• Title/Summary/Keyword: game analysis

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Designing Gamification and Analyzing Performance Indicators to Enhance Academic Library Services (대학도서관 서비스 효과 증진을 위한 게이미피케이션 설계 및 성과 지표 분석)

  • Hyeyoung Kim;Hanseul Lee
    • Journal of Korean Library and Information Science Society
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    • v.55 no.3
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    • pp.167-192
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    • 2024
  • Gamification is an effective strategy to enhance the quality of academic library services by encouraging student engagement and participation. This study developed a design framework for the effective implementation of gamification in academic libraries. To this end, a framework based on the information literacy model was developed through a literature review, content analysis of Korean and international case studies, and in-depth interviews with five librarians of academic libraries. The framework outlines the design elements and game mechanisms to be considered at each stage of the process, including task definition, information search, collection, utilization, and integration. Additionally, performance indicators were established to measure the cognitive, emotional, and social impacts of gamification. This study is expected to serve as a foundation for the systematic implementation and evaluation of gamification in academic libraries, ultimately contributing to increased user participation and enhanced learning motivation.

The analysis of game outcomes based on UIPM shooting match data in the modern pentathlon (UIPM 세계대회 기록을 통한 근대5종 사격 유형 및 특성 비교)

  • Park, Jong-chul;Lee, Seung-Hun
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.523-529
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    • 2020
  • The purpose of this study is to collect official world records for a total of five years from 2015 to 2019 from the modern pentathlon world competition database to reveal the impact of shooting types and characteristics on the record. To that end, the entire shooting spree was analyzed for all male and female athletes participating in the UIPM Level 1 World Cup and World Championships. According to the study, the number of round trips and the number of cars increased, the number of shooting accumulation deteriorated, the best record in the first round trip 3rd round, and the worst record in the fourth round trip 5th round. In addition, the deviation values are accumulated according to the fire recording or without success of the first step round trip by 9 percent in accordance with the growing number of the deviation is an increasing trend is, is that over time. Modern pentathlon at the success of the first step is more important and as fire can just hit first step in the event of great effect in reducing record. Based on these studies, the factors and characteristics that affect shooting accuracy are identified, and follow-up research linked to track records is necessary to match the characteristics of the combined competition.

The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry (온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향)

  • Kang, Sung-Min;Uhm, Gi-Heon
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

Analysis on the Degree of Preference and Participation in Leisure Sports : PPA Based on Priorities for Financial Investment (정책투자우선순위 도출을 위한 레저스포츠 선호도와 참여도 분석)

  • Kim, Kyong-Sik;Koo, Kyong-Ja;Jin, Eun-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.407-415
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    • 2009
  • In this research, to identify the degree of preference and participation in leisure sports, over 19-year-old adults living in the capital region were collected as subjects, and among them, 250 persons were chosen by purposive sampling method. Using SPSSWIN 16.0, I analyzed the collected data by reliability analysis, paired sample t-test, PPA(preference performance analysis) method. The conclusion is the following. First, the first quadrant showed wind surfing, skins-cuba, water-ski, and yacht, and as a result of this, it is necessary to improve the degree of participation in this field, the second quadrant showed golf, racketball snow board, ski, fishing, and climbing, and these field need to specific attention to maintain continuous attention, for they have a great deal of attendance, the third quadrant, showed water sleigh, cart, balloon, sky-diving, orienteering, hang gliding, model plane, and survival game. As the degree of preference and participation in these sports is low, it is recommended that more effort should be made for these sports. Finally, in the forth quadrant, there are tracking, mountain bike, inline skates, rafting, and cycling. As it's the participation is high, while that of preference is low, it is important to maintain the policy of the participation in leisure sports. Sencondly, the degree of preference and participation in leisure sport activicties acording to socio demographic characteristics differentiate.

Analysis of the Impact of Initial Carbon Emission Permits Allocation on Economic Growth (초기 탄소배출권 배분이 경제성장에 미치는 영향 분석)

  • Park, Sunyoung;Kim, Dong Koo
    • Environmental and Resource Economics Review
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    • v.20 no.2
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    • pp.167-198
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    • 2011
  • The Korean government recently announced greenhouse gases (GHG) emissions reduction target as 30% of 2020 business as usual (BAU) emission projection. As carbon emissions trading is widely used to achieve reductions in the emissions of pollutants, this study deals with the sectoral allocation of initial carbon emission permits in Korea. This research tests the effectiveness of a variety of allocation rules based on the bankruptcy problem in cooperative game theory and hybrid input-output tables which combines environmental statistics with input-output tables. The impact of initial emission permits allocation on economic growth is also analyzed through green growth accounting. According to the analysis result, annual GDP growth rate of Korea is expected to be 4.03%, 4.23%, and 3.67% under Proportional, Constrained Equal Awards, and Constrained Equal Losses rules, respectively. These rates are approximately from 0.69% points to 0.13% points lower than the growth rate of 4.36% without compulsory $CO_2$ reduction. Thus, CEA rule is the most favorable in terms of GDP growth. This study confirms the importance of industry level study on the carbon reduction plan and initial carbon emission permits should reflect the characteristic of each industry.

