• Title/Summary/Keyword: 게임만족도

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Game Fun QA(Quality Assurance) Process and Design to improve user satisfaction (사용자 만족도 향상을 위한 게임 Fun QA 프로세스와 설계)

  • Yoon, Seon-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1451-1456
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    • 2020
  • Depending on the size and complexity of the game, interest in game quality control is increasing. The quality of the game can be evaluated through fun and stability tests, and the player's satisfaction varies greatly accordingly. For the quality control of the game, Fun QA is in charge of testing to increase the fun and give satisfaction to the players. In this study, we first looked at software quality improvement techniques and game QA work. And in order to improve game quality, we analyzed Fun QA, which is relatively unstructured compared to Technical QA, which is mainly responsible for stability testing. Based on this, the Fun QA process was proposed and an example of Fun QA design was presented using real games. It is expected that this study will be one of the pillars of the game quality management area pursuing quality improvement by guaranteeing fun. Furthermore, it is expected to help QA workers expand their work area.

A study of influence factor on Mobile Game Heavy User - focused on Game User Properties (모바일 게임 중이용자 영향요인에 관한 연구 - 게임 이용자 속성을 중심으로)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.493-501
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    • 2015
  • This study is to observe the correlation between user properties and user behavior on the mobile game, one of the most prominent digital contents with the most mutual interaction. Among various factors affecting on behaviors of game users, the user properties itself was accentuated, and the effect of individual and psychological quality on the use of game was evaluated. The user properties were mainly categorized into five factors of "interpersonal relationship", "level of game skill", "inclination of innovation", "self-esteem", and "competitive spirit", and the use behavior of game was categorized mainly into two types - quantitative behavior of "amount of use (time of use, consumption cost)" and qualitative behavior of "perceived satisfaction level (perceived enjoyment, perceived service quality, and perceived price)". As a result of study, in general, as the user quality subjected in this study is stronger, the amount of use and satisfaction level are higher. This study is to observe what type of user qualities leads to the more use, consumption, and satisfaction level of game contents to contribute to the study about the use of conventional digital contents and heavy use.

An Experimental of the Effects of User Experience and Driving Attitude on Driving Simulation Game in Virtual Environment (가상현실 운전 시뮬레이션 게임의 사용자 경험과 운전 태도에 대한 실험연구)

  • Bae, Jae-Han;Kim, Jae-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.7-18
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    • 2015
  • This research examined the effects of user experience in driving simulation game between using general monitor and 3D virtual reality device, Oculus Rift DK2. We compared the difference of user experience such as presence, flow and arousal by gaming environment. We also tested the effects of virtual reality on driving attitude, emotional pleasure and satisfaction. 100 beginner drivers with a driver's license participated in the experiment of two modes of gaming environment. As a result, all the three user experiences were proved to be significantly higher in VR game play than general monitor game. Also driving attitude, emotional pleasure and satisfaction showed a significant difference in virtual reality. This study makes a theoretical and practical contribution to the application of the next virtual reality game with a special function.

The Influences of Emotional Intelligence and Psychological Well-being at e-Sports Game on Life Satisfaction (정서지능과 e스포츠 게임에서의 심리적 웰빙이 삶의 만족도에 미치는 영향)

  • Lee, Hang;Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.23-30
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    • 2022
  • This study analyzed the effects of e-sports games on psychological well-being and life satisfaction of individuals by focusing on social and psychological aspects, recognizing e-sports games as subjective area activities based on psychological experiences as well as a means of leisure activities. To this end, 250 game users with actual experience in online games were analyzed using a structural equation modeling(SEM). The research results are as follows. First, except for other's emotion appraisal, which was a sub-factor of emotional intelligence of e-sports game users, self-emotional appraisal, use of emotion and regulation of emotion were found to have a significant positive effect on psychological well-being. Second, psychological well-being in e-sports games was found to have a significant positive relationship with life satisfaction, and psychological well-being was found to significantly mediate the relationship between emotional intelligence and life satisfaction. The findings of this study imply that managerial implications for related organizations as a platform that could support individual psychological well-being in a situation where the stress level of young adults as well as teenagers in a non-face-to-face environment is increasing.

A Study on the Game Contents Curriculums of Universities in Korea (대학의 게임콘텐츠 교육과정 연구)

  • Oh, Hyoun Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.243-246
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    • 2016
  • 본 연구에서는 국내 게임 산업의 최근 동향과 함께 게임 산업의 인력 수급 현황을 살펴보고, 게임 교육기관 여섯 곳의 교육 시스템과 방향을 비교 분석하여 게임 교육기관의 변화와 현황 및 문제점을 찾아내고자 하였다. 이는 문헌연구와 인터넷을 통해 해당 학교별 특징과 장단점을 정리하고, 공통적으로 부족한 부분을 도출하여 개선방향을 제시하고자 하였다. 또한 게임개발사 직원들을 대상 게임 산업 전문가를 두 그룹으로 분류하고 심층면접을 실시하여 게임 전공자에 대한 만족도와 우수 업무능력, 부족한 업무능력, 교육기관에 요구하는 교육내용 및 소양 등에 대한 의견을 분석하여 문제점을 도출 시켰다. 이에 대한 결과로 특정계열 및 세부전공으로 편향된 교육과정을 운영하는 교육 기관이 많은 점과, 게임 세부 직무별 전문성과 응용력 향상에 적합한 교육과정이 체계적으로 구성되어 있지 않은 점, 창의력 향상을 위한 교육과정이 매우 부족한 점이 문제점으로 도출되었다. 이에 대한 해결 방안으로 게임 콘텐츠산업과 교육기관 각자의 역할에 대한 정체성과 교육기관의 교육방향성을 통한 미래 발전방안을 제안하였다.

