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Consumer Behavior in Achieving the Goals of ESG Banking Products: Focusing on environmental awareness and saving behavior (ESG 금융상품의 목표 달성에 미치는 소비자 행동에 관한 탐색적 연구 -환경인식과 저축행동을 중심으로-)

  • Inkwan Cho;Bong Gyou Lee
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.117-137
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    • 2024
  • ESG has become a necessity for all companies, and major Korean banks are actively practicing ESG management. Banks are playing a role in providing ESG finance as intermediaries in the supply of funds. Recently, they have launched ESG digital banking products that offer preferential interest rates for eco-friendly activities in combination with digital technologies. However, indiscriminate provision of preferential interest rates can adversely affect profitability of banks, and they may face the problem of 'Greenwashing' if they do not contribute to improving environmental awareness. Therefore, this study selected ESG digital savings products linked to electricity savings as the subject of the study, and empirically analyzed consumers' environmental awareness and savings behavior through actual data of consumers (N=2,478). The main findings of this study are as follows First, the analysis of the consumer status of ESG digital banking products shows that the 30-50s are the main consumer base, and the MZ generation shows relatively high performance in achieving preferential interest rates through electricity saving practices. Second, consumers' environmental awareness has a significant impact on achieving the goals of ESG banking products. ESG banking products can contribute to environmental awareness while fulfilling the basic function of saving. Third, environmental awareness did not drive consumers' savings contribution behavior, suggesting the need for continued consumer engagement. Based on environmental awareness and the theory of saving behavior, this study provides a theoretical explanation in ESG financial products. The results suggest that the appropriateness of the preferential interest rate design of ESG financial products is important.

Cloning and Expression of Isocitrate Lyase, a Key Enzyme of the Glyoxylate Cycle, of Candida albicans for Development of Antifungal Drugs

  • SHIN DONG-SUN;KIM SANGHEE;YANG HYEONG-CHEOL;OH KI-BONG
    • Journal of Microbiology and Biotechnology
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    • v.15 no.3
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    • pp.652-655
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    • 2005
  • This paper describes the development of an enzymatic assay system for the identification of inhibitors of isocitrate lyase (ICL), one of the key enzymes of the glyoxylate cycle that is considered as a new target for antifungal drugs. A 1.6 kb DNA fragment encoding the isocitrate lyase from Candida albicans ATCC10231 was amplified by PCR, cloned into a vector providing His-Patch-thioredoxin-tag at the N-terminus, expressed in Escherichia coli, and purified by metal chelate affinity chromatography. The molecular mass of the purified ICL was approximately 62 kDa, as determined by SDS-PAGE, and the enzyme activity was directly proportional to incubation time and enzyme concentration. The effects of itaconate-related compounds on ICL activity were also investigated. Among them, itaconic acid, 3-nitropropionate, and oxalate had strong inhibitory activities with $IC_{50}$ values of 5.8, 5.4 and $8.6\;{mu}g/ml$, respectively. These inhibitors also exhibited antifungal activity on YPD agar media containing acetate as a sole carbon source, albeit at high concentration. The results indicate that the C. albicans ICL may be a regulatory enzyme playing a crucial role in fungal growth and is a prime target for antifungal agents.

The Effects of The Parent Brand-Congruity on the Attitude to Expanded Brand (모 브랜드-일치성이 확장브랜드에 대한 태도에 미치는 영향)

