• Title/Summary/Keyword: 오락성

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The Effect of Logistics Education Using Metaverse on Learning Participation and Learning Satisfaction (메타버스 활용 물류 교육이 학습 참여와 학습 만족에 미치는 영향)

  • Cho, Sang-Lee;Shin, Hak-Sung
    • Journal of Korea Port Economic Association
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    • v.39 no.3
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    • pp.61-73
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    • 2023
  • When conducting metaverse-based logistics education, educational, entertainment, and sense of reality were presented as preceding factors as factors that content should have, and the effect on learner satisfaction by mediating learner participation was verified. The results and implications are as follows. First, educational, entertainment, and presence were found to be important factors that can improve learners' participation. Since it is a content provided as part of university education, it can be expected that the educational value will be the highest, but entertainment has been identified as the most influential variable. Therefore, in order for metaverse-based logistics education to induce learners' participation, it is necessary to plan contents that students can enjoy and enjoy. Second, it was found that learner participation has a positive effect on learning satisfaction. Although it is a virtual world, if it is real and you can interact with other learners, you will be satisfied with your learning. Therefore, it is necessary to develop contents that can induce learners' participation in order to continuously provide learning satisfaction when providing metaverse-based logistics education.

The Analysis Method of Multimedia Contents Service Model in Communication & Broadcasting Converged Environment (통방 융합 환경 멀티미디어 콘텐츠 서비스 모델 분석)

  • Kim, Kwang-Yong;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2005.11a
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    • pp.141-144
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    • 2005
  • 본 논문에서는 통신 방송 융합 환경하에서 다양한 이동 통신 단말을 가지고 있는 최종 소비자(End-user)에게 멀티미디어 콘텐츠를 서비스(간단히, UCA(Ubiquotous Contens Access) 라고 함) 해 주는 기술들을 소개하고 이 기술들이 적용된 시스템을 모델을 제안한다. 또한 제안된 서비스 기술에 대해 소비자 측면에서 보여지는 서비스 기술의 상대적 우위성과 오락성을 분석하였다. 통신 방송 융합 서비스 모델의 특성은 End to End(E2E) media QoS와 소비자 맞춤형 콘텐츠 소비 제공으로써 콘텐츠의 제작에서 적응, 전달, 그리고 최종 소비자에게 맞춤형 콘텐츠 소비를 가능하게 하는 유통 시스템을 가진다. 이와 같은 통신 방송 융합 환경에서의 멀티미디어 콘텐츠 서비스를 위한 서비스 모델을 제안하고 소비자 관점에서 바라본 통방 융합서비스 기술에 대해 상대적 우위성 및 오락성을 분석함으로써 제안된 통신 방송 융합 서비스 모델이 소비자 관점에서의 사업적인 가치가 있음을 알 수 있었다.

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Comparative Analysis for Educational Puzzle Game Development (교육용 퍼즐 게임 개발을 위한 비교)

  • Shin, Yongwoo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.7-14
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    • 2014
  • Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.

디지털화의 탈바꿈을 통해 중소유통점포가 살아난다 - 바로코사 디지털수퍼 사례 -

  • 김경배
    • Distribution Business Review
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    • no.2
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    • pp.125-129
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    • 2002
  • "대규모 할인점 하나가 들어서면 반경 5킬로미터 이내의 중소유통점포는 파리를 날린다." 한국수퍼마켓협동조합연합회에서 자회사인 (주)바로코사의 설립을 통해 신 유통혁신을 이루고자 할 당시의 시대상을 극명히 들어내는 말이다. 고객을 더 이상 단순한 구매행위에 만족하지 않았다. 쇼핑의 편리성, 다양성, 경제성, 오락성을 동시에 구가하길 바랬다.(중략)길 바랬다.(중략)

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The Relationships of On-line Game Attributes, Customer Satisfaction, Switching Barriers and Customer Loyalty -Mediating Effects of Switching Costs and Attractiveness of Alternatives- (온라인 게임의 중요속성, 만족, 전환장벽 및 고객충성도의 관계 -전환비용과 대안의 매력도의 매개역할-)

  • Fan, Qing-Ji;Kim, Won-Kyum
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.235-244
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    • 2009
  • The object of this research is to analyze the impact of the four dimensions of on-line game attributes, challenge, social interaction, entertainment and actuality, on customer satisfaction and loyalty. At the same time, mediating effects of switching barriers, such as switching cost and attractiveness of alternatives on the relationships between customer satisfaction and customer loyalty are also analyzed. The results showed that the challenge, social interaction, entertainment had significant effects on customer satisfaction. Customer satisfaction also effected customer loyalty. Another important result is that switching cost and attractiveness of alternatives played an intermediating role between customer satisfaction and customer loyalty.

The Impact of On-line Game Attributes, Customer Satisfaction and Switching Barriers on Customer Loyalty (온라인 게임의 중요속성, 만족 및 전환장벽이 고객충성도에 미치는 영향)

  • Fan, Qing-ji;Kim, Won-Kyum
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.341-347
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    • 2009
  • In this research, the object is to analysis the impact of the four dimensions of on-line game attributes, challenge, social interaction, entertainment and actuality, on customer satisfaction and loyalty. At the same time as mediating factors of relationship between customer satisfaction and customer loyalty, switching barriers, such as switching cost and attractiveness of alternatives are also analyzed. The results show that the challenge, social interaction, entertainment have significant effect on customer satisfaction. Customer satisfaction also effects customer loyalty. Another important result is, switching cost and attractiveness of alternatives take an intermediation role between customer satisfaction and customer loyalty.

