• Title/Summary/Keyword: Users' behaviors

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Analysis of Game User's Motivation-Action Structure on Social Network Games (소셜 네트워크 게임 사용자의 동기-행동구조 분석)

  • Kim, Mi-jin;Kim, Yeong-sil
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.77-86
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    • 2011
  • This paper is aimed at analyzing the relationship between users' actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users' behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character's level or obtaining rewards through "defeat". Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro's People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games' events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.

Analyzing the Privacy Leakage Prevention Behavior of Internet Users Based on Risk Perception and Efficacy Beliefs : Using Risk Perception Attitude Framework (위험지각과 효능감에 따른 인터넷 사용자의 개인정보 유출 예방행위 분석 : 위험지각태도 프레임웍을 기반으로)

  • Jang, Ickjin;Choi, Byounggu
    • The Journal of Society for e-Business Studies
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    • v.19 no.3
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    • pp.65-89
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    • 2014
  • Although many studies have focused on the influences and outcomes of personal information leakage, few studies have investigated how the personal information leakage prevention behavior differs depending on internet user. This study attempts to supplement the existing studies' limitations with the use of risk perception attitude (RPA) framework. More specifically, this study tries to show internet user can be classified into four groups based on perceived risk of personal information leakage and efficacy beliefs of personal information protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for privacy leakage prevention. Analysis on survey data from 276 internet users reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for personal information leakage prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of personal information protection strategies and policy.

A Study on Mobile Game Security Threats by Analyzing Malicious Behavior of Auto Program of Clash of Clans (클래시 오브 클랜 오토 프로그램의 악성 행위 분석을 통한 모바일 게임 보안 위협에 관한 연구)

  • Heo, Geon Il;Heo, Cheong Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1361-1376
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    • 2015
  • Recently, the size of the mobile game market and the number of mobile game users are growing. Also, as the mobile game's life cycle is increasing at the same time, auto program issue reappears which has been appeared in PC online games. Gamers usually tend to ignore warning messages from antivirus programs and even worse they delete antivirus program to execute auto programs. Therefore, mobile game users are easily compromised if the auto program performs malicious behaviors not only for the original features. In this paper, we analyze whether seven auto programs of "clash of clans" which has a lot more users for a long time perform malicious behaviors or not. We forecast the possible security threats in near future and proposed countermeasures based on this analysis. By analyzing auto programs of highly popular mobile game of today, we can acquire the knowledge on auto program's recent trend such as their development platform, operating mode, etc. This analysis will help security analysts predict auto program's evolving trends and block potential threats in advance.

An User Behavior Monitoring Techniques Based Intelligent Agent on the Web (웹 상에서 지능형 에이전트 기반 사용자 행위 모니터링 기법)

  • 강동원;이경미
    • Journal of the Korea Computer Industry Society
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    • v.2 no.8
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    • pp.1109-1116
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    • 2001
  • This paper describes a mechanism and its aspects for monitoring user actions and behaviors on the web operated under the layered architecture that utilizes intelligent agents, and by which personalized information services, for instance one-to-one marketing, is easily facilitated and developed. Intelligent agent is one of techniques which enables to automate the whole process for providing personalized services that includes monitoring, logging a user actions and analyzing behaviors based on his or her profiles, and then selecting, organizing customizable contents which are at last delivered to the users browser or mail box also by intelligent agents. Monitoring technologies can utilize to help better construct the process in providing personalized services in that those services require intelligence in operating. As a result, implementing effective personalized services, however, depends on how well to define various users interests and needs, and how correctly to detect and log the actions when hey are done by users.

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Factor Analysis for Improvement of Convenience and Safety in the Interior Design of Subway Trains (지하철 차량 실내디자인의 편의성과 안전성 증진요소 분석)

  • Jin, Mi-Ja;Han, Suk-Woo
    • Journal of the Korean Society for Railway
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    • v.10 no.6
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    • pp.779-785
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    • 2007
  • This study identifies visible/invisible factors and analyzes facilities, structure, and visible perceptive contents in the aspects of operation and efficiency with a focus on the interfaces between interior design of the subway and users. More specifically, it diagnoses the requirements and empirically presents improvements. As the interior design in the subway trains is fur the public reflecting the value, consciousness, and behaviors of users, it should be approached through the application of the concept of universal design that considers the potential needs and psychological satisfaction of users. In arranging the indoor of the vehicles, the conditions for the facilities should be specified through the interdisciplinary approach from professional fields including ergonomics and psychology, the path of flow should be induced through the use of space and the analysis of passengers' behaviors, an integrated planning should be re-established, and continuous evaluations of basic guidelines, manuals, and requirements should be made.

