• Title/Summary/Keyword: 몰입이론

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A Study on the Principle the Games that deeply imprinted in Human Perception and Memory (게임이 인간의 인식과 기억 속에 깊게 각인되는 원리에 관한 연구)

  • Kwak, Hyon-A;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.535-538
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    • 2020
  • 지나가는 사람들에게 '게임이란 무엇인가?' 라는 질문을 던져보자. 대다수의 사람들은 '경쟁해서 이기는 것', '목적을 이루고 성취감을 얻는 것'과 비슷한 대답을 내놓는다. 이와 같이 인간의 인식 속에 박혀 있는 '게임'이라는 키워드는 최종적으로 자신이 승리하는 인식으로 존재해 있다. 즉, 나 스스로가 선택한 행동에 의해 무언가의 목적을 이룬다는 것이다. 사람들의 인식 속에 깊게 박히는 것이 '훌륭한 게임'의 기준이 된다면 그 게임은 결론적으로 '몰입'과 '성취'가 얼마나 부각되는지에 따라 결정될 것이다. 이에 본 논문에서는 게임 몰입자들이 어째서 늘 새로운 자극을 찾아 게임을 향유하는지, 대체 어떤 면에서 만족감을 느끼는지, 또 그들이 추구하는 자극은 어디서 오는지 조사함으로써 게임이 사람들에게 각인되는 조건을 제시해본다.

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Relationships between Wellness, Campus-life satisfaction and Learning Flow among University Students (대학생의 웰니스, 대학생활만족 및 학습몰입과의 관계)

  • Ahn, Hyun-Sook
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.494-502
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    • 2016
  • The purpose of this study was to investigate the relationship of wellness, campus-life satisfaction and learning flow among university students. This Model tests various theoretical research hypotheses relating to Wellness, Campus-Life Satisfaction and, Learning Flow. The proposed model is analyzed to target 214 university students in Daegu using Smart Partial Least Square(PLS) 2.0. The result of hypothesis testing are as follows. First, Spiritual, Intellectual, Social, Emotional wellness positively influenced campus-life satisfaction, but does not significantly influence physical wellness. Second, Campus-life satisfaction positively influenced learning flow. The results of the study empirically shows that university student's wellness meaning the optimal condition increases the campus life satisfaction and has a positive effect on learning flow in a moment. Thus, based on the results of the study, it is needed to make an effort to provide diverse programs to improve university student's wellness for the increase of their campus life satisfaction and learning flow.

Impact of Unmet Expectations on Manager's Job Burnout: Examination of the mediating role of Overcommitment (관리자의 기대불일치가 직무소진에 미치는 영향 : 과다몰입의 매개효과 검증)

  • Shin, Eung-Kyun;Oh, Sang-Jin
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.611-633
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    • 2017
  • This research was designed to verify the causal relationships between organization managers' unmet expectations and job burnout and the mediating effects of overcommitment based on the effort-rewards imbalance theory. It was also intended to evaluate the moderating effect of LMXSC on the relationship between overcommitment and job burnout. 172 branch managers working at commercial bank were selected as the target research group. This study was validated by The SPSS 24.0, the reliability was justified through the factor analysis, and the casual relationship was confirmed through the three-step regression. As a result, unmet expectations had a strong positive correlation with job burnout and overcommitment. Overcommitment had a strong positive correlation with the mediating effect between unmet expectations and job burnout. Moderating effects of LMXSC were not significant. This study showed the practical implication between unmet expectations, overcommitment, and job burnout. Additionally it exhibited the job design and management practice in manager groups where the importance of their role has been expanded. Lastly, we found the interdisciplinary implication from making an effort to elaborate the antecedent of variables.

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 relationship analysis among subject specific interests, self-regulated learning, learning flow and self-efficacy: focused on middle school English education (교과흥미 자기조절학습 학습몰입 자기효능감 간의 상호관계분석: 중학교 영어교육을 중심으로)

  • Kim, Damsil;Lee, Seongwon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.3
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    • pp.51-59
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    • 2019
  • In the foreign language learning theory, self-regulated learning, subject interest, learning flow, and self-efficacy have been studied as major constructs. With the help of researches regarding these constructs, a research model was set up and the contents were analyzed through SEM analysis in order to grasp the influence of these constructs on each other. Through data collected from middle school students in Gyeongnam, the analysis result shows as follows. First, the subject interest has a positive influence on learning flow. Second, the subject interest has a positive influence on self-efficacy as well as self regulated learning. Third, learning flow has a positive effect on self-efficacy. Fourth, self regulated learning has a positive influence on self-efficacy. Fifth, self-regulated learning has a positive influence on learning flow. As is shown in the analysis, in case of English education, subject specific interest brings forth learning flow and enhances self-efficacy as well as self-regulated learning thus, leading to academic achievements.

