• Title/Summary/Keyword: 재미요인

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Investigation Causal Relationship among Skin SCUBA Participation Motivation, Enjoyment and College Life Satisfaction of College Students (대학생의 스킨스쿠버 참여 동기와 재미요인 및 대학생활만족의 인과관계 규명)

  • LEE, Min-Gu;KIM, Dong-Ju;JANG, Jae-Yong
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.2
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    • pp.525-538
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    • 2016
  • This study is to investigate the effect of the amusement factor and the motive of participation in skin-scuba class on the satisfaction with university life with the university students participating in the skin-scuba class and to provide the practical research data for the development of the marine sports, for the proper operation of skin-scuba class, and for the leisure life which the university students may lack. For these purposes, technical statistics between questions were disposed in order to grasp the average and standard deviation on each variables, exploratory factor analysis and reliability analysis were conducted for the reliability and validity of the scale, and correlation analysis and multiple regression analysis were conducted to test the casuality of amusement factor, the motive of participation in skin-scuba class and the satisfaction with university life as the research methods. Research results showed that it was confirmed that the amusement factor and the motive of participation in skin-scuba class act as the important variables in the satisfaction with university life and it was predicted that the motive of participation in skin-scuba class and the amusement factor had interrelation with parameter. Therefore, a variety of programs reflecting the amusement factors should motivate the university students to particiapte in the skin-scuba class to increase the satisfaction with university life and to encourage the re-participation of students.

Toward a Sociological Understanding of Koreans in Small Business in the United States (미국에서 한인 자영업에 관한 연구)

  • 최병목
    • Korea journal of population studies
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    • v.19 no.2
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    • pp.139-173
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    • 1996
  • This study is an attempt to identify factors affecting korean immigrants concentration in small business enterprises in the middleman minority sector including the priphery and core sectors, with the private wage and self-employed worker examined in each sector, employing the 5 percent public use sample from the 1980 United States census. One out of five koreans aged 25∼64 years is engaged in self-employed small businesses, while the majority of koreans (4 out of 5) are in the private wage sector. In contrast to expectations, English language difficulties and inferior education are not the prime factors affecting self-employment small businesses. The korean self-employed small business owners both in the periphery sector and in the core sector showed the 'middle' strata of their position in the social structure in terms of their industry, occupation, earnings, etc.

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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.

A Study on the History and Development of Serious Games for Education in Korea (한국 교육용 기능성 게임의 역사와 발전 방향 고찰)

  • Yoon, Hyung Sup
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.101-110
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    • 2020
  • In this study I divided the development history of educational serious games into three periods. from 1995 to 2020 in Korea. I drew out some characteristics of each period. And I analyzed the correlation between the level of technology and learning effects or fun. so I found out some results. According to my analysis, the level of technology and learning effects and fun are not related to successful factors. While play style which is familiar and accessible to students like casual game has been commercially successful. It also confirmed that well-balanced games between fun and learning effects are a key factor in commercial success.

Multi-level Analysis on the Using ICT Ability and Using Computers for Learning through PISA 2009 Data (PISA 2009에서 ICT 활용능력과 학습목적 컴퓨터 사용 영향요인에 대한 다층분석)

  • Heo, Gyun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.51-61
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    • 2013
  • This study is to investigate the effecting factors on using ICT ability, and using computers for learning through PISA 2009 Korean data. Multi-level analysis is adapted to hierarchical nested data. Results show as follows: First, using ICT ability is affected by variables on the student level, but not on the school level, except in ESCS. Second, using computers for the purpose of learning at home is also affected by variables on the student level, but not on the school level, except in ESCS and in the size of region. Third, using computers for learning at the school is more influenced by variables on the school level like ESCS, the size of region, the ratio of computers, and the student-teacher ratio. The results suggest planning a computer education policy with considering both personal and school differences based on the multi-level approach.

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A Study on Factors of Reuse of Edutainment Contents - In the Context on Educational of Games - (에듀테인먼트 콘텐츠 재이용 요인에 관한 연구 - 교육용 게임을 중심으로 -)

  • Lee, Ji-Hun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.99-112
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    • 2010
  • The game for education should newly be newly recognized in the view of user and development to bring out the particularity of game for education combined with educational factors and interest is needed. This study is conducted to concretely look at the effects of factors to reuse edutainment contents and educational games on reusing of the service, and examine characteristic difference between the factors and the degree of importance and weight. In addition, by structurally analyzing the factors the influence of reuse factors of game for education can be observed to propose methods to activated industry of game for education. The purpose of this research is to propose marketable method to increase the rate of reuse and to sustain consistent use of game for education.

