• 제목/요약/키워드: interactivity factors

검색결과 238건 처리시간 0.024초

온라인 게임의 애호도에 관한 실증적 연구: 상호작용성과 현존감을 중심으로 (An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence)

  • 엄명용;김태웅;김정구
    • 경영과학
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    • 제22권1호
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    • pp.47-66
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    • 2005
  • Online game business has emerged as the most lucrative entertainment Industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games Into the main-stream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from in vestigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence, flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

통신 방송 융합 환경에서의 T-Commerce 수용 모델에 관한 연구 (Understanding the Adoption of T-Commerce in Telecommunications-Broadcasting Convergence Environment)

  • 안중호;김은진;박철우
    • 지식경영연구
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    • 제10권2호
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    • pp.15-33
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    • 2009
  • Telecommunications-broadcasting convergence in the domain of IT is a representative phenomenon that is expected to provide the saturated existing markets with a new source of profit. Especially, T-Commerce combines familiarity of TV and immediacy of the Internet which are expected to cover all the users familiar with each media and expand the existing commercial transactions. Telecommunications-broadcasting convergence in Korea, however, is focusing on technical and regulatory aspects so that research on the real users is not up to the mark yet. This is the most fundamental problem in hampering growth in the corresponding service and market. Thus, we are proposing an adoption model on T-Commerce to rapidly expand the convergence service through understanding the potential users. Perceived utilitarian and hedonic values, perceived interactivity, media substitution and personal innovativeness have been examined as the factors influencing the users' intention to adopt a new convergence service. As a result of empirical analysis, it is verified that perceived utilitarian and hedonic values and personal innovativeness directly influenced the users' intention to adopt whereas perceived interactivity had indirect affect on them. T-Commerce service providers should not only emphasize on the benefit that the older media could not provide the users with, but also provide them with more pleasure and entertaining experience during the course of satisfying the users' needs to distinguish T-Commerce from the other existing media.

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패션 미디어에 나타난 상호작용 사례 연구: 쇼스튜디오(Showstudio)의 패션프로젝트를 중심으로 (Interactive Case Study on Fashion Media: Focused on Showstudio's Fashion Projects)

  • 김지영
    • 패션비즈니스
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    • 제17권5호
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    • pp.101-119
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    • 2013
  • The purpose of this study is to consider the interactivity which appeared on the fashion media that focus on Showstudio's fashion projects. Showstudio is a famous fashion site that was founded by the famous photographer, Nick Knight, which has displayed interactive projects with fashion designers and artists. The methods of this study are undertaken by theoretical studies and project analysis. The 38 projects under the 'interactive' category are being chosen among archive data and the project explanations, photos and videos provided from the site are studied. Interactivity of fashion projects in Showstudio is considered by main factors such as two-way communication, participation, user control, and responsiveness. Two-way communication appears as transactional communication in the creation process and feedbacks from contents of users. The characteristic of participation appears as participation in the creation process and the practical use of contents. User control appears as control of contents, user interface and streaming media systems. The characteristic of responsiveness appears as real time and synesthesia responsiveness between the user and contents. Showstudio show free communication through digital information transmit system and also indicate the opportunity of innovative interactions among users, media, and contents.

온라인 게임의 애호도에 관한 실증적 연구 : 상호작용성과 현존감을 중심으로 (An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence)

  • 김태웅;엄명용
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2004년도 추계학술대회 및 정기총회
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    • pp.200-218
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

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The Study of Factors Influencing the Intention of Continuous Usage Using Augmented Reality Games: Comparative Analysis of Korean and Chinese Users

  • Namjae Cho;YanRui Wang;Jeong Hun Lim;Giseob Yu
    • Asia pacific journal of information systems
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    • 제32권2호
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    • pp.249-274
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    • 2022
  • This study is to focuses on users' attitudes toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users significantly affected spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications for analyzing user perspective using immersion, a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.