  • Kang, Min-Jung;Hwang, Hee-Joong
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.77-89
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    • 2019
  • Purpose - This study presents the relationships between parent brand-self image congruence, parent brand -functional congruity, perceived fit between parent brand and extension product, and consumer's attitude toward extension product using the structural equation model. As for preceding concepts having a direct effect on consumer's attitude toward brand extension, the study focuses on parent brand-self image congruence and parent brand-functional congruity. It also looks at the effect of parent brand-self image congruence and parent brand-functional congruity on the consumer's attitude toward extension product and identifies if the perceived fit between parent brand and extension product is a concept playing a mediating role between parent brand-self image congruence or parent brand-functional congruity and consumer's attitude toward brand extension product. Research design, data, and Methodology - SPSS for Windows 18.0 and AMOS 18.0 were used for data analysis. Then, the Cronbach's α coefficient was obtained using SPSS for Windows 18.0 to measure reliability. In addition, the convergence and discriminative measures of the measured items were statistically verified using AMOS 18.0. Finally, we have validated a path model and a parameter model in which brand personality-self-matched attitude toward brand extension. Results - Studies have shown that the impact of parent brand-self image consistency and parent brand-functional consistency on the attitude of extended products was positive. Perceived fit between parent brand and extension products has been shown to play a role of intermediary between parent brand-self image congruence and consumer attitudes to extended products. However, perceived fit between parent brand and extension products did not play a role as intermediary between the parent brand-functional congruity and the attitude toward the extended product. Finally, in relation to the causal relationship between parent brand-congruity (self image/functionality) and attitudes to extended products. The effect of parent brand-functional coherency on attitudes toward extended products was found to be greater in groups with higher involvement than in those with lower involvement. Conclusions - Although few studies have been done on what variables mediated when parent brand-self image consistency and parent brand-functional coherency affect consumer attitude, this paper is significant in finding whether perceived fitness between the parent brand-congruity and the extension product is mediated.

Usability Evaluation of Massively Multi-player Online Game Design and Key Design Factors (MMO게임 디자인의 사용성 평가와 핵심디자인 요인)

  • Song, Seung-Keun;Kim, Soo-Jeoung;Lee, Joo-Hyeon
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.195-206
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    • 2006
  • The computer game industry has managed to become the fastest growing segment of the entertainment industry nowadays. However, only a very low number of computer game products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, customers' preferences are a core issue in creating successful products, and the design process in game is crucial for guaranteeing garners' satisfaction. This research aimed to explore key design factors for the game design based on the new framework of the usability evaluation. We examined the usability in Massively Multi-player Online Role-playing Games (MMORPGs) and reviewed literatures related to games simultaneously. We identified eighteen usability issues in MMORPG and presented its recommendation relevant to the issues. Moreover, the results of the study showed fifty four key design factors composed of game interface, game play, game narrative, and game mechanics for the game design. The research is concluded with key implications to support the early stage of the design process in game.

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Sustainable Digital Fabrication Communities: Focusing on the Comparison of Fablabs in Korea and Japan (지속가능한 디지털 제작 커뮤니티: 한·일간 팹랩 비교를 중심으로)

  • Kim, Yun-Ho;Lee, Myung-Moo
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.44-57
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    • 2022
  • Fablab is a global network of digital fabrication facilities. Fablab is a digital workshop for individual manufacturing. In addition, Fablab is a next-generation digital infrastructure that connects education, training, R&D and production. The Fablab is a facility lab that makes the products you want, and it is a space where users-led products or services are discovered for the community. Furthermore, through various citizen-led projects, it is playing the role of innovation that changes the region and society. In this study, we examine the operating conditions of Fablabs in Korea and Japan (Fablab Seoul, Fablab Busan, Fablab Kamakura and Fablab Kitakagaya). It also explores the business model and sustainable development potential of each fablab. To this end, first, we compare and analyze the use of fablabs in both countries. Second, the purpose of the fablabs of both countries is analyzed. Third, we analyze the business models that the fablabs of both countries are taking for sustainable development through Lean Canvas. Based on the results obtained through case analysis of both countries, we make suggestions for the development of fablabs in Korea.

An Empirical Study on the QM Efficiency Influence Factors in 100ppm Corporates (100ppm 기업의 QM 효율성 영향요인에 관한 실증연)

  • Lee, Soon-Ryoung;Kim, Oh-Woo;Lee, Jong-Ho
    • Journal of Korean Society for Quality Management
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    • v.28 no.4
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    • pp.1-15
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    • 2000
  • Nowadays, consumers' consciousness on me quality are very diversified and their pattern is changing from the price-priority to me quality-priority. So they prefer good-quality products without defects. Therefore quality is a core competence. To compete with me facts, it is very important to keep me the quality competence. To do so, one way is to introduce 100ppm quality innovation system. Many corporates introducing 100ppm improved defect rations(not only process defect ratios but also product defect ratios). In these respects, this study focuses on the comparison and measurement of performance by the analysis of quality system between 100ppm corporates and non-100ppm corporates. Second, this focuses on the finding out core competence reinforcement factors according to the introducing of 100ppm quality system to improve the performance. Third, this focuses on the persuading to introduce the 100ppm quality system to the non-100ppm corporates. Last, this focuses on the playing on the role of guidance to improve QM efficiency.