The User Satisfaction Analyses for the Multimedia Room of Academic Libraries in the Northeast Seoul (대학도서관 멀티미디어실에 대한 이용자 만족도 분석 - 서울동북부사립대학교도서관을 중심으로 -)

  • Park, Se Mi;Kim, Yang-Woo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.1
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    • pp.5-33
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    • 2015
  • While a number of studies have been conducted on the multimedia rooms in academic libraries, they have limitations both in the research scope and in the data analysis methods. The principal limitations are: (1) Lack of investigation on the variation in user satisfaction by users' major areas and utilization behaviors; (2) Insufficiency of examining the variation in user satisfaction with diverse library areas; (3) Lack of consideration of service providers' opinions. Accordingly, this study aimed to examine the follows: (1) investigating how users' major fields and utilization behaviors affect user satisfaction; (2) determining the relationships between the area satisfaction factors and satisfaction in general; and (3) discovering what to improve, as indicated by users and service providers. On the basis of the results, the suggestions relate to the improvements of the followings: (1) the existing system; (2) equipments and facilities; (3) resources; (4) user education; and (5) administrative and legal support.

A Study on the Behaviors and Customer Satisfactions of University Library Users of the Electronic Journals (대학도서관 전자저널이용자의 이용행태와 만족도에 관한 연구 - K대학교 도서관이용자를 중심으로 -)

  • Oh, Dong-Geun;Kim, Sook-Chan
    • Journal of the Korean Society for information Management
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    • v.23 no.4 s.62
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    • pp.129-146
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    • 2006
  • This study analyzed the user behaviors of the electronic journal users and the influences of service quality of electronic journals on the customer satisfactions, customer loyalty, and frequency of visit to the library building. Approximately 60 percent of users prefer e-journal to printed formats. Service quality of electronic journal was measured by four dimensions: reliability of service, convenience of service, public relations, and user instructions.100 faculty members and 267 graduate school students were surveyed using questionnaires. It was concluded that each dimensions of service quality positively influenced on the customer satisfactions, and customer satisfaction positively influenced on loyalty, and negatively on frequency of visit to the library building.

Information Forager's Approach to Folksonomy (정보채집으로의 접근 - 폭소노미 이해를 위한 개념적 틀 연구 -)

  • Park, Hee-Jin
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.3
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    • pp.189-206
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    • 2011
  • This paper proposes a conceptual framework to explore the ways in which people work with in accessing, sharing, and navigating Web resources. In order to provide a better frame of a user's interaction with a folksonomy, an information foraging approach was adapted that denotes adaptive information seeking behaviors of users within human information interaction. A conceptual framework that consists of three different components from users' points of view was proposed: tagging, navigation, and knowledge sharing. This understanding will help us to motivate possible future directions of research in folksonomy and lay the groundwork for empirical research which focuses on qualitative analysis of a folksonomic and users' tagging behaviors.

An Exploratory Study of Information Needs and Information Seeking Behaviors of Overseas Users for Korea-related Materials (해외 한국관련 정보 이용자의 정보요구와 정보추구행동에 대한 탐색적 연구)

  • Kwon, Nahyun;Suh, Jiyoung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.2
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    • pp.121-144
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    • 2022
  • The purpose of this study is to investigate the information needs, information seeking behavior, and information use of people who seek information on Korea overseas. A total of 382 survey responses from 52 countries and in-depth interview data from 26 participants were collected and analyzed. As a result, the respondents were categorized into three groups, namely Hallyu culture enjoyment, Korean language learning, and Korean studies research groups, by their unique information needs and information seeking behaviors. Pandemic boosted the demand for digital data expansion and digital archiving efforts. Various information problems caused by language, technology and policy obstacles were revealed. Findings suggest strategies to assist Korea-related information users.

Analysis of Podcast User Behaviors and Classification of Users (팟캐스트 콘텐츠 이용자 행태분석 및 유형 파악)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.94-104
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    • 2022
  • As the audio content market grows due to the spread of the AI speaker market and the influence of connected cars, the demand for podcast service is increasing. Therefore, in this study, the behaviors of podcast users were identified and the user types were classified. In the background study, podcast usage motives and user types were studied, and they were referred to when making the questionnaire. In the survey, preferred audio content was identified according to the situation, and in the in-depth interview, the user type and insights were derived by identifying the audio service usage behavior. As a result of the survey, there was little difference between preferred content for single listening and multitasking, but the difference in preferred content according to time period was statistically significant. The three user types derived from the in-depth interview were divided into users who listen alone for the purpose of study, find and listen to useful information quickly while on the go, and multitask and listen to the light and comfortable contents. It is expected that the results of this study will be an important reference for designing an audio content platform to improve user experience.