• Title/Summary/Keyword: University-Graduate School Experience

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Analysis of the Influence of Intrinsic Motivation on Player Experience in Mobile Games (모바일 게임에서 내적동기가 플레이어의 경험에 미치는 영향 분석)

  • Feng, JingWei;Lee, HongMei;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1591-1600
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    • 2022
  • With the prosperity of Internet, the game industry is occuping an important position in the national economic system. The study on the game industry which has been drawing eyes from researchers is of great significance. Many scholars have done researches on game motivations, but the elements of intrinsic motivation are still in the exploratory stage. This study determines the dimensions of the influencing factors of players 'intrinsic game motivation and their game experience by adopting the method of literature research. A theoretical model is established to explore the influence of intrinsic game motivation on players' game experience. Questionnaires from players of "The Honor of Kings" are collected through the Internet. SPSS 21.0 is utilized to test the model and hypotheses, and finally the results of the data are analysed. It verifies that intrinsic motivation mainly consists of four components: achievement, social interaction, immersion and escapism. By exploring the influence of the four elements on players' experience, it is concluded that the players' immersion and social interaction have a greater positive impact on their game experience. It is indicated that a better game design highlights the storyline of the game and the interaction system is of importance to enable players to gain a better game experience.

The Empirical Study on Relationship Between Corporate Performance and Related Business Experience of Game Company's CEO : Moderating effect of Social Capital (게임기업 CEO의 관련사업경험이 경영성과에 미치는 영향에 관한 실증적 연구 -사회적 자본의 조절효과를 중심으로-)

  • Seo, Tae Geon;Yang, Dong Woo
    • Journal of Korea Multimedia Society
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    • v.18 no.11
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    • pp.1408-1418
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    • 2015
  • As the CEO`s of game companies should be ready for the rapid change of technical environment of game industry, highly skilled employees and the social capital become very important factors in doing game business. 2013 Korea Game White Paper shows that many game companies prefer employees with job experience. The social capital and network help game companies get industrial information easily. This study empirically examines the relationship among CEO`s related business experience, corporate performance and social capital based on 134 Korean game companies. CEO`s characteristics are measured by using demographic characteristics including age, amount of education, and prior job experience and psychological characteristics, but this study focuses on related business experience. The results of this study show some significant relationship between the related business experience of CEO and nonfinancial performance of the firm. Secondly, this study verifies the moderating effect of the social capital between the related business experience of CEO and non-financial performance of the firm. The results of the moderating effect of the social capital show that social capital increases the non-financial performance.

Related factors of preventive behavior experiences toward dental caries and periodontal disease in Korean adolescents (한국 청소년의 치아우식증과 치주질환에 대한 예방행위 경험 관련요인)

  • Park, Sin Young;Han, Yeo Jung;Ryu, So Yeon
    • Journal of Korean society of Dental Hygiene
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    • v.16 no.3
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    • pp.417-426
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    • 2016
  • Objectives: The objective of the study was to investigate the related factors of preventive behavior experience toward dental caries and periodontal disease in Korean adolescents. Methods: The study subjects were 72,060 adolescents in 800 schools who completed 2014 Korean Youth Risk Behavior Web-based survey. Dependent variables included general characteristics of the subjects, oral health behavior, and oral disease experience. The experience rate of sealant and scaling showed the prevention behavior of dental caries and periodontal disease. Data were analyzed by IBM SPSS statistics 20.0. Results: The experience rate of sealant accounted for 26.9%. The experience of sealant was related with gender, school, maternal education level, economic status, vigorous physical activity, smoking, usual stress, fruit consumption, milk consumption, soda consumption, snack consumption, tooth brushing, oral health education experience, periodontal bleeding and pain, mucosal disorders, and bad breath. The experience rate of scaling was 22.6%. The experience of scaling was related with gender, school, city division, learning achievement, maternal education level, economic status, residential type, vigorous physical activity, usual stress, fruit consumption, milk consumption, tooth brushing, oral health education experience, periodontal bleeding and pain, mucosal disorders, and bad breath. Conclusions: To expand preventive oral health behavior in the adolescents, it is necessary to support the systematic policy making and monetary establishment in the future.

Influence of Cognitive Flexibility, Resilience, and Professional Quality of Life on Job Embeddedness of Nurses (간호사의 인지적 유연성, 극복력 및 전문직 삶의질이 직무착근도에 미치는 영향)

  • Yang, Nam Young;Baek, Ji Yeon;Kim, Kyung Eun;Park, Ji Eun
    • Journal of Home Health Care Nursing
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    • v.30 no.2
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    • pp.174-182
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    • 2023
  • Purpose: We examined the effects of cognitive flexibility, resilience, and professional quality of life on the job embeddedness of nurses. Methods: The participants were 120 nurses in three general hospitals. Data collection was conducted using self-report questionnaires from May 17 to June 2, 2022. Data were analyzed using descriptive statistics, independent t-test, one-way ANOVA, Pearson correlation coefficients, and multiple regression analysis. Results: There were significant differences in job embeddedness by experience of turnover (t=-3.15, p=.002). The factors influencing the job embeddedness of the nurses were compassion satisfaction (β=.44, p<.001), resilience (β=.24, p=.035), experience of turnover (β=.23, p=.002), and cognitive flexibility (β=.21, p=.027). It was found that 39% could explain job embeddedness. Conclusion: It is necessary for nurses' support programs to be related to the experience of turnover to enhance job embeddedness. The results indicate a need to develop a program for cultivating compassion satisfaction, resilience, and cognitive flexibility to improve job embeddedness.