Factors Influencing Buyers' Choice of Online vs. Offline Channel at Information Search and Purchase Stages (정보탐색과 구매 단계에서 온라인과 오프라인 채널선택의 영향요인)

  • Kim, Sang-Hoon;Park, Gye-Young;Park, Hyun-Jung
    • Journal of Distribution Research
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    • v.12 no.3
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    • pp.69-90
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    • 2007
  • This study is set out to investigate the factors that influence customers' behavior of choice and switching between online and offline channels, separating the purchase decision into two stages, i.e., information search and purchase. Factors influencing channel choice are found to differ from stage to stage. The main results of this study are as follows. At the information search stage, customers' channel knowledge had impacts on the choice of the channel. Customers are more likely to visit offline bookstores when they have hedonic shopping orientation and higher involvement level with books. On the contrary, customers are more apt to search online when they have a lot of online shopping experiences. At the purchase stage, the results varied according to the search channel. When customers search for information online, the following variables lead to online purchases: online shopping experiences with books, price-focused shopping orientation, and time availability for shopping. Perceived risk made customers purchase offline even though they searched online. In case of offline searching, customers with more convenience-focused, hedonic-focused shopping orientation and less tim availability purchased offline.

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A Study on the Purchasing Intention of Paid Items in Mobile Social Game-Focusing on game and personal characteristics (모바일 소셜 게임 기반으로 유료아이템의 구매의도에 미치는 영향 - 게임특성 및 개인특성 중심으로 -)

  • Cao, Long-Fei;Kyung, Byung-Pyo;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.385-393
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    • 2020
  • Focusing on the Chinese market of MSNG (Mobile Social Network Game), perceived flow and satisfaction were designed as parameters, purchasing intention was set up as dependent variables, the purpose of present research is to analyze the factors influencing purchase intention of the paid items in mobile social games by studying the game and personal characteristics in terms of interoperability, accessibility, interesting, operability, innovativeness and challenge. Data was collected by questionnaires, Amos was employed to analyze the relationship between purchase intention and target influencing factors. Results showed that characteristics of game and consumers of MSNG have positive effects on the flow and satisfaction of paid items. Moreover, the flow of paid items in MSNG has a positive effect on satisfaction; the flow and satisfaction of paid items in MSNG have a positive effect on purchase intention. more samples and references should be involved in the further study in order to acheive an comprehensive result on comparative study of the social and cultural characteristics between Chinese MSNG and Korean counterpart.

Derivation of Success Factors Gangnam-style music video in the framework of CPNT Model (CPNT모델측면에서의 강남스타일 뮤직비디오 성공요인 도출)

  • Chae, suman;Song, Kyungseok;Lee, Jungmann
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.413-414
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    • 2013
  • 본 연구는 C.P.N.T측면에서 싸이의 뮤직비디오 그리고 문화적인 요소의 성공요인들에 대해서 분석했다. 연구결과, 싸이의 뮤직비디오에는 재미, 유머, 음악과 춤의 반복성 등 창의적인 콘텐츠를 보여주었으며, 플랫폼으로는 YG의 유투브 직접 제작 참여로 수용자의 시청에 부담 없게 접근이 용이하게 고화질 저용량으로 보급하였습니다. 네트워크측면에서는 트위터와 페이스북과 같은 다양한 서비스를 통하여 빠른 속도와 장소에 구애받지 않고 유통망을 형성했으며, 매스미디어 NBC방송에 유투브 영상이 소개됨으로 싸이의 뮤직비디오와 음악이 단순한 UCC영상의 평범함에서 대중적이고 혁신적인 상징의 이미지로 급부상하게 된다. 또한 아이패드, 스마트폰, N스크린 등 많은 터미널을 통해 싸이의 강남스타일 뮤직비디오와 음악은 수용자의 시각과 청각을 만족시켜주어 성공하게 된다.

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Humor Elements Analysis of Pixar Short Films Based on Henri Bergson's Theory of the Comic (픽사 단편 애니메이션에서 나타나는 유머요인 분석: 앙리 베르그송의 희극론을 중심으로)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.19
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    • pp.51-64
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    • 2010
  • Although there has been a significant technological and representational achievements in domestic animation industry since the beginning of the 21th century due to the high expectation and boost in production, domestic long and short film animations have been less favored compared to foreign animations because they are less entertaining. For small scale productions including students, it is easier to create short film animations due to small budget and short time frame. In addition, as shown in Pixar animation studios case, production of short film animations can lead to success in production of long film animations from better ideas and technology improvements. This research studies factors that contribute to entertainment and humor of short film animation by examining Pixar's short film animations based on Henri Bergson's comedy factors, which are shape, movement, situation and language, and personality. The most noticeable fact is that the humor by situation is found in all short films. Comedy aspect shown in the form of character's internal characteristic is something that has to be considered from the beginning of character design. Contribution of language is minor compared to movement or gesture, which are more often used to cause humor. Finally, character's personality has to be clear and decided beforehand in order to create comedy situations. After studying various short film animations, I found out that the more successfully humorous an animation is, the more it uses various combinations of the above mentioned comedy factors. By fully analyzing and adopting commercially and artistically successful Pixar's short film animations as the benchmark, planning and production of domestic short film animations can perform entertainment role both domestically and globally.

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