인터넷 쇼핑몰의 서비스 및 제품의 품질평가 요인이 한국 인터넷 패션 쇼핑몰의 만족도에 미치는 영향 - 중국 여대생을 중심으로 - (Effects of the service and the product quality evaluation factors of internet shopping mall on the satisfaction for Korean internet fashion shopping malls - Focusing on Chinese university women -)

  • 유지헌;공심
    • 복식문화연구
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    • 제22권5호
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    • pp.655-669
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    • 2014
  • This study was to examine the service and the product evaluation factors of Korean internet fashion shopping malls and to suggest marketing implications for Korean internet fashion shopping malls wanting to expand into the Chinese market. This study conducted a questionnaire survey for college female students in Qingdao, China, who have shopped at Korean internet shopping malls, and 310 surveys were used in the final analysis, frequency analysis, factorial analysis, and regression analysis. The results of the study were as follows. First, Most of the respondents answered that they found the Korean internet fashion shopping malls through the internet, and the most purchased item was outer clothing. Second, the system stability and web site structure excellence factors had a positive influence on the service satisfaction for the shopping mall 'S', while the system satisfaction, service efficiency, interactivity and web site structure excellence factors had positive influences on service satisfaction for the shopping mall 'P', and the system satisfaction, service efficiency, interactivity factors had positive influences on service satisfaction for the shopping mall 'N'. Third, examining the correlation between product satisfaction for the shopping mall 'S', 'P', and 'N' with fashion product evaluation factors showed that, design factors and quality excellence factors of the three shopping malls had positive influences on product satisfaction. The results of this research provide useful information in forming an efficient operating system and improving marketing strategies for internet fashion shopping malls planning to enter or having already entered the Chinese market.

A Study on Defining Communicative Characteristics of Public Libraries

  • Younghee Noh;Yoon-Jeong Kim;Woojung Kwak
    • International Journal of Knowledge Content Development & Technology
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    • 제13권3호
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    • pp.95-123
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    • 2023
  • This study intended to discover the communicative characteristics of libraries, such as locality, communality, interactivity, and organic vitality, and measure as to whether the components constituting them were appropriate, and based on the research results, it was intended to establish the role of public libraries based on communicative characteristics. As a result of the study, it finally turned out that the libraries had the four communicative characteristics of 'locality', 'communality', 'interactivity', and 'organic vitality'. The four communicative characteristics may be classified into 16 factors and 63 detailed factors accordingly. Examining the characteristics of library communication, first, locality means that local residents create and maintain the identity of a social, historical, and cultural locality while sharing the space of a library. In the library, the users can receive local life information or create a cultural identity of the locality through communication between the users. Second, communality is a fundamental factor in forming a community of local residents and represents the characteristics of a group formed based on place and geographical characteristics, culture and belief system, and interests. Third, interactivity refers to a kind of behavior in which users interact with other users, information providers, and books and information in the library to give and receive influence. The actions in which two or more objects share knowledge, thoughts, emotions, and opinions may be seen as being accomplished through interaction. Lastly, organic vitality means seeking the continuous maintenance and development of the community, and creating a lasting characteristic even in the changing environment of the library.

업무용도로 이용되는 모바일 인스턴트 메신저에서 인지된 보안성, 인지된 프라이버시, 인지된 즐거움, 인지된 상호작용성이 지속이용의도에 미치는 영향에 관한 연구 (On the Effect of Perceived Security, Perceived Privacy, Perceived Enjoyment, Perceived Interactivity on Continual Usage Intention through Perceived Usefulness in Mobile Instant Messenger for business)

  • 이지은;황찬규;권두순
    • 디지털산업정보학회논문지
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    • 제11권3호
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    • pp.159-177
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    • 2015
  • As smart phones become more common nowadays, mobile instant messengers such as kakao talk and line are used as essential communication tools exchanging information between individuals. Also, the mobile instant messengers extend their use to business area beyond communication between individuals. This study is on how factors of mobile instant messenger such as perceived security, perceived privacy, perceived enjoyment and perceived interactivity affect business continual usage intention through perceived usefulness. The proposed model is based on Expectation-Confirmation Theory of Oliver and Technology Acceptance Mode of Bhattacherjee. For an analysis, 159 survey responses were collected from the office workers in Seoul and nearby cities, having experiences of mobile instant messengers. To validate the proposed research model, PLS analysis is performed with the valid 154 questionnaires. The path analysis results are as follows. First, perceived security has a positive effect on expectation-confirmation. Second, perceived enjoyment has a positive effect on perceived usefulness. Third, perceived interactivity has a positive effect on both perceived usefulness and expectation-confirmation. Fourth, perceived usefulness has a positive usefulness on satisfaction and continual usage intention of mobile instant messenger. Last, expectation-confirmation has a positive effect on perceived usefulness, and satisfaction has a positive effect on continual usage intention of mobile instant messenger. Since the mobile instant messenger may bring a pressure of work and a violation of privacy, it is necessary that the company provide a guideline for use of the mobile instant messenger and establish the in-house mobile instant messenger system.

