• Title/Summary/Keyword: Game UserSatisfaction

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A Pilot Study for Development of the Serious Game Contents for Education in the Elderly Diabetes (노인 당뇨환자 교육용 기능성 게임 콘텐츠 개발을 위한 예비연구)

  • Kim, Yu Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.184-192
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    • 2017
  • This study was a pilot test of serious educational game content(named Roly Poly 160) designed to enhance self-care by elderly diabetics. Roly Poly 160 was developed in eight steps (literature review, demand survey and consultation, extraction of serious content using games, development of Roly Poly 160, pretest for users, workshop for health care workers, final completion of Roly Poly 160 and user satisfaction survey of Roly Poly 160). Roly Poly 160 is intuitively structured in three modules (self-management, card games, and quiz games) that can be self-managed by the elderly and is designed based on six principles. First, we constructed an intuitive interface considering the age of users. Second, the menu was selected as the main menu for Koreans and calorie learning was made at the same time. Third, the calories and nutrients (carbohydrate, fat, protein, calcium, sodium) of selected foods are analyzed, and all test data recorded in the questionnaire chart are graphically displayed by year, month and week so that the change trends can be grasped at a glance. Fourth, necessary data were saved and output and used as educational data. Fifth, user data are made compatible and aggregated and up to 100 million members can be registered. Sixth, it is designed to be developed as a mobile app if necessary. Using Roly Poly 160, 119 diabetic patients were diagnosed with diabetes, and the satisfaction score was 4.26 out of 5. These findings indicate that Roly Poly 160 is appropriate as a diabetes self-care tool and suggests that there is a possibility to use it as a program to educate people about diabetes in public health centers, hospitals and clinics.

A Development of Metadata Integration Management System for Serious Game (기능성게임 메타데이터 통합관리시스템 개발)

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.57-64
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    • 2013
  • During the past 10 years, serious game industry has been growing steadily. But the system which could stably and reliably provide metadata information and quality information related to serious game remained unexploited. Existing systems only support the basic management functions of metadata search centered. Therefore, we have developed an integrated system to manage the quality information of serious game as well as to improve the inconvenient details of the existing systems. And we designed quality evaluation elements and quality information supply-methods, and linked up them to the system. Furthermore, we conducted user's satisfaction assessment survey on the use of the system. The advantage of the system is that the system provide a lot of useful information for general users and developers, and support a tool to manage all information related to serious game by easy and convenient method for managers.

Gamification on Mobile Payment Application: Uses and Gratification Perspective

  • Mutia Fadhila Putri;Ratna Juita;Achmad Nizar Nidayanto;Dedi I. Inan
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.750-769
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    • 2022
  • Indonesia has the largest potential mobile payment (m-payment) market in Southeast Asia. The government has realised this through Government's National Non-Cash Movement to increase its adoption. This is then followed up by advocating its adoption massively. However, for this movement to be a success, ensuring its continued use is critical. Various studies have attempted to contribute to this issue. Incorporating game elements into the application that brings benefits and satisfaction to its user is envisaged as one of the most feasible ways. This study, therefore, sets out to investigate the effects of gamification on the m-payment application, which drive the intention to continued use by employing the Uses dan Gratification Theory (UGT). A total of 826 m-payment users were gathered to be analysed using Structural Equation Modelling. The results show that utilitarian, hedonic and social gratifications have significant effects on the continuance usage intention of m-payment. Theoretically, this study contributes to the literature by showing that gamification applied in the payment significantly affects the m-payment continuance usage intention. Practically, this research informs the m-payment providers to maintain the gamification elements in their applications to ensure their sustainable use. Limitations and future research directions are also discussed.

