• Title/Summary/Keyword: 몰입 경험

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Why and Who Participate in Illegal Gambling?: The Psychological Characteristics of Illegal Gamblers (누가, 왜 불법도박을 할까?: 불법도박 경험 수준에 따른 심리적 특성)

  • Junbok Lee;Sangyeon Yoon;Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.20 no.2
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    • pp.155-176
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    • 2014
  • The previous researches of gambling have been rather focused on the legal gambling industry and gambling addiction and ignored the issue of illegal gambling. But, illegal gambling in Korea has been continuously growing in its volume and the numbers of the relevant mental and social problems such as gambling addiction, crimes, suicides, and etc. have been increasing rapidly. The present study investigated the psychological characteristics of illegal gamblers with comparing gamblers who never experienced illegal gambling (NE), who experienced illegal gambling but participate mainly in legal gambling (EIG), and who participate mainly in illegal gambling (MIG). 1317 NEs, 177 EIGs, and 37 MIGs were recruited and completed an online survey that measured individual dispositions (risk-taking tendency, regulatory focus, locus of control), attitudes towards gambling regulations, misconception of illegal gambling, motives (monetary, excitement, socialization), and emotions. First, EIGs and MIGs, compared to NEs, preferred risk-taking, and EIGs were more promotion focused than NEs. Also, EIGs perceived illegal gambling as less illegal and tended to hold more misconceptions about illegal gambling, compared to NEs. Furthermore, EIGs and MIGs had stronger monetary and excitement motivation than NEs. Finally, MIGs were more likely to feel anxious than other groups. Focusing on the illegality of gambling, the characteristics of illegal gamblers are discussed and political implication on illegal gambling is suggested.

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The Effect of Game Contents on User's Intention of Use in Mobile Social Network Games (모바일 소셜네트워크 게임에서 콘텐츠요인이 지속적 사용의도에 미치는 영향)

  • Lee, Han-Ho;Kim, Si-Sung;Lee, Min-Seop
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.17-26
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    • 2015
  • The purpose of this research is to suggest a guideline for direction of content design and resource allocation to make mobile social network game (mobile SNG) production more efficient. We assumed that commercial purpose of mobile SNG is to improve uses' intention of use of the game, and from previous researches we selected flow, social interaction, self efficacy, competition, and reward as the factors which have influence on the intention of use. Finally, improvement of user experiences related to social interaction, self efficacy, competition, and reward is considered as the purpose of the mobile SNG contents. We surveyed university students in Gangwon, South Korea who have used mobile SNG. It took 3 weeks and 244 survey papers were used for analysis. The method for analysis was hierarchial regression analysis using SPSS 18.0. As a result, we found that the user experiences related to self efficacy, reward, competition, social interaction provided by SNG contents are all have positive influence on the user's intention of use and weighed the influence of each factors.

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

Children's Picture Book-making Activity through the Fusion of Digital and Analog Contents (디지털과 아날로그 콘텐츠 융합을 통한 어린이 그림책 만들기 활동방법)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.51-59
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    • 2020
  • Advancements in digital technology have caused significant changes to the tradition of creative educational activities. Such an with digital technology is prone to an error where digital technology itself becomes the goal, ignoring educational efficacy grounded on improved user experience and immersion. Previously, picture book-making activities for children allow them to actively participate in the process of book-making, and is often employed to instill reading habits as well as nurture linguistic abilities. Aside from such picture book-making activities, diverse efforts are being made for innovation in educational pedagogy through digital technology. However, as the goal of children's picture book-making activities is realizing creative education through expressions in language and pictures, digital technology should be considered in the viewpoint of fusion, not as a simple replacement to the traditional tools employed in children's picture book-making activities. This study examines previous researches related to children's picture book-making activities to propose contents and methodology allowing effective immersion by fusing digital technology based on a physical environment, from the viewpoint of fusion and integration. Expect this study will become a fundamental data in visualizing a practical integration of digital technology in future creative education.

