• Title/Summary/Keyword: 몰입요소

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A Comparative Study on the Differences in Cultural Attributes of Gamification between Korea and Austria (게이미피케이션 요소의 문화적 차이에 대한 한국-오스트리아 비교 연구)

  • Kim, Jongwoo;Kim, Sangwook
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.1
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    • pp.109-122
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    • 2018
  • Gamification is receiving much attention from a variety of fields of life as it has tremendous potential to help people get experienced with 'fun' by the elements of game mechanism and thus attract their voluntary participation eventually to reach the state of 'flow'. Some studies examined this process with a focus the relationship between game elements and flow while others regarded the game elements as fun elements and discussed the relationship between fun and flow. However, starting from the fact that the fundamental reason humans play a game is for fun and fun is in turn induced through game elements, our study defines fun as an emotion and uses it a factors are also introduced as control variables for the study on the belief that game elements affecting fun will apparently vary depending on the cultural dimensions. This study confirms that difference exists in correlations between game element, fun, and flow, depending on the different cultural settings. By comparing samples from Korea and Austria, each representing the east and the west respectively, it was found that 'social fun' affects flow and both 'relationship' and 'reward' are in turn affecting social fun in case of Korea. On the other hand, Austrian case reveals that cognitive fun affects flow and game elements affecting cognitive fun are 'story' and 'reward'.

The Effect of Fun Factors and Immersion on Health Applications Flow User Satisfaction (헬스 어플리케이션의 재미요인과 몰입이 이용자의 만족에 미치는 영향)

  • Yu, Hyun-Joong;Ji, Won-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.57-65
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    • 2020
  • This study is places importance on health and safety in the era of untact, non-face-to-face care areas are increasing. To find out the fun factors and the effect of immersion on use satisfaction of health application users. Through the first factor analysis, we found the fun and immersion elements(joyful, interest, social intercourse) of users. Secondly, we looked at the impact of fun factors and immersion on satisfaction (viral intention, continuity). Finally, we looked at whether the user's characteristics affect satisfaction. The impact on fun factors and satisfaction was different depending on gender, which are characteristics of health application users. Both men and women showed significant results in oral tradition of pleasure, and in the case of women, elements of joy and psychological compensation were found to affect the continuation of use. It is thought that it is important to consider this in terms of marketing so that the elements of enjoyment among the fun factors of users through health application can continuously affect the continuation of use or oral tradition.

An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.

Immersion Power Decomposition of Multimedia Games with Ontology (온톨러지를 활용한 멀티미디어 게임 몰입력 분해)

  • Yang Jae-Gun;Bae Jae-Hak;Lee Jong-Hyeok
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.45-55
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    • 2004
  • Immersion means the state of total devotion to what one is involved in. The typical form of this immersion experience happens when one is engaging in computer games. We analyze how the users became immersed in computer games. There are 22 elements of immersion involved in cognitive and emotional fun based cm the flow theory. After analyzing these elements with respect to flow dimension and game mechanics, we find that there are differences in the degree of their immersion in games. There are 7 elements that may be considered preferentially in designing computer games: unity, stimulation, gambling, virtual reality, fantasy, satisfaction accomplishment. We match these elements to Roget's categories and search for new categories with heading information and reference information. As a result 22 immersion elements are subdivided into 229 factors in the concrete. With these factors, we can design a multimedia game which has mon powerful immersion.

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The Effect of Private Guards' Job Embeddedness on Dual Commitment (민간경비원의 직무착근도가 이중몰입에 미치는 영향)

  • Lim, Woon-Sik
    • Korean Security Journal
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    • no.41
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    • pp.123-151
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    • 2014
  • The purpose of this study was focused on the relationship between private guards' job embeddedness and dual commitment. In this study, job embeddedness is selected as an independent variable and dual commitment is selected as a dependent variable one. job embeddedness was divided into three sub-factors such as "fit", "links", and "sacrifice", and dual commitment is again composed with organizational commitment, and career commitment. Moreover sex, age, academic background, service period, and income were selected as a control variable. To test the hypotheses, survey data from private guards in Kyungpook are collected and analyzed. Principal component method is used to see which items cluster together in each factor and to calculate factor scores. Multiple regression analysis identifies several factors which have significant effects on dual commitment. Key finding can be summarized as follow. Fist, the factor of "fit" have significant effects on organizational commitment, and career commitment. Second, the factor of "links" have significant effects on organizational commitment, and career commitment. Third the factor of "sacrifice" have significant effects on organizational commitment, and career commitment. Finally, when all the variables with significant effects are included in the final model, "links" disappear, while "fit" and "sacrifice" remain statistically significant. Based on these finding, this study suggests some policy issues to promote private guards' dual commitment.

