Purpose - The purpose of this paper is to investigate the effects of online game properties, social interaction, and player satisfaction on intention to online games in Chinese gamers. Research design, data, and methodology - This study is an empirical analysis assuming that properties of online games, social interaction and satisfaction will induce Chinese gamers' intention to play online games. We set the relationship between the six variables as follows. First, the properties of online games, exogenous variables, were identified by three factors: entertainment, security, participation and challenge. Second, we had input social interaction among gamers as another exogenous variables. Third, the gamer's satisfaction of online games was added to the research model as a mediating variable between exogenous variables and endogenous variables. Finally, gamer's intention to play influenced by satisfaction and social interaction was used as final endogenous variable. The data used for the empirical analysis were collected through questionnaires for Chinese under age 35 who enjoy the online games. The data used in the research were finally extracted from 195 questionnaires. The collected data were tested through the analysis of the measurement model (Step 1) and the analysis of the structural model (Step 2). The covariance structure equation model (SEM) was used for the analysis. The measurement model and structural model were evaluated by the maximum likelihood method. Results - The results of the empirical analysis are as follows. The satisfaction of online games were entertainment and security had a significant effect to satisfaction; but participation and challenge and social interaction had no significant effect on satisfaction. The social interaction among gamers and the satisfaction with online games have a significant influence on the intention to play online games. As a result, the attributes of the game were affecting the intention to play the game after satisfaction. Social interaction influenced the intention to play online games rather than satisfaction itself. Conclusions - This study provide some practical implications for the new companies who want to enter the online game industry and seek to competitiveness in China, and provide theoretical implications on the role of interaction among gamers in the study of online games.
So, Jea-Moo;Lim, Young-Tae;Kim, Yong-Seok;Cho, Bum-Wook
Korean Journal of Applied Biomechanics
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v.15
no.3
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pp.71-78
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2005
The purpose of this research was to conduct an analysis on the factors that determine the distance at the time of target swing based on the use of late hitting of outstanding college golfers to verify the difference between late hitting and the distance that target increases in regular swing and the distance. Then, this research conducts an analysis on the correlation between club head velocity, ball velocity, launch angle, back spin, meet ratio and distance that become kinematics variables at the time of target swing. To attain the above mentioned purpose, 25 outstanding college players with average experience and handicap of 6 years and 5, respectively, were targeted Comparative analysis on two swing that target increase in regular and the distance was conducted by used driver. When it pertained to two types of swing. analysis system comprised of an analytical software called the Science Eye of the Bridgestone and peripheries was used to define the relationship between variables of club head velocity, ball velocity, launch angle, back spin, meet ratio that become kinematics variables. As for the method of processing data pertaining to the factors that determine the distance, differences of distance by the type of swing was verified by using independent T-test that leveraged SPSS 120 statistics program. Moreover, level of correlation between variables that contribute to the increase in distance through relation of correlation, and analysis of tendencies was conducted to analyze tendency of non-distance to increase in accordance to the increase of each variable. Key results produced through this experiment are as follows: 1. Artificial late hitting for increased non-distance that targets skilled players had effect on increased the distance(p<. 05). 2 The drive distance is correlated with each measured variable that is positive correlation to ball velocity, club head velocity, meet ratio and relation of back spin and launch angle are negative correlation. ball velocity and club head velocity are very high correlated with drive distance(p<.01), back spin and distance are negative correlation(p<.01). 3. Among each measured variable increasing the club velocity is the most contribution, and ball velocity and meet ratio and the increasing launch angle and back spin is negative effect for increasing distance.
Under the hypothesis that social behavior appears with personal differences. this study tried to make it clear that sociality factors are precedence variables, through characterization of the relationship between university students' sociality factors and multidimensional leadership factors. To achieve this goal, we have selected as a population university Taekwondo players participating in playing currently in 2006, sampled 228 subjects using the convenience sampling, and then finally used their data. Data were processed through descriptive analysis, factor analysis reliability analysis, correlation analysis and multiple regression analysis using SPSS 12.0, and conclusions were drawn as follows. Through such a process and method, we have yielded the following results. First, the responsibility our of the sociality factors appears to have significant influence on the types of training & direction, positive feedback, and social support at the level of p<.001, on the type of authoritative behavior at the level of p<.01, and on the type of democratic behavior at the level of p<.05. Second, the sociability out of the sociality factors proves to have significant influence on the type of training & direction at the level of p<.05. Third, the planning out of the sociality factors turns out to have significant influence on the type of social support at the level of .001, and on the types of democratic behavior and authoritative behavior at the level of p<.01.
VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.
