• Title/Summary/Keyword: 플로우 경험

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Flow Experiences in Goal-Directed and Experiential Activities (목표지향적 행위와 경험지향적 행위 시의 플로우(Flow) 경험에 대한 연구)

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.341-348
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    • 2007
  • The focus of this study was to investigate whether flow occurs during both goal-directed and experiential activities, if experiential and foal-directed flow states differ in terms of various measures and dimensions. Fifty male and eighteen female subjects were participated in controlled, comparative experiment between goal-directed and experiential activities in problem-solving tasks. The findings indicate that subjects experience more curiosity and involvement(focus) in problem solving tasks with experiential activities. However, the results showed subjects experience more enjoyment in tasks with goal-directed activities. Findings of this study suggested that more sophisticated and quantitative measures in various dimensions should be constructed and verified in order to apply flow theory to human-computer interaction.

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Influence of Internet One-person Game Broadcasting BJ Property on the Viewers' Satisfaction - Flow experience as a Mediator - (인터넷 1인 게임 방송 BJ 속성이 시청자의 시청만족도에 미치는 영향 - 플로우(FLOW)경험을 매개변인으로 -)

  • Kim, Jong-Moo
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.357-367
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    • 2018
  • The purpose of this study is to investigate whether flow experience is effective as a mediator in the effect of BJ attributes on viewer satisfaction. For this study, a survey was conducted on a total of 198 users who watch one - person game broadcasting on African TV. According to analysis, first, the joy flow experience is mediating role in the relationship between intimacy BJ attributes and viewing satisfaction. Second, the Control flow experience did not mediating role in the relationship between all BJ attributes and viewing satisfaction. Third, the attention flow experience is mediating role in the relationship between intimacy and reliability BJ attributes and viewing satisfaction. Fourth, the Time distortion flow experience is mediating role in the relationship between intimacy BJ attributes and viewing satisfaction. Fifth, the Self loss flow experience did not mediating role in the relationship between all BJ attributes and viewing satisfaction. The intimacy of the game BJ was found to affect mediocre satisfaction, attention, attention, and time distorted flow experience.

Relationships among Learner's Satisfaction, Self-Directedness and Flow Experience in Computer e-Learning (컴퓨터 이러닝에서 학습만족도와 자기주도성, 플로우(Flow)경험 간의 관계)

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.2
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    • pp.69-76
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    • 2012
  • The purpose of the study is to identify the relationship among the variables related learner's satisfaction, flow experience and self-directedness and verify the path model of causal relationship among those variables in web based computer e-learning. Based on the theoretical rationale, we hypothesized the path model including learner's satisfaction as outcome variable, flow experience and self-directedness as causal and mediating variables. A total of 193 students were participated in this study and the main results showed as follows: 1. Learner's self-directedness showed significant (p<.01), indirect effect on learner's satisfaction mediated by flow experience and the flow experience showed significant (p<.01), direct effect on learner's satisfaction; 2. Among 7 constructs of self-directedness, 'creative approach', 'love of learning', 'self-confidence as a learner' showed significant (p<.01), indirect effects on learner's satisfaction mediated by 'clear goals' construct among flow experience.

Effects of gender, shopping motivation, flow experience on shopping behavior (성별, 쇼핑동기, 플로우 경험이 쇼핑행동에 미치는 영향)

  • Choi, Ja-Young;Lee, Kyu-Hye
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.53-66
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    • 2012
  • The purpose of the study was to examine the relationships among gender, shopping motivations, flow experience, and purchases using structural equation modeling. Shopping motives were included in the study: self-refreshment, idea seeking, social interaction, product acquisition, and value seeking. Data from 452 male and female respondents were employed to test the model. Empirical findings supported that the proposed model was a good fit to data. Gender played an influential role in shopping motives. All motives except for product acquisition motive significantly influenced flow experience. Flow experiences enhance the purchasing. This study contributed the literature by providing a conceptual foundation of how gender and shopping motivation influence flow experience.

A Study on the relationship of Flow, Trust, Satisfaction and Loyalty in the Internet Shopping Mall (인터넷 쇼핑몰에서 플로우, 신뢰, 만족, 충성도간의 관계에 관한 연구)

  • Jeong Gwang-Jin;Jang Kyung-Ho
    • Management & Information Systems Review
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    • v.12
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    • pp.247-266
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    • 2003
  • 최근 인터넷 쇼핑몰에서 고객의 충성도에 관한 연구가 다양하게 이루어지고 있다. 또한 쇼핑몰 사용자의 경험적인 측면의 중요성이 제기되면서 많은 연구에서 이를 플로우란 개념으로 설명하고 있다. 본 연구는 인터넷 쇼핑몰에서의 최적 경험으로서의 플로우와 그 동안 인터넷 쇼핑몰 관련 연구에서 고객 충성도와의 긍정적 관계에 대해 논의가 있어온, 신뢰와 만족과의 관계를 공분산 구조 분석을 통해 경쟁 모델화 하여 비교함으로써 우수 모델을 도출하였다. 그 결과 플로우와 신뢰, 만족, 충성도간의 관계를 모두 고려한 포화모델이 우수한 모델로 도출되었다.