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A Study on VR Game Production Techniques to Improvement of Visual Immersion (시각적 몰입감 향상을 위한 VR 게임 제작 기법 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.457-462
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    • 2021
  • This study is about production techniques that can improve visual immersion in VR games. First, we reviewed the theory of VR games, current status, visual and immersion through prior work, and selected samples to extract key components that can improve visual immersion in VR games. and, VR games were produced and developed by applying the concept of COVID-19, which is currently popular around the world. As a result, the resolution of technical Element's, frame rate, viewing angle, brightness of lighting, design quality, and Contextual Element's storytelling, background, directing, color, texture, interest and fun because is Significant results that can induce and improve immersion were obtained, and in the end, smooth gameplay was realized. Through this research process and results, it is expected that it will be a basic data in the field of production and development of VR games that can induce and improve users' visual immersion in the future.

사내기업가정신이 조직몰입에 미치는 영향에 관한 연구: 우리나라 대기업 구성원을 중심으로

  • Lee, Gi-Su;Kim, Do-Hyeon
    • 한국벤처창업학회:학술대회논문집
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    • 2016.04a
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    • pp.224-227
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    • 2016
  • 이 연구의 목적은 우리나라 대기업 구성원의 사내기업가정신이 조직 몰입에 미치는 영향을 살펴보는데 있다. 이 목적을 달성하기 위하여 업종별 대표기업 3사의 구성원들을 대상으로 설문조사를 실시하며, 이를 토대로 상관관계 존재여부에 대한 분석 작업을 하고자 한다. 최근 IT 대기업 중심으로 스타트업의 혁신문화를 회사 내부로 유입시키려는 노력들이 급속히 증가하는 상황에서, 사내 기업가정신이 기업내부 구성원의 조직몰입에 미치는 영향을 실증적으로 분석하는 것은 시의 적절한 연구라고 판단한다. 조직몰입에 대한 연구는 최근 심리학뿐만 아니라, 경영학적 범위에서도 급속하게 확대되고 있다. 기업의 지속성장을 위한 전제조건은 조직구성원의 조직몰입을 통해 지속적인 경쟁우위를 확보할 수 있는 제품 및 서비스를 경쟁력을 제고시키는 것이다. 이를 위해 기업은 기존에 검증된 조직몰입의 선행변수에 대한 과감하고 지속적인 관리와 함께 새로운 선행변수에 대한 발굴을 시도하고 있다. 확인된 시장과 기업의 현실적 니즈에 근거하여, 본 연구는 사내기업가정신과 조직몰입간의 관계에 집중하였다. 이러한 연구목적을 달성하기 위하여 본 연구는 선행연구를 기초로 실증연구를 실시하였다. 문헌적인 연구는 선행연구를 개관하여 기업가정신의 각 구성요소와 조직 및 직무몰입에 관련된 국내외 발표된 논문과 저서들을 통하여 이론적인 배경을 검토하고 최근의 연구동향을 살펴보았다. 문헌연구로는 사내기업가정신과 조직몰입의 개념을 정리하고 구성요인을 고찰하였다. 실증연구는 삼성전자, SK텔레콤, 포스코의 현재 재직중인 구성원을 대상으로 설문을 진행할 예정이다. 설문결과에 대한 통계적 검증을 통해 각각의 구성요소의 유의성과 상관관계를 파악하고자 한다.

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A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

Integrative Literature Review of Flow Experience and Intrinsic Motivation Decrease (운동몰입의 경험과 내적동기 저하에 관한 고찰)

  • Jung Min Son;Min-Seong Ha;Minchul Lee
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.5
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    • pp.1001-1009
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    • 2023
  • Flow is a concept closely related to intrinsic motivation and is considered a positive factor in sports performance in sports psychology. The purpose of this study was to confirm the addictive nature of Flow through previous studies and propose a new hypothesis that Flow may decrease intrinsic motivation in the long term, unlike previous studies. In line with adaptation level theory and the law of diminishing marginal utility, the satisfaction derived from Flow is continuously decreasing. At some point, the individual's progress is limited and they reach a point where they no longer experience FLOW. However, the individual will continue to try because the desire to experience FLOW again exists. However, failure to experience FLOW and repeated failure will lead to sadness, which will decrease intrinsic motivation.

The Influence of Characters' Aesthetic Elements on Viewing Engagement and Re-viewing Intention : Focusing on the Chinese historical TV series 'The Story of Yanxi Palace' (캐릭터의 미적요소가 시청 몰입도와 재시청 의도에 미치는 영향 : 중국 사극 드라마<연희공략(延禧攻略)>를 대상으로)

  • Han, Ming;Yun, Su-Mi;Choi, Hye-Jin;Kwon, Oh-Hyeok
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.369-378
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    • 2022
  • This study analyzed the effect of aesthetic elements of characters on viewing immersion and re-watching intentions in Chinese historical dramas. For the empirical study, frequency analysis, factor analysis, reliability analysis, correlation analysis, and regression analysis were performed using SPSS 23.0 based on the questionnaire of 330 Chinese who watched the historical drama . As a result of the study, it was found that the character aesthetic elements of Chinese historical dramas with hair and costumes had a positive effect on viewing immersion and re-watching intentions. In addition, it was found that viewing immersion had a mediating effect on the relationship between aesthetic factors and re-viewing intention. It is expected that continuous character creation can be expected through various aesthetic elements such as hair and clothes to increase the value of dramas in the future.