A Study on Service Awareness Perceived by Group Using Animal-Assisted Intervention (동물교감치유 경험 기관의 서비스 인식에 관한 연구)

  • Yoo, Ji Hyun;Shin, Jeong Seop;Kim, Su Mi;Jin, Hyun Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.372-379
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    • 2019
  • The purpose of this study was to examine the service awareness perceived by 25 groups using animal-assisted intervention(AAI). Data collected were analyzed for variables on the effectiveness of AAI by using SPSS Win 25.0 statistical program. The study findings showed that AAI service is very effective for psychological meaning in both expecting purpose before and substantive effect after using AAI. They were satisfied with AAI generally, particularly in terms of participant engagement and differentiated services. Also, they perceived that the cost of AAI service is generally appropriate in consideration of activities with animals and satisfaction of participants but a bit expensive compared to other programs. Also, it was found that the value and the possibility of public expansion of AAI are very high and that the immersion and professionalism of the participants affect the effectiveness of AAI. The results of this study indicate that it is necessary to develop programs and verify effectiveness as a psychotherapy technique and are expected to be useful as basic data for establishing and developing a quality service of AAI.

A Study on the Application of Coding Education through Gamification for Tourism Experience - Focusing on "Computational Thinking" Factor Analysis - (관광경험 증대를 위한 게이미피케이션 코딩교육 활용 방안 - 컴퓨팅 사고력 요소 분석 중심으로 -)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.403-409
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    • 2020
  • Gamification can be more fun and interesting than boring and it can be used for variety of educational subjects. Through the fun and flow of the learner, the learner understands the meaning and context of the problem to be solved. It will be able to collect, analyze and creatively solve data in a way that computers understand. Training through gamification will be an effective and memorable coding education for the efficient learning of coding education among the newly designated compulsory education. It is considered to be highly useful as a convergence study to increase tourism experience. Currently, in the field of school, coding education is mainly conducted using entry and scratch, which are educational programming languages, and coding education using gamification is not extensively used in the current education field. It is also expected to be used to increase the tourism experience, and it can be used to enhance the learner's computational thinking ability and creativity.

The Effect of Matching between Odor and Color on Video Reality and Sense of Immersion (향과 색의 어울림이 영상 실감과 몰입감에 미치는 효과)

  • Lee, Guk-Hee;Li, Hyung-Chul O.;Bang, Dongmin;Ahn, ChungHyun;Ki, MyungSeok;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.877-895
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    • 2014
  • It is common sense that providing specific odor can increase the video reality when video scene has an object having specific odor. However, people still do not know how to increase video reality and emotional immersion when there is no information on specific odor in the scene. So, present study explores how we improve video reality and immersion when the scene has no concrete odor information from some objects. Especially, this research focuses on diverse previous studies about matching between odor and color and then we expect providing odor can increase video reality if the odor is well-matched with the video's color. To do this, we collected 48 odors and investigated which color was well-matched with each odor. As a result, we get 5 odors which had clearly well-matched colors and decide ill-matched colors of those 5 odors as complementary colors of well-matched colors (Experiment 1). After that, we organize 3 conditions such as coloring image and video clip with well-matched color (color-odor match condition), coloring those with ill-matched color (color-odor mismatch condition), and coloring those with achromatic color by removing color saturation (color-odor neutral condition). Under each of these three conditions, image-odor matching, increment of reality with the odor, increment of immersion with the odor, and odor preference are asked (Experiment 2; 3). The results showed that the scores of all 4 questions in color-odor match condition were higher than color-odor mismatch condition and neutral condition. These results mean that providing matching odor with the scene's color in video is very effective to increase video reality and immersion. We expect experiencing better reality and immersion with olfactory information by adding various future research.

