• Title/Summary/Keyword: Digital Alienation

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The Effects of Willingness to use Technology, Digital Alienation and Assistant Experiences on the Life Satisfaction of Elderly Consumers (기술 활용의지, 디지털 소외감, 조력자 경험이 고령소비자의 삶의 만족도에 미치는 영향)

  • Jang, Eun-Gyo;Lee, Jin-Myong
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.133-141
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    • 2021
  • Recently, the elderly who actively use the Internet and digital devices are increasing. This study aims to investigate the effect of the willingness to use technology, digital alienation and experience of assistant who help technology use on life satisfactions of elderly consumers who are considered to be the vulnerable in the use of information technology. A total of 311 elderly consumers over 60 who can utilize information technology were selected as a research sample and data were collected through an online survey. As a result, it was found that elderly consumers have a strong will to utilize information technology independently, perceive a low sense of digital alienation, and receive help from others when using technology. In addition, the lower the perceived digital alienation, the greater the experience of help from others in the use of technology, the higher the elderly consumers' life satisfaction significantly increased. This study is valuable in that it reveals the factors affecting the improvement of life satisfaction of elderly consumers in the high-tech environment and suggests political and practical implications.

A Study Based on Alienation Theory to Analyze Different Modes in Meta- Fictional Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.185-190
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    • 2023
  • With the continuous development of the game field, the subdivision of game types is becoming more and more precise. There are also more and more games that draw on some achievements in other fields in their game design. Among them are meta-fiction games based on metafiction. This article will explore whether the combination of a meta-fiction game and a side-scrolling game with a unique visual experience is appropriate. If the side-scrolling game is the external form of the game, then the meta-fiction game is the internal content core of the game. The degree of fit between the external form and the internal core will undoubtedly determine the lower limit and upper limit of the game quality. Based on alienation theory, this article takes several highly rated side-scrolling games on the market as examples to conduct a theoretical analysis on the compatibility of side-scrolling games and metafiction games. The analysis results suggest that compared to first-person games, side-scrolling games with a unique third-person perspective have the best compatibility with meta-games.

Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.328-333
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    • 2023
  • Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.

A Study on Anti-immersive Strategy and Characteristics of Digital Games (디지털 게임의 반몰입적 특성과 전략에 관한 연구)

  • Lee, Seung-Je;Bae, Sang-Joon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.75-88
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    • 2020
  • Some games distract the player's immersion on purpose through the progression and direction of the game, thereby giving them an opportunity for rational awareness. In this paper, we tried to analyze the characteristics and types of alienation strategies of digital games. So we investigated the anti-immersive property of the game with the effect of Brecht 's alienation and proposed three strategic types of digital games that cause the anti-immersive effect into 'disturbance of sensory information', 'reversal of narrative and overturning of genre' and 'limitation of experience'.

The Effect of Information Privacy Concerns in Web Sites (웹사이트에서 정보보안 우려감의 영향)

  • Kim, Minsun;Moon, Yun Ji;Park, Gun-Ryung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.549-552
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    • 2013
  • The research conducted here focuses on the definition and organization of information privacy concerns in e-commerce process. Based on the identified concept of information privacy concerns(IPC), this study additionally explores the interrelationships among consumers' individual characteristics(self-efficacy, digital literacy, customer alienation), customer satisfaction and intention to buy. Through empirical model analysis, this study found that self-efficacy and digital literacy affect negatively IPC, while customer alienation has an positive effect on IPC. IPC affects positively customer satisfaction. Academically, this study extends IPC to an empirical research model by identifying the conceptualization and organization of IPC. Moreover, practically, e-commerce providers can develop how to relieve IPC of online consumers.

