• Title/Summary/Keyword: 몰입 경험

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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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The Effects of Emotional Burnout and Empowerment, and Organizational Commitment on Cooperation Behavior and Safety Behavior: Focus on Railway Controllers and Railway Engineers (감정소진과 임파워먼트, 조직몰입이 협력행동 및 안전행동에 미치는 영향: 철도 관제사 및 기관사를 중심으로)

  • Hwang-Bo, Jak
    • Journal of the Korean Society for Railway
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    • v.16 no.5
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    • pp.430-438
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    • 2013
  • An empirical study on railway controller and railway engineer who work in a domestic railway corporation was undertaken to verify the effects of emotional burnout and empowerment and organizational commitment on cooperation and safety behavior. The results of the analysis confirmed that the relations between emotional burnout, empowerment and organizational commitment as well as the relations between cooperation and safety behavior had negative effects. In contrast, the results of the analysis confirmed that empowerment and organizational commitment had positive effects on safety behavior and cooperation, and were effective because of all interactions among emotional burnout, safety behavior and cooperation. In conclusion this study convincingly demonstrates that emotional control, empowerment and organizational commitment of controller and engineer are important factors to secure safe operation of trains based on high safety behavior and cooperation behavior.

The Effect of the Whole Experience of Online Brand on the Consumer-Brand Relationship, Brand Attachment and Brand Commitment : With the Users of Naver Brand Cafe (온라인 브랜드의 총체적 체험이 소비자-브랜드 관계 및 브랜드 애착, 브랜드 몰입에 미치는 영향 - 네이버 브랜드 카페 사용자들을 중심으로 -)

  • Han, Kwang-Seok
    • Management & Information Systems Review
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    • v.30 no.1
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    • pp.159-185
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    • 2011
  • We can divide brand experience in the brand community of online blog into the following five types: sensuous experience, emotional experience, cognitive experience, behavioral experience, and relational experience. And this study is aimed at looking into what differences are among the effects those five have on the consumer-brand relationship. Also we wanted to analyse empirically what structural relations this consumer-brand relationship through the whole experience has with brand attachment and brand commitment. The outcome shows that emotional experience, cognitive experience and relational experience affect the consumer-brand relationship but sensuous experience and behavioral experience. And our analysis of what structural relations the consumer-brand relationship through brand experience has with brand attachment and brand commitment revealed that the consumer-brand relationship through brand experience has a direct effect on brand attachment but it doesn't have on brand commitment. Brand commitment was confirmed to be affected only through brand attachment. Finally, this is in agreement with the result of the precedent study that brand commitment is an effect variable of brand attachment.

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The Relationship between Technostress and Continuance Commitment within Organizations : The Moderating Effects of Involvement Facilitation and Technical Support Provision (조직 내 테크노스트레스와 지속적 몰입의 관계 : 참여 촉진과 기술적 지원 제도의 조절효과)

  • Kim, Geuna;Kim, Sanghyun
    • The Journal of Society for e-Business Studies
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    • v.20 no.1
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    • pp.153-166
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    • 2015
  • The main purpose of this study is to develop and empirically validate the research model that examines the relationship between technostress and employees' continuance commitment at their jobs. In addition, the moderating effects of involvement facilitation and technical support provision were examined as enhancing factors on the relationship among the proposed constructs. The data from 179 employees at various organizations were analyzed to test proposed hypotheses. Results show that all proposed hypotheses were supported. This study contributes to IS community in terms of theoretically research framework as well as understanding of technostress at a workplace.

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.

A Study on Language Anxiety and Learning Achievement through Immersive Virtual Reality English Conversation Learning Program (몰입형 가상현실 영어 회화 학습 프로그램을 통한 언어불안감과 학습성취도에 대한 연구)

  • Jeong, Ji-Yeon;Seo, Su-Jong;Han, Ye-Jin;Jeong, Heisawn
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.119-130
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    • 2020
  • This study developed an English conversation learning program in immersive virtual reality (VR) environments and compared its effects with non-immersive VR environment using a computer monitor. The effects of the program was assessed using language anxiety and learning achievement. The results indicated that students' language anxiety decreased significantly after learning English conversation in VR environment, but there was no difference between immersive and non-immersive VR. The two VR conditions also produced similar learning outcomes. Future research on immersive VR need to address cyber sickness problems and develop effective learning contents in order to realize its potential for learning.