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A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

Kinematic Analysis of Acopian in Vault (도마종목 Kasamatsu계의 Akopian 기술동작 분석)

  • Lee, Soon-Ho;Park, Jong-Hoon;Lee, Chong-Hoon
    • Korean Journal of Applied Biomechanics
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    • v.16 no.1
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    • pp.89-99
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    • 2006
  • The study were to assess technical factors between the high score group and the low score group, from the subjects of 16 male national gymnasts, and to analyze the kinematical characteristic and main technical cause on technique of Akopian's 3D motion analysis of the male vaulting game in 2001 classification championship. The result of this study is this. There were not so much difference between the two groups in term; of the time of board contact, pre-flight, and total performance, but it takes shorter time when the players who are in the high point group take down the board, and they take long time for post-flight(p<.01). The high point group has a longer perpendicular distance in the moment of horse taking off, 0.05m on the average, than the low point group. The high point group shows 0.16m higher on the average than the other group in term; of the height of post-flight(p<.01). In the phase of board contact, the range of horizontal velocity at board take on were $7.66m/s{\sim}7.33m/s$, but there weren't significantly statistic differences between two groups. The hight score group were 0.68m/s faster than the low point group at the horizontal velocity at board take off event(<.05). About the average horizontal velocity of deceleration, AG1(-1.95m/s) reduces the speed more than AG2(-1.57m/s)(p<.05). And the hight score group were 0.37m/s faster than the low point group at the vertical velocity at horse take off event(<.05). When board taking off, the projectile angle of com were $38.7{\sim}37.8degree$ on the average. the comparative groups show almost same results. When horse taking off, the HPVy of the high point group were 37.6 degree which were a little higher than the low point group. The angular velocities of the players who takes on the horse with a right hand and then takes off with a left hand in the high point group were 14.97rad/sec, 10.82rad/sec in the low point group. However, the angular velocity of the players who takes on the horse with a left hand and then takes off on a right hand with the high point group were 14.97rad/sec, 15.56rad/sec in the low point group.

Contents Analysis of the Tennis Wear Design on Female Professional Tennis Players in Sport Industry (스포츠 산업에서 여성 프로 테니스 선수들이 착용한 테니스 웨어 디자인의 내용분석연구)

  • Kim, Jang-Hyeon;Lee, Ji-Yeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.186-196
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    • 2018
  • Sports has become one way to improve our own health and to enjoy life by changing the lifestyle of modern-day people. Sports athletes not only give pleasure to the public, but also play a role in elevating a nation's reputation through sports. Tennis is popular with the public, and women players receive tennis wear from various sports companies to promote the designs to the public. This study considers the design-related characteristics of women's tennis wear through content analysis of design elements from the tennis wear in four major tournaments over the most recent five years. This is important in order to provide basic data on design directions for tennis wear in the future. The results of this study are as follows. First, the silhouette plays a role in enhancing activity by considering the physical movement of tennis players who are very active. Second, color emphasizes the rules and clarity of traditional tennis tournaments, and reflects a diversified trend in tennis wear by considering smooth game play by players and combining popular colors in the year. Third, patterns and decorations on material are used as a means to emphasize the esthetics of tennis wear, and tape plays an auxiliary role in emphasizing the physical beauty of women or preventing physical movement causing injury. In addition, sponsor logos are generally located at the center of the chest of tennis wear tops by mixing letters and images. This can be interpreted as a part of the marketing strategy to enhance clarity of the sponsor's brand.

The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study (게임이 사용자의 공격성·사회성·정서에 미치는 영향: 메타분석 연구)

  • Lee, Eun-Ha;Kang, Jinwon;Kim, Jeahong;Ahn, Joohee;Kang, Kathleen Gwi-Young;Kim, Joonwoo;Lee, Solbin;Jo, Seonghak;Nam, Kichun
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.41-60
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    • 2020
  • In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate meta-analysis on 22 studies (k= 54, N = 8,031) published between January 2008 and October 2019. The results of the meta-analysis indicate that exposure to violent video games significantly increased aggressive cognition and negative affect only in true experimental studies, but their influences were small. Furthermore, the exposure to violent video games did not increase aggressive behavior and negative affect across all the research designs (true experimental, quasi-experimental, and correlational). Moderator analyses revealed that the effects of exposure to violent video games were much larger for younger adults than for children and greater in male-biased studies than in gender-balanced ones. Additionally, studies using better methodologies were less likely to produce negative effects. These findings suggest that the effects of exposure to violent video games on aggression were not as severe as popular opinion holds, and the effects were heavily modulated by the age and gender ratio of the participants, and methodological quality of the studies.

An Analysis of the Writing Types Elementary School Students Presented in Mathematics Journal (초등학생의 수학 일기 쓰기 유형 분석)

  • Choi-Koh, Sang Sook;Park, Man Goo;Kim, Jeong Hyeon
    • Communications of Mathematical Education
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    • v.37 no.1
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    • pp.85-104
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    • 2023
  • The purpose of this study is to analyze the types of mathematics journals of elementary school students and to understand how they change in mathematics journals as the grade goes up, and to obtain implications in mathematics education. To this end, 170 of the 222 parish mathematics data submitted to the "Math Journal Contest" were analyzed with the consent of both minors and their parents. As for the framework for analyzing math journal types, 12 types were derived through independent analysis between three researchers. The research results showed that first, the type of math journal written by elementary school students is a variety of journals, such as observation, problem making, concept organization, and review. In addition, as a learning area, it was found that math journal showed a noticeable increase in experimental observation, problem making, and concept journal as the grades progressed, while a small number of idea journal and explanatory journals appeared. However, game (winning) strategy building and types declined. It can be seen that this is evolving from a type that requires activity-oriented or simple descriptions to a type that actively applies mathematical concepts. As such, there are 12-type of math journals, but it is necessary to actively use the teaching materials in writing that can be freely expressed in the school setting.