• Title/Summary/Keyword: 몰입 경험

Search Result 584, Processing Time 0.025 seconds

The Effects of Experiential Barriers on Absorbing Experience in Adventure Sports - Focusing on the Moderating Effects of Arousal Seeking and Reactance Tendency - (모험 스포츠의 경험 장벽이 모험스포츠 몰입경험에 미치는 영향 - 감각추구성향과 반항성향의 조절효과를 중심으로 -)

  • Jeong, Yun-Hee
    • Management & Information Systems Review
    • /
    • v.34 no.3
    • /
    • pp.215-230
    • /
    • 2015
  • This study defined the types of barrier and conducted the impact of barrier in adventurous sports. There are many research on adventurous sports, but these researches have several limitations. First, these studies have overlooked important role of barrier in adventurous sports. Also, previous studies on barriers haven't showed the moderating effects of personality on barriers. So, this study attempts to complement the lack of existing research and this purposes of the study is as follows. First, it is to show the positive impacts of barriers on absorbing experience that had been overlooked in the previous researches. Second, it is to propose the moderating effects of personality-arousal seeking, reactance tendency- on the relationship between barriers and absorbing experience. Survey research is employed to test these hypotheses. Previous researches, such as marketing, adventure sports, hedonic research, have been referenced to measure constructs. We collected data involving various adventure sports, and used 171 respondents to analyze these data using moderating regression. In the final section, we discussed several limitations of our study and suggested directions for future research. We concluded with a discussion of managerial implications, including the potential to advance understanding adventure sports and implying an enhanced ability to satisfy target consumers of it.

  • PDF

Optimal Flow Experience In Web Based Instruction (웹 기반 교육에서 최적몰입경험)

  • Heo, Gyun;Rha, Ilju
    • The Journal of Korean Association of Computer Education
    • /
    • v.6 no.2
    • /
    • pp.71-79
    • /
    • 2003
  • In the flow state, people are absorbed in their activities, while irrelevant thoughts and perceptions are screened out. In Csikszentmihalyi's view, the term 'flow' is used in describing the best feeling in human lives. Flow has been conceptualized as an optimal experience that stems from people's perception on challenges and skills in a given situation. We can easily observe that students who are learning from WBI experience flow state occasionally. If we identify the related factors that make flow experiences possible in WBI, the designers and instructors of WBI might be greatly benefitted by having ideas of how to provide optimal flow experiences to their students. In this article, we attempted to analyze what are critical Flow factors in WBI and provided guidelines on how to design optimal flow experiences in WBI.

  • PDF

Perceived Auditory Feedback and User Experience in Mobile Game: A Mediation Analysis of Enjoyment (모바일 게임 속 청각적 피드백 인지와 사용자 경험: 재미의 매개효과 분석)

  • Ahn, Jisoo;Heo, Ji-Yeon;Noh, Ghee Young
    • Journal of Korea Game Society
    • /
    • v.19 no.2
    • /
    • pp.135-144
    • /
    • 2019
  • This study examined the role of enjoyment in the relationship between perceived auditory feedback (PAF), which provides information about the situation during game play, and user experience factors. 100 undergraduates played a mobile game, 'Classy Royale' and took a survey about their user experience. As a result of analyzing the available data from 98 participants, PROCESS MACRO showed that PAF was positively associated with enjoyment, immersion, and intention to use; enjoyment mediated the effects of PAF on immersion and intention. These results can help game research and development regarding the functional value of audio factors.

Comparison of Learning Immersion Experiences According to Cognitive Style in Online Edu-games (온라인 교육용 게임에서의 인지양식에 따른 학습 몰입경험 비교)

  • Kang, Eun-Kyougn;Kim, Han-Il
    • The Journal of Korean Association of Computer Education
    • /
    • v.13 no.4
    • /
    • pp.61-68
    • /
    • 2010
  • One often thinks that those doing any activity on the Internet are likely to be addicted to it so that they tend to rather restrain the educational use of what the Internet can provide. However, the online edu-games deserve a good learning material which can not only provoke learners' interest but also draw out a smoother interaction between teachers and learners. Even the preliminary study on immersion verified that the Internet could work positively for the learners. Considering that online edu-games can be a useful tool for individual learning, more studies on immersion should be conducted focusing on the individualization in the future. This paper shows the differences among the components of learning immersion depending on the different individual cognitive styles in the online edu-games.

  • PDF

The Impact of Customer Experience on Customer Commitment and Behavioral Intention in Theme Park (테마파크에서의 체험요소가 방문객 몰입과 행동의도에 미치는 영향)

  • Li, XinTian;Peng, Peng
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.6
    • /
    • pp.499-508
    • /
    • 2015
  • The purpose of this paper is to examine the structural relationship between experience(4Es), customer commitment and behavioral intention based on experience of the theme park as a hedonic destination. To carry out this study objective, a survey targeted for theme park customers was conducted from May 10. 2014 to June 10. 2014. These data were processed using SPSS 18.0 and Structural Equation Modeling with Amos 18.0 to test proposed hypotheses. The results are summarized as followed. First, the decomposition of path analysis revealed significant positive effects on customer commitment by entertainment experience, education experience, esthetic experience. and escape experience. While, entertainment experience was shown to have the largest influence on customer commitment. Second, customer commitment had a positive effect on revisit intention and WOM. Third, experiences have an indirect influence on revisit intention and WOM through the mediation of commitment. From the findings, the theme park is necessary to plan and develop experience program for more variable and special.