Resource Allocation for Guaranteeing QoE in Mobile Communication Networks

  • Lee, Moon-Ho;Lee, Jong-Chan
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.2
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    • pp.45-50
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    • 2017
  • This paper proposes a novel resource allocation scheme which allows to guarantee the user-perceived service quality for various high-quality mobile multimedia service such as interactive game, tactile internet service, remote emergency medical service or remote disaster handling robot control to a certain level in the mobile networks. In our proposed scheme, Mean Opinion Score(MOS), which represents the degree of user satisfaction for perceived quality, is determined based on the delay limit allowable to each service. Moreover resources are allocated in consideration of this MOS. Simulation results show that our proposed scheme can decrease the outage probability in comparison with existing schemes Moreover it can increase the total throughput as well.

Metaverse and Media Richness: The Effect of UI Design on User Experience (메타버스와 미디어 풍요성: UI 디자인이 사용자 경험에 미치는 영향)

  • Song, Stephen W.;Hwang, Dongwook;Chung, Donghun
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.83-98
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    • 2022
  • The current study investigated the effect of user interface design on metaverse user's objective task performance, perceived usefulness, presence, and enjoyment. Using a 2 × 2 within-subject repeated measure experimental design, we found that users perceived the interface to be significantly more useful when additional visual cues existed and performed better for the given task. Additionally, a repeated-measure mediation analysis revealed that the effect of richer information in the interface on users' enjoyment as a function of need satisfaction was mediated by perceived usefulness. Theoretical and practical implication are derived from the result of the current study.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

The structural relationships among Weblog service quality(wb-SERVQUAL), user satisfaction and loyalty (Weblog 서비스 품질(wb-SERVQUAL)과 사용자 만족도, 충성도에 관한 구조적 관계)

  • Kim, Su-Yeon;Yeo, Sang-Pyo;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.5
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    • pp.67-77
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    • 2006
  • According to increasing activities in the cyberspace, various on-line services through the Internet have been offered, and many recent studies on the Internet services such as instant messenger, game, and portal site have been performed to evaluate quality of these services. However researches on weblog(blog), a personal online journal for general public consumption, have not been performed much yet. Therefore, we have conducted an empirical study on investigating the structural relationships among weblog service quality, satisfaction and loyalty in this study. After reviewing the related literatures, we have suggested a model for evaluating the service quality of weblog, wb-SERVQUAL(weblog-SERVQUAL), by modifying the conventional SERVQUAL model based on characteristics of weblog. Structural Equation Model(SEM) has been used to analyze the structural relationships among service quality of weblog, user satisfaction and customer loyalty. Managerial implications are also suggested for managing the weblog sites in conclusion.

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Verification of the usefulness of smartphone for wrist swing motion in VR environments (VR 환경에서 손목 스윙 동작에 대한 스마트폰의 유용성 검증)

  • Lee, Chung-Jae;Kim, Jong-Hyun;Lee, Jung;Kim, Sun-Jeong
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.53-62
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    • 2017
  • VR content manipulation equipment is not easy for individuals to access because it requires high prices. Especially, in the case of a system for tracking the motion of the user among the VR contents, a separate optical sensor device using an infrared camera is generally used. The disadvantage of the optical sensor equipment is that the measurable range is dependent on the measurement direction when tracking the rotation motion when using only a single device. In order to solve the above problems, this paper shows that the inertial sensor of the smartphone, which is generally owned by the public, can track the rotational motion of the user regardless of the measurement direction . The system using the LeapMotion is used as the reference system, and the system using the smart phone is defined as the evaluation system, and the usability of the evaluation system is verified by comparing the user satisfaction of the two systems.

A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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Characteristics of mobile casual games and their effects on flow experience and customer satisfaction, loyalty (모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향)

  • Baek, Youngsuk;Lee, Ho;Lee, Dong Hyun
    • Knowledge Management Research
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    • v.16 no.4
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    • pp.17-34
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    • 2015
  • Mobile causal games have unique features differentiating itself with video or online games and a good understanding of user experience is important to save time, effort and money by focusing on key features. The purpose of this study is to empirically investigate relationships among flow experience, customer satisfaction, and customer loyalty in the context of mobile casual games. Fun, skillfulness, ease of use, instant connectivity, challenge were suggested as important characteristics of mobile casual games and included in the research model to see what factors might influence flow experience of mobile casual game users.