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A Study on the Structural Relationships between Flow Experience and Satisfaction about School Library Use (학교도서관 이용에 대한 플로우 경험과 만족도의 인과관계에 관한 연구)

  • Lee, Byeong-Ki;Song, Gi-Ho;Kim, Sung-Jun
    • Journal of Korean Library and Information Science Society
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    • v.46 no.3
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    • pp.119-140
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    • 2015
  • The domestic and foreign standards of school libraries suggest that school library should be run to give useful and pleasant experiences to students. This study applies Csikszentmihalyi's 'flow theory' to analyze the relationships between students' flow experience and their satisfaction about school libraries use. The variables selected in this study are students' satisfaction, flow experience, library skill, challenge of library use, types of library use and students' learning styles. The research model is designed by using these 6 variables in this study. The data are collected from 293 students and analyzed by structural equation modeling. The results of this study are as follows: The entire casual relationships show that library skills influence in types of library use, types of library use affect students' learning styles and students' learning styles influence in satisfaction through flow. To improve students' satisfaction about school library use, this study proposes effective ways related to teacher librarians' role performances to expand students' flow experience and increase their library skills.

An Analysis on the Affecting Factors, Reading Disposition of Reading Flow of Elementary and Second Students (초.중등 학생의 독서 플로우 성향과 요인 분석에 관한 연구)

  • Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
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    • v.41 no.4
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    • pp.51-72
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    • 2010
  • Csikszentmihalyi has given the term 'flow' to describe intense engagement or complete absorption in a task and behaviors. Activities as diverse as rock climbing, art, dance, motorcycling, and work has been reported as producing flow, but the most common optimal experience noted in the research is reading. This paper examines the disposition of reading flow of elementary and second students in Korea, and analyzed on the affecting factors in reading flow. Questionary for this study made of 36 items, including reading text, reading purpose, reading method etc. This study participated by 40 elementary & secondary schools, surveying 1,836 students. In order to verify the disposition and factors of reading flow used Chi-square, crosstabulation, factors by SPSS18.

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An Empirical Study on E-learning Participation Affected by Flow Experience and Internet Addiction (플로우 경험과 인터넷 중독이 이러닝 참여에 미치는 영향)

  • Lee, Ju-Yang;Jang, Phil-Sik
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.341-346
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    • 2012
  • This paper reports the findings of research into the effect of flow experience and internet addiction on e-learning participation. The total number of access, playing time of contents and lag time (time between content upload and first access) were investigated as e-learning participation by analyzing web log data. The paper also examines the relationship between academic achievement and e-learning participation. The results suggest that the flow experience significantly correlates with all variables related with e-learning participation and internet addiction significantly correlates with lag time. It is found that female students significantly access more, longer and have shorter lag time than their male counterparts. It also suggest total number of access, lag time and gender difference have significant effect on academic achievement.

Investigating the Adoption of IPTV Services Influenced by Socio-cultural Factor, Flow Experience and Perceived Behavioral Control (사회문화적 요인과 플로우 경험 및 지각된 행위통제가 IPTV 서비스 수용에 미치는 영향 분석)

  • Lee, Bong-Gyou;Lee, Sung-Joon;Seoh, Hyun-Sik;Kim, Jun-Ho
    • Journal of Internet Computing and Services
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    • v.11 no.3
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    • pp.105-119
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    • 2010
  • The purpose of this study is to examine diverse factors influencing the adoption of IPTV services and relationships among them. To achieve the purpose, this study modified and applied the established theory of the Extended Technology Acceptance Model(ETAM) incorporating socio-cultural factor, flow experience and perceived behavioral control as related constructs. The suggested model was empirically tested through the structural equation modeling approach. The results are as follows: First, the socio-cultural factor and the perceived behavioral control have significant direct influences on the adoption of IPTV services. Second, the flow experience does not have a significant indirect influence mediated by the attitude toward IPTV services. Third, the socio-cultural factor has the significant relationships with the perceived usefulness and the perceived ease of use. Finally, the flow experience was influenced by the perceived usefulness and the perceived ease of use.

User Experience and Flow on Smart-Phone -Focused on Galaxy S8 (스마트 폰의 사용자 경험과 플로우 -갤럭시 S8을 중심으로)

  • Lee, Young-Ju;Kang, Jae-Shin
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.199-204
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    • 2018
  • Smart phones that have lost their existing physical home buttons are being released at the same time, and the flow of users is also changing. The flow is highly subjective and can vary depending on the individual's tendencies. Therefore, this study investigated the change of the flow of smart phone users by Q methodology which is a method of subjectivity research. As a result, the proficiency level of how to turn on the power to start the screen showed a tendency to decrease the flow, and the playability, which is a result of curiosity about the new thing, The results were very positive in the continuity of navigation due to the use of software buttons instead of buttons. Therefore, it can be seen that the change in the hardware smartphone has a positive effect on the flow.