웹의 상호작용성, 컨텐츠, 커뮤니티가 웹 브랜드 흡입력과 충성도에 미치는 영향 (The Influence of Interactivity, Contents and Community on the Stickiness and Loyalty of the Web Brand)

  • 박영봉;최동궁
    • 마케팅과학연구
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    • 제8권
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    • pp.139-164
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    • 2001
  • 본 연구는 웹 상의 브랜드역할과 브랜드 충성도에 대한 개념, 홉입력에 대한 개념제시와 함께 웹의 보편적 특성인 상호작용성, 건텐츠, 커뮤니티와 흡입력 및 브랜드 충성도간의 영 향관계를 검증하고, 웹 흡입력이 이용자들의 웹 브랜드 충성도와의 관계에서 매개변수로서 의 역할을 하는지 검증하는 것이다. 실증분석 결과, 웹이 가지는 가장 보펀적인 특성인 상호작용성, 컨텐츠, 커뮤니티는 웹의 흡입력에 긍정적인(+) 영향을 미치는 것으로 나타났다. 이러한 결과는 이용자들과의 긴밀한 커뮤니케이션과 풍부한 내용, 그리고 커뮤니티를 통한 이용자들에게 소속감을 부여함으로써 웹에 이용자들이 더 지속적으로 방문하게, 더 자주 방문하게 되고, 해당 웹사이트에서 깊이 있는 네비게이션을 하는 중요요소로 작용할 수 있음을 나타낸다. 그리고, 웹의 상호작용성, 컨텐츠, 커뮤니티와 웹 브랜드 충성도간의 영향관계에 있어서 웹 흡입력은 매개역할을 하는 것으로 나타났다. 이는 방문 지속성, 빈도, 항해의 갚이라는 웹 흡입력을 통해서 웹 브랜드 에 대한 충성도로 나타날 수 있다는 것을 의미한다. 이는 이론 및 실무적 차원에서 많은 것 을 시사하고 있는데, 웹의 특성이 웹의 흡입력에 영향을 미친다는 결과는 홉입력에 대한 기 존 연구가 미비한 현 시점에서 중요한 기초자료를 제공해주고 있다는 것을 의미한다.

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리눅스 기반 모바일 기기에서 사용자 응답성 향상을 위한 프레임워크 지원 선별적 페이지 보호 기법 (Framework-assisted Selective Page Protection for Improving Interactivity of Linux Based Mobile Devices)

  • 김승준;김정호;홍성수
    • 정보과학회 논문지
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    • 제42권12호
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    • pp.1486-1494
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    • 2015
  • 스마트폰과 같은 모바일 기기가 널리 보급됨에 따라 사용자들은 모바일 기기 응용들을 사용하면서 빠른 응답성을 제공받기를 바란다. 하지만 모바일 기기 응용들은 종종 사용자가 기대하는 수준의 응답성을 제공하지 못한다. 응답성을 저해하는 주 원인들 중 하나는 과도한 페이지 폴트 발생에 따른 대화형 태스크 수행의 지연이다. 이는 대화형 태스크의 상주 페이지(resident page)들이 비대화형 태스크와의 페이지 캐시 경쟁에 의해 더욱 빈번히 희생될 페이지(victim page)으로 선정되어 스토리지로 쫓겨나기 때문이다. 이 논문은 이러한 문제를 해결하기 위해 프레임워크 지원 선별적 페이지 보호 기법을 제시한다. 제안한 기법은 프레임워크 레벨에서 대화형 태스크를 식별하고 이를 커널에 전달하여 페이지 replacement 시에 대화형 태스크의 페이지를 보호하고, 사용자 입력 처리 중에 발생하는 페이지 폴트를 줄인다. 실험 결과 제안된 기법은 기존 시스템에 비해 페이지 폴트 횟수를 37% 감소시켰고, 응답시간을 11% 단축할 수 있었다.