A Study on the Curriculum Development for Professional Counselors who Engaged in Juveniles' Addiction to Computer Game (온라인 게임 과몰입 전문상담사 교육과정개발에 관한 연구)

  • Yoon, Hyung-Sup;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.31-41
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    • 2008
  • Approximately 95.6% of Korean young people use internet and 82.5% among them experienced online games. 47% of internet users is aim to access online games. Even more 10.6% of students suffer from online game addiction. Even though they are aware of online game addiction problem, most of students and their parents is unable to receive proper help from counselors by lack of professional counselors for game addiction. Moreover, most of the on-site counselors for game addiction needs professional training courses and want to participates in that courses. To solve the problem, this paper found out the needs of them through the survey of students, parents, and on-site counselor's needs and will propose new training curriculum for professional counselors. The results of this study would be available to train professionals for game addiction counseling and could help students who suffer from game addiction. Ultimately korean young people will play online games healthy.

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Effects of Immersive Virtual Reality English Conversations on Language Anxiety and Learning Achievement (몰입형 가상현실 영어 회화 학습이 언어불안감과 학습 성취도에 미치는 영향)

  • Jeong, Ji-Yeon;Jeong, Heisawn
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.321-332
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    • 2021
  • This study developed an English conversation learning program using virtual reality(VR) and mobile devices. Participants learned and practiced English conversational patterns in immersive virtual reality and mobile conditions. In the program, participants learned and practiced nine conversational patterns with virtual characters in four steps. Language anxiety and conversational fluency were measured to examine the effects of this program. Language anxiety questionnaire was administered before and after the experiment. The results showed that language anxiety was significantly reduced after learning in both conditions, and the reduction waa significantly greater in the immersive condition. Conversational fluency was assessed based on the changes in the length, appropriateness, and accuracy of the responses before and after participants learned and practiced conversational episodes. The results showed that the length, appropriateness, and accuracy of the responses were improved in both conditions after learning. The response length was significantly longer in the immersive VR conditions. These results suggest that immersive VR can be an effective tool to enhance English conversational abilities.

An Empirical Study on Factors Affecting Immersion and Learning Outcomes in Real-time Non-face-to-face Classes using Zoom (Zoom을 이용한 실시간 비대면 수업에서 몰입과 학습성과에 미치는 요인에 관한 실증연구)

  • Kim, Na Rang
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.2
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    • pp.129-141
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    • 2022
  • The purpose of this study is to reveal the variables that affect learning immersion, in real-time non-face-to-face classes. To this end, a survey was conducted from November 22, 2021 to December 5, 2021 for students with experience in zoom classes. Excluding incorrect questionnaire, 117 copies were analyzed using a structural equation model. The results show that 'interest' and 'interaction level' influenced 'learning immersion', and 'learning immersion' had a positive effect on 'learning outcome'. The contribution of this study is that it empirically analyzed variables affecting learning immersion in real-time non-face-to-face classes. In the follow-up study, it is necessary to verify variables that affect learning immersion in various platforms, including zoom.

A Study on the Relationships between Users' Characteristics and Shopping Site Commitment in Mobile Internet Environment

  • Yoon, Jongsoo
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.133-139
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    • 2021
  • While there have been a lots of researches focusing on the commitment to shopping site in online commerce area, few studies suggested the results on the relationships between users' characteristics including demographic and shopping characteristics and commitment to mobile shopping site. Therefore, this study investigates whether the level of mobile shopping site commitment will vary by users' characteristics such as gender, age, shopping time, and shopping scale. This study suggests, from the statistical analyses on 230 questionnaires, that there are differences in level of shopping site commitment among the respondents grouped by age, shopping time, and shopping scale except for gender. The study proposes various implications for future research on the management of shopping site commitment in mobile Internet environment.