• Title/Summary/Keyword: Paid Item

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The Study on Game Users' Payment Intention through Language Network Analysis (언어 네트워크 분석을 통한 온라인게임 유저의 과금 성향 분석)

  • Kim, Eunbi;Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.117-130
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    • 2021
  • The purpose of this paper is to study users' intention on paid game items through language network analysis. The functional item buying group considered the capabilities and strength of the game character as the most important factor for the winning of the games while the decorative game item buying users considered self-satisfaction for the unique outfit of their game character. Moreover, they reflected their game characters as themselves and another ego.

Measuring the Economic Impact of Item Descriptions on Sales Performance (온라인 상품 판매 성과에 영향을 미치는 상품 소개글 효과 측정 기법)

  • Lee, Dongwon;Park, Sung-Hyuk;Moon, Songchun
    • Journal of Intelligence and Information Systems
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    • v.18 no.4
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    • pp.1-17
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    • 2012
  • Personalized smart devices such as smartphones and smart pads are widely used. Unlike traditional feature phones, theses smart devices allow users to choose a variety of functions, which support not only daily experiences but also business operations. Actually, there exist a huge number of applications accessible by smart device users in online and mobile application markets. Users can choose apps that fit their own tastes and needs, which is impossible for conventional phone users. With the increase in app demand, the tastes and needs of app users are becoming more diverse. To meet these requirements, numerous apps with diverse functions are being released on the market, which leads to fierce competition. Unlike offline markets, online markets have a limitation in that purchasing decisions should be made without experiencing the items. Therefore, online customers rely more on item-related information that can be seen on the item page in which online markets commonly provide details about each item. Customers can feel confident about the quality of an item through the online information and decide whether to purchase it. The same is true of online app markets. To win the sales competition against other apps that perform similar functions, app developers need to focus on writing app descriptions to attract the attention of customers. If we can measure the effect of app descriptions on sales without regard to the app's price and quality, app descriptions that facilitate the sale of apps can be identified. This study intends to provide such a quantitative result for app developers who want to promote the sales of their apps. For this purpose, we collected app details including the descriptions written in Korean from one of the largest app markets in Korea, and then extracted keywords from the descriptions. Next, the impact of the keywords on sales performance was measured through our econometric model. Through this analysis, we were able to analyze the impact of each keyword itself, apart from that of the design or quality. The keywords, comprised of the attribute and evaluation of each app, are extracted by a morpheme analyzer. Our model with the keywords as its input variables was established to analyze their impact on sales performance. A regression analysis was conducted for each category in which apps are included. This analysis was required because we found the keywords, which are emphasized in app descriptions, different category-by-category. The analysis conducted not only for free apps but also for paid apps showed which keywords have more impact on sales performance for each type of app. In the analysis of paid apps in the education category, keywords such as 'search+easy' and 'words+abundant' showed higher effectiveness. In the same category, free apps whose keywords emphasize the quality of apps showed higher sales performance. One interesting fact is that keywords describing not only the app but also the need for the app have asignificant impact. Language learning apps, regardless of whether they are sold free or paid, showed higher sales performance by including the keywords 'foreign language study+important'. This result shows that motivation for the purchase affected sales. While item reviews are widely researched in online markets, item descriptions are not very actively studied. In the case of the mobile app markets, newly introduced apps may not have many item reviews because of the low quantity sold. In such cases, item descriptions can be regarded more important when customers make a decision about purchasing items. This study is the first trial to quantitatively analyze the relationship between an item description and its impact on sales performance. The results show that our research framework successfully provides a list of the most effective sales key terms with the estimates of their effectiveness. Although this study is performed for a specified type of item (i.e., mobile apps), our model can be applied to almost all of the items traded in online markets.

A Survey for Improvement of the 'Future Leaders of Korean Medicine' Curriculum in the Korean Medical Association of Clinical Sanghan-Geumgwe (대한상한금궤의학회의 학생우수인재교육과정 개선을 위한 설문조사 연구)

  • Park, Jae-Kyung
    • 대한상한금궤의학회지
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    • v.6 no.1
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    • pp.27-36
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    • 2014
  • Objective : This Study aims to survey the current situation of the 'Future Leaders of Korean Medicine' curriculum and thereby improve the quality of the curriculum. Methods : 10 students in the curriculum answered 3 items of the NSSE questionnaires; 'Active and Collaborative Learning', 'Student-Faculty Interaction', 'Satisfaction'. Results : 'Worked with other students on projects', 'Tutored or taught other students (paid or voluntary)' average frequencies are relatively low in the 'Active and Collaborative Learning' item. 'Worked with faculty members on activities other than course-work' average frequency is relatively low in the 'Student-Faculty Interaction' item. Conclusions : The curriculum should be improved to encourage the students to take the leading roles at Collaborative Learning and to interact with the advisors.

Elementary school learning characteristic of each proficiency level that appears in 2010-2012 Nation Assessment of Educational Achievement (2010-2012년 국가수준 학업성취도 평가에서 나타난 초등학교 성취수준별 학업 특성)

  • Jo, Yun Dong;Lee, Kwang Sang
    • The Mathematical Education
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    • v.53 no.2
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    • pp.219-237
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    • 2014
  • In this study we desire to deduce implications for mathematics curriculum, teaching- learning, and evaluation from the data of Nation Assessment of Educational Achievement. For this, first we extracted the items written by the same achievement standard over two years from 2010 to 2012. Next we investigated whether the items are the representative items of a certain proficiency level and classified into the case of the items of the same proficiency level and the case of the items of different proficiency levels. Based on these we analysed learning characteristic of the each proficiency level. From the results of the above, we proposed what should be changed in mathematics curriculum, what should be considered in teaching-learning, and what should be paid attention to test item development.

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.