Structural Relationships among Protean Career Attitude, Career Commitment and Informal Learning Activity: Focusing on Workers in Cultural Contents Industry (문화콘텐츠산업 인력의 프로티언 경력 태도, 무형식 학습 활동 및 경력 몰입의 구조적 관계)

  • Lee, Hyoungwoo;Kim, Mansoo;Kim, Jungwon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.425-432
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    • 2021
  • The purpose of this study was to examine the mediating effects of Informal Learning Activity on the relationship between Cultural Contents Industry Workers' Protean Career Attitude and Career Commitment. The results of this study were as follows: First, Protean career attitude of cultural contents industry workers had positive effect on career commitment. Second, Informal learning activity of cultural contents industry workers had partial mediating effect on the relationship between protean career attitude and career commitment. Based upon these results, several suggestions were suggested to promote cultural contents industry workers' protean career attitude, career commitment, and informal learning activity.

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.

A Study on The Effect of Organizational Commitment on The Worker's Safety Behavior: Focused on The Moderating Effect of Job Insecurity (건설업에서 조직몰입이 안전행동에 미치는 영향: 고용불안의 조절효과)

  • Seo, Joung-Gyu;Kwon, Hyeok-Gi
    • Journal of Korea Society of Industrial Information Systems
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    • v.22 no.1
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    • pp.127-138
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    • 2017
  • The Purpose of this Study is to Examine the Effects of Organizational Commitment on Safety Behavior. This Study Built a Exploratory Model that there is Causal Relationship of Organizational Commitment to Employee's Performance that Safety Behavior. Additionally this Study Examine the Moderating Effect of Employee's Job Insecurity on the Effect of Employee Safety Behavior. For the Verification of this Study Model, the Moderating Effects Regression Analysis was Applied to the Surveys of 240 Members of Small and Medium -Sized Construction Industry Employee in Busan. As a Result of the Verification, the First of Organizational Commitment on Organizational Performance has Found that all Three Organizational Commitment of Affective Commitment, Continuance Commitment and Normative Commitment have Impacts Safety Behavior. Second the Study Verifies the Moderating Effect of Employee's Job Insecurity. the Moderating Effect of Employee's Safety Behavior Between the Independent Variable(organizational commitment) and the Outcome Variables has been Analyzed. As a Result, High level of Job Insecurity Employee has been shown to have a Moderating Effect Between the Independent Variable and Safety Behavior.

A Study on the Effect of the Interaction and Flow of Consumers within the Company SNS on the Consumers' Affection (기업 SNS 내 소비자의 상호작용과 몰입이 소비자의 애착에 미치는 영향에 관한 연구)

  • Kim, Han-Joo
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.231-250
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    • 2015
  • This study is about the effect of interaction and flow of consumers within the company SNS on the consumers' affection. Verification took place through empirical analysis based on the theoretical background. The following is the summary of the research results generated based on the research results. First, correlation between aspect of the motivation for the use of contents and interactivity is as follows. Mutual sense of solidarity (Hypothesis 1-1), influence (Hypothesis 1-2), connectivity (Hypothesis 1-3) and reactivity (Hypothesis 1-4) exerted positive(+) on the interaction. Second, correlation between aspect of the motivation for the use of contents and flow is as follows. Mutual sense of solidarity (Hypothesis 2-1), influence (Hypothesis 2-2) and connectivity (Hypothesis 2-3) exerted positive(+) effect on immersion. Meanwhile, reactivity (Hypothesis 1-4) was not statistically significant when it comes to flow. Third, interaction between contents characteristics and interaction exerted positive(+) positive on the interactivity of entertainingness (Hypothesis 3-1) and informativity (Hypothesis 3-2). Fourth, correlation between contents characteristics and flow was examined, which demonstrated that only informativity (Hypothesis 4-2) exerted positive(+) effect on the immersion. Meanwhile, entertainingness was not statistically significant when it comes to the immersion. Lastly, correlation between interaction, flow and affection is as follows. Correlation between interactivity and flow(Hypothesis 5) was not statistically significant while interactivity(Hypothesis 6) and Flow(Hypothesis 7) exerted positive(+) effect on the affection. This study presents diverse implications and significances to the working level people who use the company SNS based on these results.

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A Study on the Flow Factors According to On-line Game Fatigue System (온라인 게임 피로도 시스템에 따른 몰입요인에 관한 연구)

  • Kwon, Hyeog-In;Park, Jeong-Eun;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.75-85
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    • 2010
  • In addition to the quantitative growth of the games industry as a game addiction and social problems have also been increased. Addiction adoption of the resolution was presented to the fatigue system. In this study, flow and addiction affects 6 factors(self-control, positive expectations, interest, competition, positive self-efficacy, negative self-efficacy), depending on whether the adoption lag Flow to affect in any empirical analysis. This fatigue system effect on the game development and to enhance users' flow to do what strategies for theoretical and practical implications are to provide.