• Title/Summary/Keyword: User's Motivation

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Causes of Adolescent Game Addiction and the Mediating Effect of Game Motives (중학생 게임 과몰입의 원인과 이용동기의 매개효과 연구)

  • Kim, Hyoung-Jee;Oh, Rosy;Huh, Eun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.5-22
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    • 2019
  • This study analyzed the causes of over-flow of adolescent games as loneliness, lack of self-control, parents-open communication, peer-emotional support and the game motivation(immerse, social relations, achievement). For analysis, the research data, 'Game User Panel Research(1 to 4 years)', was provided by Korea Creative Content Agency. As a major result, adolescence loneliness and lack of self-control directly affected game over-flow, and the game's achievement motive in their relation of influence was mediated. Over time, the structure of the relationship between the cause and the effect has shown mostly consistent results.

A Study of Development and Effects of Visual Novel Game for Promoting User's Donation Intention (사용자의 기부 의도 증진을 위한 비주얼 노벨 게임 개발 및 효과 검증)

  • Kim, Min-Jung;Yi, Hangaram;Oh, Gyu-Hwan
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.151-164
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    • 2019
  • In this study, we developed a visual novel game as one of the donation campaign strategies. In study 1, we developed a visual novel game for the elderly who live alone. In study 2, we also examine how game affects personal distress and empathic concern, the emotions that trigger help behavior. The results showed that game can promote both emotions effectively. Moreover, empathic concern completely mediated between game and donation intention. This result suggests that visual novel games can be an effective tool for stimulating user's altruistic motivation to do donation behavior.

A Study on Needs for Information Design Development of Civil Affair Registration Form Design by User-Experience-Perspective (Focusing on Birth Registration Form) (사용자경험 관점으로 분석한 문서양식 정보디자인의 개선점 연구: 지류 출생신고서를 중심으로)

  • Kim, Jhonghee
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.447-457
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    • 2022
  • Form design for information registration should consider and classify various possible cases and each user case and reflect it in the design. In this paper, I analyzed the visual and emotional factors of information design that elicit positive emotions from the user experience point of view, focusing on the birth certificate of among other public documents issued by the government. In order to derive problems and supplements from the user's overall writing experience point of view, Keller's Motivational Behavior Construction Model was used. The process of writing the birth registration form creates recognition, reasoning, relationship, establishment, achievement, expectation. In order to more actively draw an emotional point of view, it is essential to set of information and to materialize the information experience. It is hoped that this will be a good guideline in the process of presenting a new perspective on information design and improving the experience.

An Adaptive Learning System based on Learner's Behavior Preferences (학습자 행위 선호도에 기반한 적응적 학습 시스템)

  • Kim, Yong-Se;Cha, Hyun-Jin;Park, Seon-Hee;Cho, Yun-Jung;Yoon, Tae-Bok;Jung, Young-Mo;Lee, Jee-Hyong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.519-525
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    • 2006
  • Advances in information and telecommunication technology increasingly reveal the potential of computer supported education. However, most computer supported learning systems until recently did not pay much attention to different characteristics of individual learners. Intelligent learning environments adaptive to learner's preferences and tasks are desired. Each learner has different preferences and needs, so it is very crucial to provide the different styles of learners with different learning environments that are more preferred and more efficient to them. This paper reports a study of the intelligent learning environment where the learner's preferences are diagnosed using learner models, and then user interfaces are customized in an adaptive manner to accommodate the preferences. In this research, the learning user interfaces were designed based on a learning-style model by Felder & Silverman, so that different learner preferences are revealed through user interactions with the system. Then, a learning style modeling is done from learner behavior patterns using Decision Tree and Neural Network approaches. In this way, an intelligent learning system adaptive to learning styles can be built. Further research efforts are being made to accommodate various other kinds of learner characteristics such as emotion and motivation as well as learning mastery in providing adaptive learning support.