The Study of the Interrelations between Game Components and Flow (게임구성요소와 몰입과의 상관관계에 대한 연구)

  • Park, Sang-Jin
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.819-823
    • /
    • 2006
  • In games, immersion is the most important factor that makes the player play game continuously. The user's inability to immerse in game makes him/her not interested in game, so it makes the user give up. So, we must perceive the immersion factor that the games have. By applying the factors that causes immersion to the game development, we will be able to multiply the joy of game to the user, and bring high profit to the game developing enterprises. To this, this study finds out the interrelations between the factor of immersion existing inside the game and the components of the game to experience the highest immersion status to the user.

  • PDF

Effects of Flow in Line Dance Class on Happiness and Continuous Participation Intention in Elementary Student. (초등학생의 라인댄스 수업몰입에 따른 행복감 및 지속적 참여의사에 미치는 영향)

  • Woo, Jung-Wook
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.4
    • /
    • pp.331-339
    • /
    • 2018
  • The purpose of this study was to know the effects of flow in line dance class on happiness and continuous participation intention in elementary student. By using purposive sampling 271 questionnaires had been used for practical analysis. Collected data were put to frequency analysis, exploratory factor analysis reliability analysis, correlation analysis, and multiple regression analysis using the SPSS Win Ver. 22.0 program. The results of these analyses were as follows. First, the autotelic experience, the concentration, the sense of control and the sense of achievement which are the subordinate variables of the flow, were all found to have significant effects on the confidence, the autotelic experience, the sense of control and the sense of achievement which are the subordinate variables of the flow, were found to have significant effects on the self-realization, the autotelic experience, the concentration, and the sense of achievement which are the subordinate variables of the flow, were found to have significant effects on the enjoyment. Second, the autotelic experience, the concentration, and the sense of achievement which are the subordinate variables of the flow, were found to have significant effects on the continuous participation intention. Third, the confidence and the enjoyment, which are the subordinate variables of the happiness, were found to have significant effects on the continuous participation intention.

The Influence of Trust in Physical Education Teachers and Immersion Experience in Physical Education Classes on Attitude and Satisfaction During Physical Education Classes (중학생의 체육교사에 대한 신뢰와 체육수업 몰입 경험이 체육교과 태도 및 수업만족에 미치는 영향)

  • Park, Yu-Chan
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.6
    • /
    • pp.187-202
    • /
    • 2019
  • The main goal of this study is to investigate influence of trust in physical education (PE) teachers and immersion experience in PE classes on attitude and satisfaction during PE classes. Total 863 middle school students in Gwang-ju metropolitan area were recruited by utilizing a convenience sampling method. All data were analyzed by using SPSS statistic program ver. 25.0 (frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis). Alpha was set at 0.05. The results of this study is summarized as in the following. First, all sub-factors of trust in the PE teachers partially positively or negatively influence sub-factors of attitude during PE classes. Second, sub-factors of satisfaction during PE classes were partially positively affected to trust in the PE teachers. Third, Attitude during PE Classes were found to have partial positive influence on immersion experience in PE classes. Fourth, sub-factors of immersion experience in PE classes have partial positive effect on the sub-factors of satisfaction during PE classes. Thus, in order to the positive attitude and greater satisfaction during PE classes, it is important to establish the trust of PE teachers through maintaining interaction with students, constructing better systemic class, and creating the class conditions based on considering students' ability. In addition, in order to enhance immersion experiences of students during PE classes, it is necessary to set up learning goals and tasks based on ability of students, to study various teaching method, and to make only focusing on the performance based PE classes without grading.

Relationship between Flow and Participation Degree of Ground, Water, Air Leisure Sports-based Tourism Activities (지상, 수상, 항공 레저스포츠 관광활동 참여정도와 몰입의 관계)

  • Lee, Mun-Jea;Hwang, Sun-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.2
    • /
    • pp.488-497
    • /
    • 2013
  • The purpose of the study was to investigate the relationship between the degree of participation and flow for participants in ground, water, and air leisure sports-based tourism activities. A total of 437 participants' data was employed for the analyses (one-way ANOVA and multiple regression analysis) using SPSS Win 18.0 program. Main findings are as follows; First, there were differences in clear goals, transformation of time, loss of self-consciousness, challenge-skill balance, autotelic experience, unambiguous feedback, and sense of control out of flow dimensions based on types of leisure sports-based tourism activities. Second, participation period and frequence had positive effects on flow. Specifically, period had an influence on challenge-skill balance. clear goals: frequence had an effect on challenge-skill balance, transformation of time, clear goals, autotelic experience, unambiguous feedback, and sense of control: intensity had an influence on transformation of time and autotelic experience.

A Study on the Extrinsic and Intrinsic Reward Influencing on the Flow (몰입에 영향을 미치는 내적보상과 외적보상)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
    • /
    • v.11 no.4
    • /
    • pp.37-48
    • /
    • 2011
  • As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games. This research would verify that enjoyment experience could be explained by the conceptual framework. In the first, this study results indicate that customers would show a higher level of loyalty if they had an optimal experience with the games. The state of flow was felt when players were aware of opportunities for personal interaction and social interaction. The personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance; the social interaction can be motivated either to enhance a high level of self-esteem of player or to achieve the positive reputation in order to evaluate their self-esteem. This finding can answer the questions of what enjoyment experience is and why players are repeatedly playing specific online games.