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Influence of Internet One-person Game Broadcasting BJ Property on the Viewers' Satisfaction - Flow experience as a Mediator - (인터넷 1인 게임 방송 BJ 속성이 시청자의 시청만족도에 미치는 영향 - 플로우(FLOW)경험을 매개변인으로 -)

  • Kim, Jong-Moo
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.357-367
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    • 2018
  • The purpose of this study is to investigate whether flow experience is effective as a mediator in the effect of BJ attributes on viewer satisfaction. For this study, a survey was conducted on a total of 198 users who watch one - person game broadcasting on African TV. According to analysis, first, the joy flow experience is mediating role in the relationship between intimacy BJ attributes and viewing satisfaction. Second, the Control flow experience did not mediating role in the relationship between all BJ attributes and viewing satisfaction. Third, the attention flow experience is mediating role in the relationship between intimacy and reliability BJ attributes and viewing satisfaction. Fourth, the Time distortion flow experience is mediating role in the relationship between intimacy BJ attributes and viewing satisfaction. Fifth, the Self loss flow experience did not mediating role in the relationship between all BJ attributes and viewing satisfaction. The intimacy of the game BJ was found to affect mediocre satisfaction, attention, attention, and time distorted flow experience.

The psychological factors and impacts in lottery-purchasing decisions (복권 구매행동의 심리적 결정요인과 그 영향)

  • Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.10 no.3
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    • pp.19-36
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    • 2004
  • An experimental research investigated the components of lottery games affecting lottery-purchasing behaviors and the psychological consequences of the behaviors. In the experiment, participants were given a chance to purchase a lottery tickets during a series of computer games and their decision of purchasing the lottery ticket was measured. Also, the size and probability of the lottery games were manipulated and the perceived difficulty, satisfaction of the mid-outcome, and perceived probability of success in the computer game were measured in order to examine their impacts on participants' lottery-purchasing decisions. In addition, the behavioral tendency, satisfaction of the final outcome, and perceived self-capability in the computer game were measured at the end of the computer games in order to examine the effects of lottery-purchasing experiences on the variables. Participants who perceived the games as easier and estimated the probability of their success highly were more likely to buy the lottery tickets. However, the winning prize and odd of lottery tickets, perceived satisfaction of their own performance, and the performance itself did not influence the purchasing decisions. The common beliefs on the negative effects of lottery-purchasing experiences on human motivation and behaviors were not supported. The implications of the present research findings and limitations of the experimental research on lottery were discussed.

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The effect of the application of an agreement based on game theory about corporal punishment to students' school life satisfaction (게임이론에 기초한 교사.학생 체벌합의안 적용이 학교생활 만족도에 미치는 효과)

  • Shin, Dong-Ro
    • Journal of Digital Convergence
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    • v.8 no.3
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    • pp.1-17
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    • 2010
  • The purpose of this study was to set up the proper method of corporal punishment. The analysis was based on game theory. Major conclusion were as follows: First, the principle of maximum utility and a rational humane of students were assumed. Second, in the game situation of imperfect information, the actions deserved punishment were done by students and punishment was not done by teachers. Third, in game situation of incomplete information, when the probability of punishment is over 50%, ill actions were done by students. Forth, in game situation of complete information, the actions deserved punishment were not done by students, punishment didn't have to be done by teachers. Fifth, in game situation of complete information, when the written agreement for punishment of teacher-students was carried out, the student's school life satisfaction measurement was improved significantly.

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A Study on the Effect of Reading Education Program on Self-Esteem and Reading Attitude: the Case of M High School Students (독서교육프로그램의 자아존중감 및 독서태도에 대한 영향 - M고등학교 학생을 대상으로 -)

  • Kang, Sun-Sook;Oh, Eui-Kyung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.3
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    • pp.235-253
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    • 2016
  • The purpose of this study is to investigate the effect of reading education program for high school on students' self-esteem and reading attitude and satisfaction of students through the whole reading education process. The program that consists of 10 classes was developed and reading education was conducted. Through analysis of pre-post variance in self-esteem and reading attitude, effects of reading education has been proved. Also, satisfaction as evaluation about the whole reading education process was surveyed. As a result, it was found that reading education that uses program based on board game affects high school students' self-esteem and reading attitude, enhances reading attitude and promotes reading motivation.

Analysis of Problemic Smartphone Use and Life Satisfaction by Smartphone Usage Type (스마트폰 이용 유형별 스마트폰 과의존과 생활만족도 분석)

  • Kim, Yu Jeong
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.23-32
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    • 2020
  • This study was attempted to investigate the factors that influence on problematic smartphone use and life satisfaction by smartphone usage type. A total of 25,465 people were used for the analysis and analyzed using the R (3.6.1) program. According to the data analysis, problematic smartphone use occurred in the form of leisure activity seeking and information seeking type. On the other hand, the communication type reduced problematic smartphone use. The type of smartphone use that had the greatest influence on life satisfaction was communication type The longer the smartphone use time and the higher the problematic smartphone use, the more negatively the life satisfaction.