Objective: The purpose of this study is to critically analyze the process of framing child abuse cases through the news coverage after the enforcement of mandatory CCTV installation policy which was initiated in 2015. Methods: The research uses the revised and supplemented frame analysis tools developed by Iyengar (1990) and Semetko and Valkenburg (2000) to investigate 25 broadcasting news reported by KBS, from September 2015 to December 2017. Results: First, according to the formal analysis, the reports on abuse cases prove to be either a mixed or episodic frame which covers the cases heavily based on a particular incident rather than holistically looks into the situation. Second, in content analysis, child abuse news is delivered mainly through "human interest frame." Conclusion/Implications: The study identifies three dominant discourses formed as a result of the child abuse CCTV news: 'CCTV is a all-around player' discourse, 'preschool teachers as potential criminals' discourse and 'preschool teachers as nonprofessionals' discourse. This study is significant in that it presents that mass media do not always say the truth, but frame social issues within an ideological delivery system.
The Journal of the Convergence on Culture Technology
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v.8
no.1
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pp.59-66
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2022
This study was conducted to find out whether excellent and non-excellent players could be distinguished by the achievement goal orientation(task-orientation, ego-orientation) test and the self-management(physical, interpersonal, training, mental management) test targeting youth soccer players. The subject of this study were 299 players(144 middle school students, 155 high school students) including 131 representative players by age and 168 general players who registered with the Korea Football Association. The questionnaires for data collection include the Task & Ego Orientation in Sport Questionnaire(TEOSQ) developed by Duda and Nicholls(1989) and the athlete self-management questionnaire(ASMQ) developed by Heo Jeong-hoon(2003) was used. For data analysis, frequency analysis, factor analysis, reliability analysis, and discriminant analysis were performed using SPSS 23 version. As a result of analyzing the data, task orientation and ego orientation, which are sub-factors of achievement goal orientation, were both confirmed as tests that did not discriminate between excellent and non-excellent players. On the other hand, the self-management test was confirmed as a test that can discriminate between excellent and non-excellent players in body management, training management, and mental management excluding interpersonal management among the sub-factors of self-managemnet. In particular, among self-management, mental management was identified as the most important factor in discriminating between excellent and non-excellent athletes.
Journal of the Korea Institute of Information and Communication Engineering
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v.13
no.9
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pp.1795-1802
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2009
Motion based serious game is a new style of game and exercise using hands, arms, head and whole body. At that time gamer's reachable movement space is an important game space and interaction happening place. We propose efficient game spatial division and analysis algorithm that gives special information for collision avoidance of game objects. We devide into 9 parts of game space and check the enemy position and upper, down, left and right side movement information of gamer and calculate optimal path for collide avoidance of the enemy. To evaluate the method, we implemented a motion base serious game that consists of a web cam, a player, an enemy, and we obtained some valid results of our method for the collision avoidance. The resole demonstrated that the proposed approach is robust. If movement information is in front of enemy, then the enemy waits and finds the place and runs to avoid collision. This algorithm can be used basic development of level control and effective interaction method for motion based serious game.
This research is about development and usability test of 'Paldokangsan4' which is a serious game for the elderly to improve their physical and mental health. This game is the next version of last 'Paldokangsan3' developed in 2013. Its motion capture interface 'Kinect' has been stopped for production that we have to develop the next version with 'Kinect2'. We added a personal ID system to accumulate palyers' game histories, and let the player know the the current score comparing to the personal average score every time. Also we added real mart background to the traditional old market background of the game as well as a tutorial level to learn how to play the game personally. In 2016 Play Expo, we have installed and demonstrated it and gathered opinions of 40 volunteers in questionnaire. The result of their analysis showed that we could find the possibility of beneficial effects for the elderly following the last version.
In this paper, we discussed learner's capability enhancement education suitable for the age of artificial intelligence (AI) using game analysis and archival research based on the 2016 Google Deepmind Challenge match between AI that possessed the finest deep neural networks and the master Baduk player that represented the best of the human minds. AlphaGo was a brilliant move that transcended the conventional wisdom of Baduk and introduced a new paradigm of Baduk. Lee Sedol defeated AlphaGo via the 'divine move and Great idea' that even AlphaGo could not have calculated. This was the triumph of human intuition and insights, which are deeply embedded in human nature as well as human courage and strength. Convergence science education that cultivates student abilities that can help them control machines in the age of AI must be in the direction of developing diverse human insights and positive spirits embedded in human nature not possessed by AI via implementing hearts-on experience and topophilia education obtained from the nature.
A new advertising, unlike traditional advertising, has a unique characteristics as a consumer's life styles are changed. This study explores consumer attitude affected by personal value disposition of each advertising creative appeal types. Personal value disposition implies directions of creative and determines advertising effect. So, personal value disposition deserves special consideration of not only print media, but broadcast media and internet media. In the present study, Research has been performed for a diffusion analysis based upon a survey of 338 individuals who were selected randomly. Test advertisement of MP3 Player has been used because involvement of products takes a neutral attitude comparatively. Result from the experiment show that, individualism-rational appeal is the most effective for consumers attitude. Groupism-rational appeals affects consumer's attitude, either. Groupism-emotional appeal has a partial effect and individualism-emotional appeal has no statistical significance. This experiment can be a foundation stone of personal value disposition studies.
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