flow and both 'relationship' and 'reward' are in turn affecting social fun in case of Korea. On the other hand, Austrian case reveals that cognitive fun affects flow and game elements affecting cognitive fun are 'story' and 'reward'.

The Relationship among Coaches' Transformational Leadership, Exercise Flow, and Repurchase Intention in Sports Centers (스포츠센터 지도자의 변혁적 리더십과 운동 몰입 및 재구매 의도의 관계)

  • Bum, Chul-Ho;Shin, Stephen H.
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.9
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    • pp.5850-5858
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    • 2015
  • This study empirically analyzed the effects of coaches' transformational leadership on customers' exercise flow and repurchase behavior. Using two hundred seventy-five questionnaires, first, charisma, individual consideration, and intellectual stimulation had a positive effect on cognitive and behavioral flow. Second, only individual consideration increased repurchase intention. Third, cognitive flow promoted repurchase intention, but behavioral flow was not statistically significant. Lastly, there was no indirect effect on the relationship among the variables. The results may prove valuable to coaches' understanding how to enhance customers' exercise flow and may improve marketers' strategic planning decisions to attain organizational goals.

A Study on Pointing-based Navigation Technique with Visual Feedback Supporting Simultaneous View Change (동시 시점 변경과 시각 피드백을 제공하는 포인팅 기반 네비게이션 기법에 대한 연구)

  • 박하영;최윤철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.205-209
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    • 2001
  • 3D 가상판정에서의 네비게이션 기법은 공간에 대한 참여자의 몰입감과 사실감에 결정적인 영향을 미치는 매우 중요한 요소이다. 네비게이션 분야에 대한 기존의 연구는 주로 강력한 하드웨어를 기반으로 하는 몰입형 가상현실 분야 위주로 진행되어 왔다. 최근에는 인터넷을 기반으로 하는 비 몰입형 가상환경 분야에 대한 관심이 고조되고 있으나 참여자가 인지하는 3D-2D간의 공간적 불일치 문제를 해결해야 하는 어려움을 가지고 있다. 따라서 본 논문에서는 비 몰입형 가상환경에서 참여자의 3D 공간에 대한 인지적인 문제를 해결해 굴 수 있는 네비게이션 기법으로서, 포인팅에 기반 한 3D-2D간의 매핑, 이동 방향이나 목표지점을 제시하는 시각 피드백, 이동 중 참여자 시점 동시변경 기능들을 제안한다 제안된 기법은 3D 가상환경에서 일반 참여자의 네비게이션을 매우 효과적으로 지원할 수 있음을 확인하였다.

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Organizational commitment and organizational creativity: The moderating effect of training motivation (정서적 몰입과 조직 창의성의 관계: 학습동기의 조절효과)

  • Shin, Soo-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.206-213
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    • 2018
  • For sustainable management under uncertainty, organizations should explore factors influencing organizational creativity. This research examined affective commitment as the factor expected to increase organizational creativity. Clarifying the relationship between affective commitment and organizational creativity, we consider training motivation as a moderator. The participants in this empirical study were 472 employees and 64 firms' CEO to confirm hypotheses that training motivation make strengthen the positive relationship between affective commitment and organizational creativity. Results showed that organizational creativity was associated with affective commitment. Moreover, there was a moderating effect of training motivation on the relationship between organizational commitment and organizational creativity. This study attempted to avoid common method bias by using different sources such as CEO's response and employees' response. The implications for future research are discussed, including exploring the mechanism of organizational creativity and practice.

Structural Relationship among User Experience, Flow and Satisfaction of Electronic Hogu System in the Taekwondo Game (태권도 경기에서 전자호구 시스템의 사용자 경험, 몰입 및 만족의 구조적 관계)

  • Kim, Bong-Gyung;Baek, Woo-Yeul
    • 한국체육학회지인문사회과학편
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    • v.54 no.2
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    • pp.299-312
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    • 2015
  • The purpose of this study was to find the effects of user experience on flow and satisfaction of electronic hogu system in the taekwondo game. The subjects were players who had experience using electronic hogu system in the taekwondo game for 2014 year 7month~10month. 652 samples out of 750 samples through convenient sampling method were adopted as a final data. We confirmed the goodness of fit test of the model, utilizing SPSS WIN Ver 18.0, and AMOS 7.0, and after which we tested each hypothesis. The results were as follows; First, sentient, emotional, cognitive, behavioral, relational experience of user experience did not have a significant influence on cognition flow. Second, sentient, emotional, relational experience of user experience did not have a significant influence on behavioral flow. Third, cognitive, behavioral experience of user experience had a significant influence on behavioral flow. Fourth, cognition, behavioral flow had a significant influence on satisfaction. Fifth, factor between native and foreigner taekwondo players had significantly different. This paper is a meaningful to figure out user satisfaction of electronic hogu system in taekwondo games and maximize athletic performance.

