• Title/Summary/Keyword: player experience

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A Study on Effect of the Equity and the Cognitive Performance on the Flow Experience (보상분배의 형평성과 인지적 성과가 몰입에 미치는 영향)

  • Choi, Dong-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.77-86
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    • 2009
  • According to the research, Personal Interaction is defined that players are solving several problem to achieve goals. And if Personal Interaction is effectively done, players can get optimal experience as fun. This study analyze what kinds of extrinsic and intrinsic reward affect player's flow experience. In the result of this study, the state of flow was felt when players were aware of opportunities for personal interaction. And the personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance.

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A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

The Effect of Online Experience Marketing and Brand Loyalty of Chinese Infant Clothing Brands on Purchase Intention (중국 영유아의류 브랜드의 온라인 체험 마케팅과 브랜드 충성도가 구매의도에 미치는 영향)

  • Zhang Xuan;Ahyoung Han
    • Journal of Fashion Business
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    • v.27 no.3
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    • pp.1-18
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    • 2023
  • The online shopping industry in China has experienced rapid growth, particularly in the infant goods sector, which is considered highly promising in terms of its growth potential. This growth can be attributed to the Chinese market's increasing economic power, the implementation of new policies concerning marriage and childbirth, changes in family structure, and evolving and diverse consumer demands for infant products. While the infant clothing industry has emerged as a significant player in the Chinese market, there is still a lack of sufficient academic research on the online shopping environment specific to China's infant clothing industry. The objective of this study was to explore the influence of online experiential marketing on brand loyalty and purchase intention among Chinese consumers of children's wear. The study findings indicated that the emotional experience, action experience, and relationship experience encountered by consumers during online interactions had a positive and significant impact on brand loyalty. Both perceptual experience and cognitive experience had a positive and significant influence on consumers' willingness to make a purchase. The study also revealed that brand loyalty had a positive and significant effect on consumers' purchase intention. The perception of online experiential marketing, brand loyalty, and purchase intention varied based on individual attributes, and gender was found to moderate the relationship between online experiential marketing and brand loyalty.

Exploring Beginning youth Football Coach's Experience in Teaching (초임 유소년 축구지도자의 교수경험 탐색)

  • Ju-Seok Yoon;Sang-Haeng Lee
    • Journal of Industrial Convergence
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    • v.21 no.1
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    • pp.55-65
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    • 2023
  • The purpose of this study is to explore the teaching experience of first-time youth soccer leaders. To this end, four leaders registered in the U-12 team were selected from those with more than 10 years of player experience, less than 5 years of coaching experience, and a level C or higher of the Korea Football Association leader's license. Accordingly, the analysis categories and analysis units were categorized according to the research problem, and data analysis was conducted through an inductive method. As a result of the study, youth soccer leaders were starting their coaching with the mindset of "I shouldn't" and "I can do it" based on their past experiences. They who concerned their uncertainty about the future in the teaching field were struggling with how to communicate with student and were less professional in teaching and learning ability. but they were trying to gain expertise while feeling rewarded in teaching. Accordingly, it was discussed to improve the treatment of youth soccer leaders and improve the program that is the leader training system.

A Study on the Extrinsic and Intrinsic Reward Influencing on the Flow (몰입에 영향을 미치는 내적보상과 외적보상)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.37-48
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    • 2011
  • As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games. This research would verify that enjoyment experience could be explained by the conceptual framework. In the first, this study results indicate that customers would show a higher level of loyalty if they had an optimal experience with the games. The state of flow was felt when players were aware of opportunities for personal interaction and social interaction. The personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance; the social interaction can be motivated either to enhance a high level of self-esteem of player or to achieve the positive reputation in order to evaluate their self-esteem. This finding can answer the questions of what enjoyment experience is and why players are repeatedly playing specific online games.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

경험있는 기술추격국의 기술역량 축적과정: 한국의 이동통신산업

  • 이재근;김한주
    • Journal of Technology Innovation
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    • v.11 no.1
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    • pp.215-236
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    • 2003
  • According to Gerschenkron (1962), the industrialization of relative backward countries was characterized in a systematically varying fashion by sudden spurts. With respect to the technological loaming, its globalization, and the subsequent development of technological capability, Korea, a catching-up nation had some experiences of identifiable discontinuities in her technological development in various industries. This study examines a developmental path of technological catching-up in Korean mobile telecommunication, especially CDMA industry and argues that investment and networking capability play an infrastructural role in accumulating her technological capability. Note that the technological experiences in high-tech industries have made Korea take a different technological path with respect to the previous industrialization. For this purpose, it proposes an analytical framework for examining a developmental path of Korean catching-up players. In addition, it analyzes the case of the Korean mobile telecommunication industry on the basis of the framework, and identifies a developmental path from the case analysis.

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A Heuristic Approach for an Layout and Sizing of an Ejector Pin (사출 금형의 밀핀 설계를 위한 경험적 설계 접근법)

  • 이희성;변철웅;이수홍
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.2
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    • pp.112-121
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    • 2004
  • As customers demands are rapidly changing, a product life cycle is getting shorter and a product model is forced to be changed frequently. An ejecting design system becomes more important for high productivity to eject a product in high temperature without any damage. For example, an ejector pin that is a key component of the system can cause high local stresses and strains in the molding at the time of ejection. The number, the size, and the location of pins are important to make a smooth ejection. Therefore we propose an analytical approach with the aid of designer’s experience to calculate a total release force and pressure distribution so that the number, the size, and the location of pins can be easily determined. As a part of the result, the design system is built by Intent! with AutoCAD 2000 and a video player deck example is presented to verify the approach.

The Study of the Interrelations between Game Components and Flow (게임구성요소와 몰입과의 상관관계에 대한 연구)

  • Park, Sang-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.819-823
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    • 2006
  • In games, immersion is the most important factor that makes the player play game continuously. The user's inability to immerse in game makes him/her not interested in game, so it makes the user give up. So, we must perceive the immersion factor that the games have. By applying the factors that causes immersion to the game development, we will be able to multiply the joy of game to the user, and bring high profit to the game developing enterprises. To this, this study finds out the interrelations between the factor of immersion existing inside the game and the components of the game to experience the highest immersion status to the user.

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Analysis of the Value of Yield Information under Periodic Review Inventory System (정기발주 재고모형에서 공급자 수율 정보 공유의 기대효과 분석)

  • Min, Dai-Ki
    • Journal of the Korean Operations Research and Management Science Society
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    • v.36 no.3
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    • pp.61-74
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    • 2011
  • The objective of this study is to evaluate the effects of sharing uncertain yield information with a downstream supply chain player. We are interested in understanding how the amount of yield uncertainty affects the supply-side benefits and/or costs, which has not been considered in the literature, in addition to the customer-side benefits. With that purpose, this work evaluates a supplier who provides yield information in comparison with another supplier who shares no information. We simulate an order-up-to type heuristic policy that is adapted from the literature and reasonably modified to represent yield information sharing with error. From the simulation study, we argue that the customer would experience cost reduction, but the cost for supplier's inventory is increasing when sharing yield information. Furthermore, the amount of benefits and costs are situational and affected by level of yield uncertainty and demand variance. Based on the simulation study, we finally make several recommendations for the supply-side approaches to yield information sharing.