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A Study on the Post Occupancy Evaluation of Urban Grand Park with Reference to the Perception of Residents -Focused on Ulsan Grand Park's Efficiency and User's Satisfaction- (주민의식에 기초한 도시 대공원의 이용후 평가 -울산 대공원의 공원효율성 및 이용 만족도를 중심으로-)

  • 성백진;최종희;이재근;권오복
    • Journal of the Korean Institute of Landscape Architecture
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    • v.32 no.2
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    • pp.11-24
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    • 2004
  • The purpose of this study is to present data on the human activities responding to the physical environment of ‘Ulsan’s Grand Parks by evaluating user behavior and activity, visiting motivations, and user satisfaction. This study was conducted using multi-methods such as interviews and questionnaires surveys. The main findings of this study can be summarized in six parts as follows: \circled1 Behavior patterns showed that the users visited the park left within 30 minutes and the frequency of visits was 1 or 2 times per week. They spent their time mostly on ‘walking’ and ‘picnicking’. The users visited regardless of the seasons or the day of the week. \circled2 The priorities for improvements were analyzed as follows: the users expressed their demands for ‘shadowing facilities’ like shelters and pergolas because they used these facilities frequently. Also, the users would like an ‘event program’, ‘sign system’ and ‘guide program’. \circled3 Analysis of the the user’s perception of the park showed that they perceive the park as ‘representative source of the landscape and open space in Ulsan and place for making contact with nature. \circled4 In examining the visiting motivations of the users of Ulsan Grand Park, it was revealed that people use the park for ‘time with family and friends’, ‘to escape from city life’, ‘to relieve fatigue. As a result of factor analysis, 4 factors were identified such as ‘physical motive(MF1)’, ‘exploratory motive(MF2)’, ‘social motive(MF3)’ and ‘emotional motive(MF4). \circled5 Park users’ evaluation for park facilities showed that people are satisfied with most of the facilities and especially, they have high level of satisfaction for ‘footpaths’, ‘squares’ and ‘picnicspace’. The evaluation of the park user’s of activity reveals that they are content with nearly all the variables. Especially, they have high level of satisfaction for the variables of ‘convenience for dynamic activities’, ‘making of a beautiful atmosphere, ‘accessibility from the outside’ and, ‘convenience in group activitie. Factor analysis of the park user’s of activity revealed 5 factors such as ‘convenience and interest factor (AF1)’, ‘park maintenance, management and use program(AF2)’, ‘visual beauty(AF3)’, ‘safety and accessibility(AF4)’ and ‘crowding(AF5)’. \circled6 Regression analysis was employed to get the predictor factors of overall satisfaction with a result of 60.0%($R^2$). The variance was explained as ‘quality of the picnic space’, ‘convenience and interest factor while using the park’, ‘park program for maintain and management in the park’, ‘visually beauty while using the park’, ‘safety and accessibility of the parks’, ‘quality of the pond’, ‘crowding’, ‘quality of the square’.

Social Motivational Factors Influencing the Intention to Use of Blog (블로그 사용의도에 영향을 미치는 사회 동기적 요인)

  • Hong, Seok-In;Choi, Hee-Jae;Lee, Zoon-Ky
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.122-137
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    • 2010
  • Blogs are a new type of media that have recently become popular on the World Wide Web and have influence throughout society. The purpose of this study is to examine social motivations influencing intention of blog usage. Based on Technology Acceptance Model and Motivation Theory, this study considered perceived usefulness, perceived ease of use, reputation, reciprocity, enjoyment of helping, social identity as the determinants of influencing the intention to use of blog. The suggested model was empirically evaluated using online survey data collection from 342 users of popular blog site in Korea (NAVER Blog, Cyworld minihompy, Daum Blog, and Yahoo Blog). The results revealed that perceived usefulness, perceived ease of use, reciprocity, and social identity affect directly the intention of blog usage. Furthermore, social identity has moderate effect via reciprocity and enjoyment of helping on blog usage. This study contributes to a theoretical understanding of the factors as social motivation that affects the usage of blogs. Also, the results of this study provide blog service providers useful strategic insights and service guidelines to enhance user's intention of blogs practically.

A study of the User Privacy Protection Behavior in Online Environment: Based on Protection Motivation Theory (인터넷상에서의 개인정보 보호행동에 관한 연구: 보호동기이론을 중심으로)

  • Park, Chanouk;Lee, Sang-Woo
    • Journal of Internet Computing and Services
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    • v.15 no.2
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    • pp.59-71
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    • 2014
  • This study applied customer perspective to find out ways how to protect customers' privacy by themselves. It does so by examining the factors which affect customer privacy protection behaviors. Based on the Privacy Act, this study developed the construct of Privacy Rights awareness and finds the law's effect on privacy awareness and behavioral change. The study finds that there exists a significant difference in privacy protection behavior according to privacy rights awareness. Independent variables are as follows: Five variables (Perceived vulnerability, Perceived severity, Perceived response effectiveness, Perceived barriers, Privacy Rights awareness) were tested as critical variables influencing Behavioral Intention in PMT model. Privacy awareness had a moderating effect on the relationship between perceived severity and privacy protection behavior. This study would contribute on theoretical expansion of Protection Motivation Theory and also provide practical implications for effective ways to promote behavioral changes.