Study on the Effect of the Cognitive Performance, Self-Efficacy and Self-Esteem on the Players' Flow Experience during Playing Online Games (온라인 게임 플레이 과정에서 인지적 성과, 자아효능감, 자아존중감이 플레이어의 몰입 경험에 미치는 영향)

  • Choi, Dongseong;Kim, Jinwoo
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.5-14
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    • 2013
  • This study has focused to identify what kinds of psychological state are most closely related in players experiencing flow while playing game. This study constructs a conceptual model of flow for game players by conducting a survey to 303 online game players. The results indicate that the state of flow was reached when players may gain opportunities for having high self-efficacy as they accomplished tasks. At the same time, it indicate that the higher cognitive performance and self-esteem was able to enhance the higher flow experience while playing a game. This study provides both practical and theoretical implications on how to increase players' flow by providing critical psychological states in the game.

An Analysis of Structural Relationships between Metacognition, Flow, and Mathematics Creative Problem Solving Ability (메타인지, 몰입과 수학 창의적 문제해결력 간의 구조적 관계 분석)

  • Park, Hye-Jin;Kwean, Hyuk-Jin
    • Journal of the Korean School Mathematics Society
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    • v.13 no.2
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    • pp.205-224
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    • 2010
  • This paper examined what structural relationship metacognition and flow, which are identified as major variables that positively influence creative problem solving ability, had with mathematics creative problem solving ability. For this purpose, the Mathematics Creative Problem Solving Ability Test (MCPSAT) was given go 196 general second-year middle school students, and their cognitive and affective states were measured with metacognition and flow tests. The three variables' relationships were examined through a correlation analysis and, through structural equation modeling, the mediating effect of flow was tested in the structural relationships between the three variables and in the relationship between metacognition and mathematics creative problem solving ability. The results of the research show that metacognition did not directly influence mathematics creative solving ability, but exerted influence through the mediating variable of flow. A more detailed examination shows that while metacognition did not influence fluency and originality from among the measured variables for mathematics creative problem solving ability, it did directly influence flexibility. In particular, metacognition's indirect influence through the mediating variable of flow was shown to be much stronger than its direct influence on flexibility. This research showed that the students' high metacognition ability increased flow degree in the problem solving process, and problem solving in this state of flow increased their mathematics creative problem solving ability.

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Perceived Auditory Feedback and User Experience in Mobile Game: A Mediation Analysis of Enjoyment (모바일 게임 속 청각적 피드백 인지와 사용자 경험: 재미의 매개효과 분석)

  • Ahn, Jisoo;Heo, Ji-Yeon;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.135-144
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    • 2019
  • This study examined the role of enjoyment in the relationship between perceived auditory feedback (PAF), which provides information about the situation during game play, and user experience factors. 100 undergraduates played a mobile game, 'Classy Royale' and took a survey about their user experience. As a result of analyzing the available data from 98 participants, PROCESS MACRO showed that PAF was positively associated with enjoyment, immersion, and intention to use; enjoyment mediated the effects of PAF on immersion and intention. These results can help game research and development regarding the functional value of audio factors.

The Influence of Childcare Teachers' Empathy Ability and teaching flow on Happiness (보육교사의 공감능력 및 교수몰입이 행복감에 미치는 영향)

  • Park, SungYeon;Cho, Sung-je
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.6
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    • pp.299-304
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    • 2021
  • This study examined the effects of childcare teachers' empathy, teaching commitment, and feelings of happiness. The subjects were 111 childcare teachers in U city. The frequency, reliability, and correlation analysis were performed using the SPSS 22.0 program, and regression analysis was performed on the causal relationship between the variables. First, the childcare teacher's cognitive empathy factor had a positive effect on the sense of happiness. On the other hand, the emotional empathy factor, a sub-factor of the empathy ability, did not affect the feeling of happiness. Second, the childcare teacher's teaching commitment had a significant positive effect on happiness. This means that a higher cognitive empathy factor, a sub-factor of the childcare teacher's empathy ability, resulted in a higher sense of happiness. Moreover, a higher instructional commitment factor indicated a higher sense of happiness. This study provides basic data for preparing measures to improve the sense of happiness of childcare teachers by grasping the relationship between childcare teachers' empathy ability, teaching commitment, and feelings of happiness.

The Influence of Competition Uncertainty on Dancing High School Students' Impacts on Dancing Immersion and Achievement (무용전공고등학생의 경쟁불안이 무용몰입 및 무용성취에 미치는 영향)

  • Jung, Yu-Jin;Min, Yun-Mi
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.441-451
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    • 2020
  • The study was conducted with the aim of identifying the impact of competition anxiety on dance immersion and performance in high school students majoring in dance. As of 2020, online surveys were conducted on students majoring in dance at high schools in Seoul and the metropolitan area. A total of 222 people's data were processed by applying t-test, one-way variable analysis, correlation and multiple regression analysis through SPS 18.0 for Windows, resulting in the following conclusions. First, male students were more confident in their condition than female students, and students who recognized that their family's economic power was in the middle class were more aware. In addition, it was found that the group perceived that economic power was at the top of the list was higher than the median. Second, cognitive anxiety and self-confidence have been shown to have a static effect on immersion into dance. Third, cognitive anxiety and self-confidence have been shown to have a static effect on the achievement of uselessness. Fourth, immersion in dance appeared to be a powerful parameter related to competition anxiety and achievement of dance. To sum up the above conclusions, competition among high school students majoring in dance has been shown to increase their performance by immersing themselves in dance, but further studies of these psychological variables are expected to have side effects.