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Status and Problems of Online Game Regulations for Juvenile Protection- Centered on the Online Game Shutdown System of Korea

  • Kim, Il Hwan;Kim, Jaehyoun;Kim, Myeong Sik;Hong, Seok Han
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.4
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    • pp.1548-1568
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    • 2015
  • Korea's Compulsive Shutdown System bans online game providers from offering their services to children under 16 years of age from midnight to 6 a.m. Although it was introduced only after lengthy rounds of discussion, controversy over the system still continues. The key question is whether the system, which unilaterally emphasizes juvenile protection, infringes upon the freedom of playing games for teenagers, the freedom of business for game products related business operators and the right to foster children for parents, which are basic rights under the Constitution. It is very encouraging that the State took up the issue and prepared various systems for juvenile protection through the Compulsive Shutdown System. Yet the government has to plan as comprehensive and effective of a measure as it possibly can by predicting the trends of technology development and game use, and also set detailed standards to ensure that the system should not become an excessive or inappropriate regulation. Although the State's compulsive intervention may be positive since it is hard to expect a self purification capability to exhibit itself concerning game use among teenagers, a plan to prevent game addiction among adolescents from the long-term and fundamental perspectives should be prepared as well.

A Study On the Formative Of The Game Character (게임 캐릭터의 조형성에 관한 연구)

  • Oh, Hyun-Ju
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.91-100
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    • 2004
  • Game industry has emerged as one of the most popular sector among the cultural industries in the digital era. The role of game characters has evolved with the times and today, the characters can even determine the fate and success of the game itself. In early stage, game character nearly didn't contain the character itself because it was for only game, however its importance has been considered more than the contents and scenario of game as game business has been changing gradually. Therefore, the "Formation" of the character that is the core of game, is an important factor that can make different products, is playing an essential role for the improvement in work and productivity of game.

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UX Design for Digital TV Platform (디지털 TV 플랫폼의 UX 디자인)

  • Yim, Jin-Ho;Lee, Sang-Hee
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.563-568
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    • 2010
  • TV businesses that have brought a competitive structure in terms of price, definition, product design for a long time now are bringing User eXperience (UX) into relief as DTVs come to support broadcast information-related services such as various broadcast channels and Electronic Program Guide(EPG), etc., and playing of multimedia contents like music/videos, etc. This study worked on an evaluation by developing a UI to control easily the various and complex broadcast contents or multimedia contents provided by DTVs. The UI Design for new DTVs was developed based on Function, Flow and Form in the concept of Single ABC (Access, Browser and Control), and the usability test of the developed UI concept along with the UIs of the major DTV products, was done for Channel Managers and the multimedia browsers for 32 users of DTVs in the U.K./U.S., respectively. As a result of the usability test, the new concept of Channel Manager was evaluated high both in the U.K./U.S, while the multimedia browser was evaluated low in the U.S., relatively.

Analysis of the concept of body fluid in "Hwangjenaegyeong(黃帝內經)" ($\ll$황제내경(黄帝内经)$\gg$ "진액(津液)" 개념고변(概念考辨))

  • Feng, Gu;Kim, Hyo-Chul
    • Journal of Korean Medical classics
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    • v.23 no.1
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    • pp.11-13
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    • 2010
  • In this article, the concept of body fluid is explained in three aspects: the word meaning of body fluid, the origins of the definitions of the body fluid concept and the connotation and extension of body fluid. Investigating data about the time Hwangjenaegyeong(黃帝內經) was written, the author discovers that the meaning of "Aek(液)" is clear, but there are still questions about the meaning of "Jin(津)". The concept of body fluid derived from observation of life phenomenon and ancient philosophy on the "water". The concept of body fluid should be expressed as that body fluid is a general term for all normal liquids in the body. Within the meridians, as the composition of blood components; outside the meridians, constituting the intrinsic body fluids of various organs and tissues. This is the main part of body fluid, coming from diet, constituting the human body and maintaining human life activities, playing the roles of moistening and nourishing various of organs and tissues of the body. In addition, Interstitial fluid, all kinds of normal liquid secretion and metabolic products, such as sweat, tears, nasal discharge, saliva, slobber, gastric juice, intestinal fluid, urine, joint fluid, latex and so on, both belong to body fluid.