User Experience Factors in Connected Car Infotainment Applications : Focusing on Text Mining Analysis in the Android Auto Reviews (커넥티드카 인포테인먼트 애플리케이션의 사용자 경험 요인 : 안드로이드 오토 리뷰의 텍스트마이닝 분석을 중심으로)

  • Jung Yong Kim;Su-Eun Bae;Junho Choi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.4
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    • pp.211-225
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    • 2023
  • In the future, infotainment systems are expected to play a pivotal role in mobility ecosystems connecting users and vehicles. This study draws user-experience factors from reviews of Android Auto, a car infotainment application, and analyzes factors that affect satisfaction. The user-experience factors of infotainment have been redefined based on previous studies. To analyze actual user-experience factors, topics are obtained, applied, and interpreted from user discourse through topic modeling. Sentiment analysis and logistic regression are used to determine positive and negative user-experience factors that affect satisfaction. Results of the empirical analysis show that Ease of Use and Understandability are factors that have the greatest impact on satisfaction, and Flexibility, Safety, and Playfulness are factors that have the most critical effect on dissatisfaction. Therefore, this paper suggests ways to improve the satisfaction level of the infotainment system, and establishes a strategy accordingly.

Out of Box Experience for Mobile App Services (Mobile App 서비스에 특화된 Out of Box Experience의 연구)

  • Kim, Ye-Seul
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.15-16
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    • 2014
  • 제품/서비스의 전체 사용 경험 주기에서 사용자 인지와 수용에 영향력을 행사하는 첫 단계에 해당하는 OOBE(Out of Box Experience)를 Mobile App 서비스에 맞게 재구성하였다. 본 연구는 "사용자가 서비스를 획득하고(Acquire), 서비스 사용을 준비하다가(Prepare), 어느 시점에서 본격적으로 서비스를 사용하기 시작(First Use)"하는 3단계를 제시한다.

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Effects of Chronic Disease Management Based on Clinics for Blood Pressure or Glycemic Control in Patients with Hypertension or Type 2 Diabetes Mellitus (고혈압·당뇨병 환자의 혈압·혈당 조절에 미치는 의원 기반 만성질환관리사업의 효과)

  • Cheong, Won;Yim, Jun;Oh, Dae-Kyu;Im, Jeong-Soo;Ko, Kwang Pil;Kim, Yun Mi
    • Journal of agricultural medicine and community health
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    • v.38 no.2
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    • pp.108-115
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    • 2013
  • Objective: This study aimed to examine the effects of chronic disease management program based on clinics for blood pressure control or glycemic control in patients with hypertension or type 2 diabetes mellitus in Incheon. Methods: An observational follow up study was done on 11,501 patients registrated at clinics from January 1st to December 31st, 2010 in Incheon. Experience of education and mandatory laboratory tests were assessed with the registration data and income status was identified by National Health Insurance data. The odds ratio and 95% confidence intervals were derived from logistic regression models. Results: The experience of education has a positive effect for blood pressure control in the non-control group with hypertension at the time of registration (Odds ratio 1.357, confidence intervals: 1.112~1.655). The experience of mandatory laboratory tests has a positive effect for blood pressure control in the control group with hypertension at the time of registration (Odds ratio 1.738, confidence intervals: 1.387~2.178). But the effects of the experience of education and mandatory laboratory test in patients with type 2 diabetes mellitus were not identified. Conclusions: This study revealed the relationship between the experience of education or mandatory laboratory testing and blood pressure control in patients with hypertension.

A Study on the Relationship between Patient Safety and Patient-Centeredness in Hospitals (의료기관 환자안전과 환자중심성 간 관계 연구)

  • Kook, Sun-Pyo;Kang, Jegu;Lee, Kwang-Soo
    • Korea Journal of Hospital Management
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    • v.27 no.3
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    • pp.39-49
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    • 2022
  • Purposes: This study purposed to analyze the relationship between patient safety and patient-centerendess. Methodology: The comprehensive scores from patient safety assessment program and patient experience survey conducted by Health Insurance Review & Assessment Service were used as independent variables and dependent variables. This study analyzed the relationship between 4 patient safety-related areas(i.e. risk standardized readmission ratio, intensive care unit, preventive antibiotic, the drug evaluation) and 6 patient experience areas(i.e. nurse services, doctor services, medication & treatment, hospital environment, patient's right, overall experience) by using robust regression analysis. Findings: According to results, the score in 'patient's right' and 'risk standardized readmission ratio' areas were found to have a significant relationship, and 'overall experience' and the 'preventive antibiotic' areas. The ratio of senior beds and specialists was a general characteristics of hospitals that had a significant relationship on patient experience assessment. Practical Implication: The relationships between patient safety and patient experience assessment were varied depending on areas. Further study is needed to make clear the supposed relationship.

A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

The Effects of Adolescent's Academic Stress and School Bullying Victim on Suicidal Ideation: Focusing on the Mediating Effect of Self-Esteem (청소년의 학업스트레스와 집단따돌림 피해가 자살생각에 미치는 영향: 자아존중감의 매개효과를 중심으로)

  • Cho, Ouk-Sun;Paik, Jin-A
    • The Korean Journal of Health Service Management
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    • v.8 no.2
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    • pp.233-244
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    • 2014
  • This study aims to investigate the effects of adolescent's academic stress and their experience of school bulling victim on suicidal ideation, and the meditating effect of self-esteem among variables by utilizing the path analysis. Quantitative survey research was conducted with 1735 students attending primary, middle and high school to identify the following the key results. First, adolescent's academic stress directly influenced their suicidal ideation and its' effect was indirectly mediated by the subjects's self-esteem. Second, the relationship between the experience of school bullying victim and suicidal ideation was partly mediated by self-esteem. In other words, the severer academic stress in youth and the experience of bullying victim were, the higher suicidal ideation were; however, the adolescent's high self-esteem played a mediating role in lowering their suicidal ideation by increasing the ability of overcoming difficulties and risks.