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A Study on the Factors Affecting Pre-Roll Advertising Avoidance by Online Video Content Types (온라인 동영상 콘텐츠 유형별 프리롤 광고회피에 영향을 미치는 요인에 관한 연구)

  • Yun, Yeon-Joo;Lee, Yeong-Ju
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.677-687
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    • 2018
  • The purpose of this study is to investigate the causes of pre-roll ads played before watching online video contents, and to investigate the using motives by dividing them into broadcasting contents clips and web original contents. The results show that broadcast contents clips have higher use of entertainment/habitual use and social interaction, and that the use time of web content is higher when entertainment/convenience and selective use motivation are higher. Second, perceived invasion has the greatest effect on ad avoidance in broadcasting contents clip, and positive attitude toward advertisement is a significant factor in web contents. Content factors such as content preference and engagement did not affect the avoidance of pre-roll ad.

디지털스토리텔링-디지털 에듀테인먼트 콘텐츠를 위한 스토리텔링 기법

  • Gang, Sim-Ho
    • Digital Contents
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    • no.7 s.146
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    • pp.66-71
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    • 2005
  • 교육(Education)과 오락(Entertainment)의 합성어인 에듀테인먼트(Edutainment)는 학생이 학습을 하거나 기업의 종업원이 특정 능력을 익히는 데 사용되는 교육용 도구를 의미한다. 에듀테인먼트는 교육용 소프트웨어에 게임이나 친근한 인물과 음악, 이야기 등 오락성을 가미해 싫증을 느끼지 않고 즐기면서 교육적 효과를 거두고자 하는 목표를 지향하고 있다. 이러한 재미와 교육이라는 두가지 목표를 달성하기 위해 에듀테인먼트에 포함되는 디지털콘텐츠는 게임이나 e러닝의 콘텐츠와는 다른 차원의스토리텔링 기법이 요구된다. 이번호에서는 에듀테인먼트 콘텐츠에 적합한 퀘스트 스토리텔링(Quest Story telling)과 공간 스토리텔링(Spatial Storytelling)을 소개한다.

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A Study on Factors Affecting Customer Satisfaction and Purchase Intention of Digital Cultural Contents (디지털 문화콘텐츠의 고객만족도 및 구매의도에 영향을 미치는 요인들에 관한 연구 )

  • Wang, Lu;Zhang, Xindan;Pang, Qiwei;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.333-346
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    • 2021
  • The purpose of this study is to examine the effects of digital cultural contents characteristics, perceived values and perceived risks on customer satisfaction and purchase intentions for Chinese consumers, and contribute to the development of digital cultural contents. In addition, a total of 328 valid samples were obtained through an online survey and empirical analysis was conducted. The analysis results of the study are as follows. First, except for creativity, which are characteristics of digital cultural contexts, entertainment and interactivity also have a significantly positive effect on both customer satisfaction and purchase intention. Second, perceived value has a significant positive effect on customer satisfaction and purchase intention, whereas perceived risk does not have this significant effect. Third, customer satisfaction has a partial mediating effect between the three factors(entertainment, interactivity, perceived value) and purchase intention. Therefore, to promote the development of digital cultural contents, we could promote consumers' purchase behavior by improving satisfaction through content entertainment, communication between content producers and service providers, and unity and value that customers actually feel during the consumption process.

Professional baseball PPL advertising attributes Brand Awareness, Brand Attitude and Behavioral Influence (프로야구 PPL광고속성이 브랜드인지, 브랜드태도 및 행동의도에 미치는 영향)

  • Nam, Jae-Jun;Lee, Jea-Woog
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.4
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    • pp.1052-1065
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    • 2020
  • This study analyzed the effects of professional baseball PPL advertising speed on brand awareness, brand attitude, and behavioral intention for professional baseball consumers. The purpose of this study is to present a method that can be used as a variety of marketing utilization strategies of professional baseball teams and parent companies. This study was conducted on 411 professional baseball consumers. For data processing, frequency analysis, reliability analysis, reliability analysis, and multiple regression analysis were performed using SPSS 25.0 Window Version. Then, the average variance extraction index (AVE) and construct validity (CR) were calculated to verify convergent validity and discriminant validity. In addition, confirmatory factor analysis (CFA) was performed using AMOS 25.0. As a result, first, it was found that entertainment, informativeness, and discomfort, which are sub-factors of PPL advertisement speed, have a significant effect on brand recognition. Second, entertainment, information, and discomfort, which are sub-factors of PPL advertising speed, have a significant effect on brand attitude. Third, entertainment, informativeness, and discomfort, which are sub-factors of PPL advertisement speed, have a significant effect on behavioral intention. Fourth, it was found that brand awareness and brand attitude have a significant effect on behavioral intention.