The Correlations among Trust, Satisfaction, Commitment, and Relation-Continuing Intention for Internet foundation Fashion Shopping Mall (인터넷 창업 패션 쇼핑몰에 대한 이용고객의 신뢰, 만족, 몰입 및 관계지속의도 간의 구조적 인과관계)

  • Jo, Yoon Ah
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.6
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    • pp.155-165
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    • 2015
  • The objective of this study is to verify the structural correlations among trust, satisfaction, commitment, relation-continuing intention for internet fashion shopping mall. The statistical significance of questionnaire survey data for 360 customers was verified by using SPSS 18.0 and AMOS 18.0 statistical programs with significance levels of the ${\alpha}=0.05$. First of all, Cronbach's ${\alpha}$ was also assessed to verify the reliability of the measuring tool, and the fitness of the model were also verified to investigate the fitness of this research model. Finally, structural equation model analysis was performed to verify the structural correlations among the structural correlations among trust, satisfaction, commitment, relation-continuing intention for internet fashion shopping mall. On the basis of the empirical analysis, the following key results were drawn. First, trust for internet fashion shopping mall has the positively significant effects on satisfaction. Second, trust for internet fashion shopping mall has the positively significant effects on commitment. Third, trust for internet fashion shopping mall has the positively significant effects on relation-continuing intention. Fourth, satisfaction for internet fashion shopping mall has the positively significant effects on relation-continuing intention. Fifth, commitment for internet fashion shopping mall has the positively significant effects on relation-continuing intention. Sixth, the path of trust${\rightarrow}$satisfaction${\rightarrow}$relation-continuing intention for internet fashion shopping mall has the significant indirect effects, therefore the mediation effect of satisfaction was significant. Seventh, the path of trust${\rightarrow}$commitment${\rightarrow}$relation-continuing intention for internet fashion shopping mall has the significant indirect effects, therefore the mediation effect of commitment was significant.

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A study on mediating effect of internal and external networks and creative efficacy in the relationship of individual entrepreneurship and organizational commitment (개인의 기업가정신과 조직몰입의 관계에서 대내·외 네트워크와 창의적 효능감의 매개효과에 관한 연구)

  • Kim, Sun-Wang;Cho, Dae-Woo;Sung, Eul-Hyun
    • Management & Information Systems Review
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    • v.36 no.5
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    • pp.121-149
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    • 2017
  • This study looks into individual entrepreneurship engaged in an enterprise; the effect of creative efficacy and internal and external networks on organizational commitment based on the previous studies. The hypothesis, the internal and external networks constructed in social context by individuals in the relationship between individual entrepreneurship and organizational commitment; and mediating effect through creative efficacy obtained by the previous experience can be in existence, is to be confirmed through an empirical study. The analysis data is collected from 244 of currently working employees via a survey. The determination of employee-oriented study is summarized as follows: first, the promotion of employee's individual entrepreneurship is significant as well as of the leader for the result of organizational commitment, because there are positive effects between the individual entrepreneurship and organizational commitment. Second, the internal and external networks owned by individuals affect one's own outcome as the internal and external networks of enterprise mediate the relationship between individual entrepreneurship and organizational commitment. Third, it is confirmed that the confidence in individual creativity is an essential factor as creative efficacy exhibits a mediating effect in relationship between individual entrepreneurship and organizational commitment. Particularly, it is verified that an enterprise is in need to expand education or programs not only for networks leading to an outcome but also for creativity improvement of affiliated individuals from the fact that creative efficacy, a hybridized concept of creativity and self-efficacy studied in the previous research, mediates the relationship between individual entrepreneurship and an outcome. In the conclusion, additional implications are offered; the thresholds and frameworks for the study are discussed.

Analysis on Children Robot Interaction with Dramatic Playes for Better Augmented Reality (어린이 극놀이 증강현실감을 위한 아동로봇상호작용 분석)

  • Han, Jeong-Hye
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.531-536
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    • 2016
  • This study highlights the effectiveness of analyzing the feelings children have when interacting with robots in a dramatic play setting using augmented reality in Human Robot Interaction (HRI). Existing dramatic play activities using robots by QR-markers were edited, and their weaknesses have been corrected so that children could interact more effectively with robots. Additionally, children's levels of interest and engagement in dramatic play activities, the accuracy of robotic props, and the smartness of robots were analyzed throughout children's interactions during such activities using augmented reality. Younger participants were more likely to find robots interesting and intelligent, and participants with no previous experience with robots had relatively higher levels of interest in robots and tended to notice changes in robots' costumes.