Who Cares More about Security?: Effects of Personality Traits on PC Security Intention (누가 보안에 더 신경을 쓰는가?: 성격특성이 PC보안의도에 미치는 영향)

  • June-Young Kim;Tae-Sung Kim
    • Information Systems Review
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    • v.20 no.1
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    • pp.99-114
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    • 2018
  • Technical measures for computer security are essential, but they are not a sufficient condition for security. Therefore, a personal approach to user's security behavior should be developed. Personality, which is a human aspect, is a behavioral characteristic that characterizes each individual and facilitates prediction of how an individual will behave in certain situations. Protection motivation theory has been used extensively in the security research on human behavior. The present study discusses how protection motivation was formed from personality traits. Thus, organizations can refer the result of this study for their HRD and HRM concerns.

An Exploratory Study on Social Media Users' Ambivalent Attitudes (소셜 미디어 이용자의 양가성 태도에 관한 연구)

  • Seol, Jinah
    • Journal of Internet Computing and Services
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    • v.15 no.2
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    • pp.87-94
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    • 2014
  • Social media which includes Facebook enable users to construct relationships and networks as well as sharing of information. By enlisting Facebook users as proxy, this paper attempted to analyze the different emotional states experienced by social media users, specifically to gauge what effect their usage motivation and usage pattern had on the ambivalence level of the users. The quantitative survey result revealed that usage duration or the time of day when Facebook was accessed had no relevant impact on one's ambivalence level. However, there was a direct correlation between frequency of Facebook usage and the ambivalence level. The more the user logged onto Facebook the more suppressed his or her expression became due to fear of giving negative impressions to others and also receiving their negative feedbacks, which then subsequently added to the user's ambivalence. People's main reasons for using Facebook were identified as "chatting," "communicating," "maintaining relationships," "relationship building," "networking," and "finding information about friends," but only "maintaining relationships," "communicating," and "networking" had observable effect on ambivalence. There were no noticeable differences among genders with regards to ambivalence and usage levels, but there was a marked difference based on the user's age. For example, people in their forties showed higher levels of ambivalence than those in their twenties. This may be attributed to anxiety they face as they use Facebook primarily to expand their networks and to maintain relationships. As such, it is surmised that their fatigue level from using social media will only increase. Meanwhile, Korean Facebook user's emotional manifestation tended to skew toward relation-involved ambivalence rather than the self-defensive type. This relation-involved ambivalence might be something that can actually help prevent damage to relationships by limiting excessive emotional expressions. In other words, such ambivalence by Facebook users may be a positive element in a user's social media interaction.

A Study of Collective Knowledge Production Mechanisms of the three Great SNS (3대 SNS에서의 집단적 지식생산 메커니즘 연구)

  • Hong, Sam-Yull;Oh, Jae-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.7
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    • pp.1075-1081
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    • 2013
  • Twitter, Facebook, and KakaoStory are the major SNS in Korea. Social knowledge production is being produced by those services from numerous collaboration and co-participation in those SNS. Wikipedia or Naver JishikIN service was regarded as the representative product of collective knowledge production during the wired internet era. However now at the wireless internet era centered with smart phones, various forms of collective knowledge production would be achieved by connecting to SNS in real-time. In this thesis, the survey data of collective knowledge production for users of three SNS have been compared and analyzed. The difference of the collective knowledge production mechanism among Twitter, Facebook and KakaoStory has been studied and compared through three variables: the motivation of collective knowledge production, the preference of collective knowledge production model, and collective knowledge production cultural perception. As a result of the analysis of the discriminant factors for three SNS user groups, it turns out that the diversity-toward usage motivation, personal contribution motivation, and collective knowledge production tendency perception are the most influential variables. This thesis is of significance in that it unites the value of social science such as social capital and collective knowledge production from the viewpoint of computer science and opens the new chapter of collective knowledge production with the real-time SNS of wireless internet from the wired internet.