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The Placelessness and Self-Alienation Expressed in the Space of Korean Animation film (한국 애니메이션의 재개발 공간에 나타난 장소상실과 자기소외)

  • Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.1-25
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    • 2013
  • The present study explores the problem of the placelessness and alienation through spaces of redevelopment in South Korean animation film since the 2000's. Actual space in South Korean society has been destroyed and changed unceasingly, and, in that space, humans have experienced existential conflict. While the swift development of digital technology has transcended physical restrictions to form one great network, humans are still limited as materially based beings. The recent steps in South Korean animation film are noteworthy because sociocultural changes since the 1990's and the relationship between the individual and the system are perceived in ways different from those of the past. and , the works analyzed in the present study, reveal the special sense of place in South Korean society, where the destructive reorganization of space leads to the instability of life. By intentionally bypassing a sense of place and the authority automatically bestowed on representational images, these works prompt the viewer to reexamine the relationship between reality and images. Space in these two works are presented representationally but immediately destroyed, and humans or the characters in the works accept this unfeelingly. The loss of place, which is committed by the massive system, and listless humans' weakness and alienation in response are depicted as signs of sociocultural abnormality. By showing the destructive loss of place and individuals who respond with self-anesthesia and self-estrangement, these works open viewers' eyes to South Korean society, where not only social alienation but also self-alienation is occurring. By perceiving South Korean animation film as a sociocultural phenomenon and analyzing it through the concepts of the placelessness and alienation, the present study seeks to expand further discussions on animation film.

The Effect of Individual Differences on Consumer satisfaction and Behavioral Intention in Online Shopping: The Role of Information Privacy Concerns (온라인 쇼핑에서 개인적 특성차이가 고객 만족도와 구매 의도에 미치는 영향: 정보보안 우려감의 역할을 중심으로)

  • Moon, Yun Ji
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.11
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    • pp.2717-2722
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    • 2013
  • Sophisticated business intelligent software and personalized web services help collecting and mining huge amounts of personal information. This increase in digitalized personal information and advances in Internet technologies poses new challenges to consumers' information privacy. Based on the identified concept of information privacy concerns (IPC), this study additionally explores the interrelationships among consumers' individual characteristics(self-efficacy, digital literacy, customer alienation), customer satisfaction and intention to buy in e-commerce process. Academically, this study extends IPC to an empirical research model by identifying the conceptualization and organization of IPC. Moreover, practically, e-commerce providers can develop how to relieve IPC of online consumers.

UX Design Proposal for Educational Software Service Middle-aged and Elderly (중·고령층 키오스크 교육용 소프트웨어 서비스를 위한 UX 디자인)

  • Yoon, Yea-Jin;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.227-239
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    • 2021
  • The transition into a digital society has been accelerated in many aspects of our everyday social activities, and thereby, the unmanned order and payment system via kiosk has already has been seen commonly throughout the social community. Yet, the majority of the mid-to-elderly population have been experiencing difficulties utilizing this newly emerged unmanned system, resulting in the emergence of digital alienation among those age groups. In regard to this phenomenon, this study is intended to explore ways to improve the digital divide concerning the issues related to the unmanned order payment kiosks. In this process, the study involved close examination of various research perspectives on improving the digital divide and proceeded with the focus on both empirical and literature research on providing education on kiosk utilization. In addition, the study identified the limitations to the current kiosk education and proposed improved kiosk-education software UX that may help curtail the limitations. Through this, one was able to identify areas in which the efficacy of the education applied in kiosk usage and derived new measures that could improve the system. One anticipates having the results of this study put to use as research materials on educational service development to expand the opportunities of kiosk education for those mid-to-elderly age groups who experience a day-to-day digital alienation.

Approach to Reality in Never Ending Story, Japanese Sex Slavery Victims Animation (일본군 위안부 피해자 애니메이션, <끝나지 않은 이야기>의 리얼리티에 대한 접근)

  • Oh, Dong-IL
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.699-706
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    • 2015
  • Never Ending Story is an animation work about the stories of the Japanese Sex Slavery Victims who were taken by the Japanese military and forced to sexual slavery, which tormented them with painful memories all their lives. This animation work stimulates the critical perspectives of the audiences in order to ensure a history-based approach based on facts. And, unlike general character animation works which pursue immersion and empathy through illusion of life that are created by the characters, this work demands the audiences to contemplate on historical facts described in the work and make their own judgements. In order to serve these purposes, this work is characterized by its aesthetics properties and elements such as 'sympathy', 'typification', and 'alienation effect'. And, these elements effectively deliver the reality of historical facts that cannot be denied in a chronological narrative. Therefore, this study would sufficiently be of a value in reviewing the diversity in expression and the methodologies used in them, let alone the significance of the theme itself.