A Study on Reform Directions for Promotion of Fishermen's Labor Condition (어선선원(漁船船員)의 노동조건(勤勞條件) 개선방안(改善方案)에 관한 연구(硏究))

  • Lee, Zong-Keun;Im, Dnog-Cheul
    • Journal of Fisheries and Marine Sciences Education
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    • v.5 no.1
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    • pp.23-30
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    • 1993
  • The Korea Seaman's Act is providing that fishermen s salaries are exceptionally defined and working hours and paid leave are not defined at all. Significant problems of Fishermen's Labor Condition are, (1) It is hard to guarantee the basic right of fishermen as their wages are variable depending on the catch. (2) Excessive working hours would hamper the labor reproduction ability and increase the frequency of disaster. (3) Moreover, fishermen have to search for a new job following the lay off after working aboard during the period defined by contract. The possible implement of Seamen's Act are : (1) The wage system must be unified by regular wages. If it is hard to perish the lay system its relative importance should be diminished whereas the fixed minimum wages and the allowance depending on the position and working days should be paid. (2) This discrimination of the fishing vessels from merchant should be eliminated by removing the item on the Act which excludes the fishermen on the working hours. If it is hard to do so practically the lower regulations defining the maximum periods of duty and minimum periods of rest for fishermen must enact separately as in Japan and England. (3) The difference in the provisions of paid leave between the merchant seamen and fishermen must be abolished (4) It is the most desirable to improve the fishermen's labor conditions through the completion of the Act. However, before doing this, the employers and employees must try to solve the problems through the collective agreement by themselves.

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Social Expectations, Personal Values, and Women's Role in South Korea

  • Cho, Sung Kyum;LoCascio, Sarah Prusoff
    • Asian Journal for Public Opinion Research
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    • v.5 no.3
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    • pp.175-191
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    • 2018
  • This exploratory study considers the difference between personal and perceived societal values related to South Korean women's role in the home, workplace, and society using eight items asked on the Korean Academic Multimode Open Survey (KAMOS), May-July 2017. Factor analysis showed that these eight items could be grouped into two categories: women's role in her family and women's in the outside world. Of the 2,000 respondents, 54.1% personally agreed that "Both the husband and wife should contribute to their family income." People in their 30s felt the largest gap between their personal and societal values; women also felt a larger gap than men. Those who watched television more were generally more conservative than those who used the Internet more. People who felt a smaller gap between societal and personal values were more likely to feel proud to be a Korean citizen. People who believe that it is better not to marry felt a bigger gap between some societal and personal values on items relating to whether a wife should work, whether a woman's housework or paid job is more valuable, and whether women's job performance is equal to men's. People who believe that divorce is sometimes acceptable were also more likely to feel a bigger difference in two items: the item about job performance and an item about whether a married woman's social status is dependent on her husband's.

A Preliminary Study on Development Korean Version of the Modified Erickson Scale of Communication Attitudes(S-24) (Erickson의 의사소통 태도 척도(S-24)의 국내 적용을 위한 타당도 및 신뢰도 연구)

  • Kim, Hyo-Jung;Kwon, Do-Ha
    • Speech Sciences
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    • v.12 no.4
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    • pp.227-236
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    • 2005
  • For the exact assessment and diagnosis of stuttering, not only speech disfluency but also the attitude of stuttering has to be considered. However, clinical researches and studies about stuttering have tend to center around disfluency. Relatively little attention was paid to the communication attitude of stuttering. In this paper, we will attempt to investigate that the Modified Erickson Scale of Communication Attitudes(S-24) is available in Korean stutterer. The S-24 was administrated to 27 adults with stuttering and 27 normal adults. Based on the item analysis of S-24, 4 items which have the low item discrimination coefficient and are little difference between stutterer group and normal group were excepted from the scale. To test validity of the reconstructed communication attitude scale, we estimated a internal consistency and carried out correlation analyses and discrimination analyses. We found that the reconstructed scale had a high internal consistency(a = .8701), was consisted six components(explanatory power = 66.59% of total variation), correlated with the PSI at .439 and with the SESAS at -.527, and correctly classified between stutterers and normal adults at 92.6%. Consequently, the reconstructed communication attitude scale is a useful scale to assess stutterer's communication attitude in Korea.

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Data Integration for DW Construction

  • Yongmoo Suh;Jung, Chul-Yong
    • The Journal of Information Technology and Database
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    • v.4 no.2
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    • pp.79-95
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    • 1998
  • Useful data being distributed over several systems, we have a problem in accessing and utilizing them. Recognizing this problem, researchers have proposed two concepts as solutions to the problem, multidatabase and data warehouse. The one provides a virtual view over the distributed data, and the latter is a materialized view of it. Recently, more attention has been paid to the latter, which is a single of distributed database, collected along a time dimension. So, the major issues in building a data warehouse are 1) how to define a global schema for the data warehouse, 2) how to capture changes from local databases, and 3) how to represent time-varying values of data item. This paper presents an integrated approach to these issues, borrowing the research results from such areas as multidatabase, active databases and temporal databases.

A study on the Relationship between Games and Cash Transactions (게임과 현금거래의 관계에 대한 연구)

  • Jang, Min-Seo;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.581-583
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    • 2021
  • 온라인 게임 시장에는 현금거래가 꾸준히 이루어지고 있다. 유저들의 현금거래에 대한 긍정적인 인식을 바꾸기도 어려우며 유료아이템은 게임의 콘텐츠를 반감시키는 경우가 있으며 유료아이템을 늘리는 것으로 인해 유저들에게 불만을 이르킬 수 있다. 본 논문에서는 유저들이 이용하는 현금거래와 유료아이템에 대해 조사하고 이를 토대로 현금거래를 방지할 수 있는 새로운 방안을 제시하고자 한다.

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