• Title/Summary/Keyword: Fun-재미

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A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.251-263
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    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.

Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

Effects of Fun Elements of Online Games and Self-Construals on Gamers' Flow Experience and Game Loyalty (온라인 게임의 재미 요소와 게이머의 자아성향이 게임 몰입과 충성도에 미치는 영향: 사회적 게이머와 비사회적 게이머 집단 간 비교)

  • Kang, Naewon
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.63-74
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    • 2017
  • The study examined how the fun elements of online games and gamers' self-construals affected their flow experience and loyalty to games, focusing on the comparison between the social gamers and the asocial gamers. Results showed that, first, there were significant differences between the two groups in the respective fun elements of achievement, challenge, and closeness; second, differences of gamers' self-construals were found in game environment rather than lifeworld environment; third, the flow experience and game loyalty of social gamers were higher than those of asocial gamers; finally, there were significant differences between the two groups in the effects of the fun elements and gamers' self-construals on their flow experience and game loyalty.

Study on Fun factor in Smartphone Convergence Game - Focusing on the Defense and Plunder (스마트폰 융복합 게임의 재미요인 분석 - 수성과 약탈을 중심으로)

  • Kim, In-Su;Jung, Hyung-Won;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.367-372
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    • 2015
  • Smartphone game market, smart phone appeared on the market and soon developed rapidly, generation change is happening. Generally, Smartphone games are only short-lived super cell's Clash of Clans is gaining popularity for over two years. So Clash of Clans this game with hold most characteristic elements of the defense and plunder on the subject analyzed the fun factor. In order to analyze the defense and plunder elements were prepared Clash of Clans and Kings of Thieves in cases. Two of the cases, depending on the fun theory Preparation, A sense of space, A solid core machanic, A range of challenge, A range of abilities required to solve the encounter and Skill required in using the abilities were evaluated in the fun factor analysis of defense and plunder elements.

The Structural Relationship of Factors Impacting on e-Loyalty to MMORPG (MMORPG 이용자 충성도에 대한 영향요인간 구조적 관계)

  • Kim, Jung-Ho;Kim, Yoo-Jung;Kang, So-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.274-289
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    • 2010
  • MMORPG makes up 25.9% of domestic market share in game industry, and it has become increasingly fierce in competition. Game developer and publisher make every effort to build customer e-loyalty to sustain their competitiveness. Thus, this paper examines the determinants of e-loyalty that reflect the features of MMORPG such as intensive and real-time interactivity. For this purpose, we selected interactivity, sense of community, reward and fun as the key antecedents of e-loyalty based on the extensive review of previous researches related to online game and Internet service usage. A total of 202 responses were used for analysis and the research results are as follow. The findings show that interactivity, sense of community and reward influence significantly on fun, then fun is positively related to e-loyalty. Also, interactivity and reward are proven to have a positive influence on sense of community, and sense of community mediates the effect of interactivity and reward on fun.

The Effects of Sports Fun Factors on Willingness to Continue Exercise and Psychological Happiness of Table Tennis Club Members (탁구 동호인의 스포츠 재미요인이 운동지속의지 및 심리적 행복감에 미치는 영향)

  • Jum-Soon Kim;Sang-Ook Hong
    • Industry Promotion Research
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    • v.8 no.2
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    • pp.149-156
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    • 2023
  • The purpose of this study is to investigate and analyze the effects of sports fun factors on the willingness to continue exercising and psychological happiness of table tennis club members. The participants in this study collected data using a questionnaire about sports fun factors, willingness to continue exercising, and psychological happiness of 293 table tennis club members. The factors influencing the willingness to continue exercising were identified as victory/competition, interpersonal relationships, practice/benefit, and family support, and the will to continue exercising was found to have a significant static influence on both self-realization and hedonic pleasure. As a result of the mediating effect analysis of the will to continue exercise, the mediating effects of fun factors such as competence/awareness, victory/competition, interpersonal relationships, practice/benefits, and family support, on psychological happiness, self-realization and hedonic pleasure are confirmed as mediating effect except for competence/perception. In particular, it was confirmed that the interpersonal relationship (team atmosphere) factor had a higher mediating effect on self-realization and hedonic pleasure than other factors.

Research on Analytical Method of fun Generating Factor of Product (제품에서 Fun감성이 유발되는 요인의 분석방법에 관한 연구)

  • 강정원
    • Archives of design research
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    • v.16 no.3
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    • pp.221-230
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    • 2003
  • In product design, many designers incorporate psychological aspects to express the "fun" factor. If so, is it possible to apply the fun inducing mechanism utilized in psychology to product design and are there any problems in the application\ulcorner Psychology defines the sense of fun as the result of relief to a situation that causes a mental accumulation through the discovery of a due. The psychological extraction of fun inducing mechanism tends to lean too much to the cognitive aspect. Therefore, when dealing with product design, psychology's particular disposition is inadequate in explaining the important perceptive factor of fun. This study hypothesizes that perceptive aspect of should be induced along with the cognitive aspect in order to rationalize fun in product design. In order to understand the perception of fun, this study will introduce the amusement aspect within Kitsch products. Methods of developing a humorous form will be studied and these methods will be applicable to perceptive aspects. This paper hypothesizes that through the theoretical basis of internal characteristic of cognitive factors and external characteristic of perceptive factors, the mechanism of fun can be determined.etermined.

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Evaluation Factors of Children for Television Animation (어린이의 텔레비전 애니메이션 평가 요인)

  • So, Yo-Hwan;Kim, Jun-Soo
    • Cartoon and Animation Studies
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    • s.16
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    • pp.33-47
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    • 2009
  • This research investigated which evaluation factors in children's television animation programs children between 7 and 11 years of age value. We collected data by means of questionnaires among 120 children of elementary school first through fourth graders. As research result, the most important evaluation factors for children were fun and action, closely followed by innocuousness, purity, realism, comprehensibility, and violence respectively. Boys in both samples attached more value to fun and action in a children's television animation, whereas girls in both samples attached more value to innocuousness and fun.

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Fun Factor Evaluation of VR(Virtual Reality) Shooting Game (가상현실 슈팅 게임의 재미요소 평가)

  • Park, Chan-il
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.339-340
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    • 2019
  • 본 논문에서는 가상현실 슈팅 게임의 재미요소를 평가한다. 가상현실은 4차 산업과 연관하여 최근 가장 각광 받고 있는 분야 중 하나이다. 가상현실 게임을 즐기기 위한 기술의 발달은 가장 산업화가 활성화 되어 있는 게임분야에서 활발하다. 장르 또는 기능성 등에 관계없이 성공적으로 게임을 개발하는 것은 모든 게임 개발자들의 목표이다. 이를 위하여 기존의 게임 재미 요소 평가도구를 활용하여 가상현실 게임의 재미요소를 설문을 통하여 평가하고 이를 바탕으로 향후 보다 성공적인 가상현실 게임의 개발 방향을 설정하는데 도움이 되도록 한다.

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