• Title/Summary/Keyword: 온라인 설문

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MMORPG의 재미 평가 모델에 관한 연구

  • Yun, Hyeong-Seop
    • 한국게임학회지
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    • v.6 no.1
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    • pp.66-69
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    • 2009
  • 지속적인 성장을 거듭하고 있는 온라인 게임은 사회적 상호작용과 집단 경쟁 등 스탠드 얼론(stand alone) 게임에서는 느낄 수 없는 새로운 재미를 제공하고 있다. 그럼에도 불구하고 온라인 게임 플레이의 경험 중가장 핵심적인 주제인 재미에 대한 연구는 휴리스틱한(heuristic) 연구에 머물고 있다. 본 연구는 기존 연구의 한계를 극복하고, 게임플레이의 재미에 대한 과학적인 평가를 위해 MMORPG의 재미 평가 모델을 제시하고, 그 유용성을 검증하는 데 목적이 있다. 본 연구는 동기이론, 몰입(Flow) 이론, 기존의 문헌연구와 설문조사를 통하여 온라인 게임의 핵심적인 재미 요소를 도출하였다. 도출된 20여개 의 요인들을 매트릭스 분석을 통해 범주화하고, Ermi & Mayra(2005)의 게임플레이 경험 모델에 통합하였다. 다양하고 정성적인 평가기준을 체계화하기 위해 AHP(Analytical Hierarchy Process) 이론에 입각하여 감각적 재미, 도전적 재미, 상상적 재미, 사회적 상호작용의 재미의 4개 측면을 포함하는 계층분석도를 구성하였고, 게임업계 전문가들의 검토와 중요도 평가를 통해 MMORPG의 재미 평가 모델을 제안하였다. 제안된 모델에 의해 구성된 설문문항을 3개 MMORPG를 즐기고 있는 이용자 87명을 대상으로 평가한 결과, WOW, Aion, Lineage2순으로 각각 75.247점, 68.649점, 62.205점을 얻어냈다. 이러한 평가 결과는 현재 MMORPG 중에서 가장 높은 시장점유율과 매출 실적이 좋은 WOW를 가장 재미있는 게임으로 선정하였고, Aion과 Lineage2도 현재의 시장 점유율과 매출 실적과도 정확하게 일치하고 있다. 이러한 결과로 본 연구에서 제안된 MMORPG의 재미 평가 모델의 유효성이 검증되었다. 본 연구의 결과는 가장 재미있는 게임의 선정뿐만 아니라 각 게임의 재미 요소별 강약점을 분석하여, 왜 어떤 게임은 성공적이며, 다른 게임들은 그렇지 않은가에 대한 이해를 제공할 수 있다. 결론적으로 본 연구에서 제안된 MMORPG의 재미 평가 모델은 어떤 게임이 가장 재미있는 게임인지를 선정하는데 활용될 수 있으며, 궁극적으로는 보다 구체적인 재미 요소별 분석을 가능하게 하여 보다 재미있는 온라인 게임을 개발하는데 기여할 것이다. 그러나 다른 장르까지 확장하여 활용하기 위해서는 후속 연구가 뒷받침되어야 한다.

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A Study on Instructors and Learners Perceptions of Technology Convergence College for Distance Education in the COVID-19 Situation (COVID-19 상황에서 원격수업에 대한 기술융합 공업계 대학의 교수자와 학습자 인식 고찰)

  • Moon, Byung-Koo;Jie, Myoung-Seok;Shin, Jun-Yong
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.171-181
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    • 2021
  • This study tried to derive improvement measures by identifying the perceptions of industrial college instructors and learners in the technology convergence sector, where various technologies are combined, as distance education at colleges are prolonged due to COVID-19 and difficulties for instructors and learners continue. To this end, an online survey was conducted on automobile professors and students at the end of the second semester of 2020. As a result of the survey analysis, it was found that professors and students had similar perceptions about the advantages of online classes, such as freedom of time and space, repeatable learning, and recycling. In terms of difficulties, it was found that students felt a decrease in learning immersion due to a lack of sense of presence, and both professors and students felt the difficulty of interaction relatively large. This study is meaningful in that it prepares suggestions and basic data on college policy support for online education at industrial colleges during and after COVID-19.

Do Leisure Activities Reduce the Level of Depressive Symptoms after Social Distancing Restrictions to be Lifted?: Focused on Offline Leisure Activities and Online Leisure Activities

  • Lee, Jong Man
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.225-232
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    • 2022
  • The purpose of this study was to analyze the effect of offline leisure activities and online leisure activities on depressive symptoms in the COVID-19 endemic. To do this, this study proposed a theoretical model consisting of demographic characteristics such as gender, age, academic background, and monthly income, offline leisure activity types such as socially-oriented activities, online leisure activity types such as information searching activities, entertainment activities, and the level of depressive symptoms. A survey was conducted to confirm research hypotheses, and a total of 99 questionnaires were used for statistical analysis. The major results of analysis reveal that first, monthly income is an important factor in predicting the level of depressive symptoms. Second, both offline socially-oriented activities and online entertainment activities have a negative effect on the level of depressive symptoms. This study has implications in that it identified the characteristics of leisure activities that can reduce the level of depressive symptoms.

The Importance of Time Management in Self-Regulated Learning: Focusing on University Online Courses

  • Jong Man Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.193-200
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    • 2024
  • This study aims to answer the following questions: 'Do university students who are satisfied with their online courses have higher academic achievement?' and 'What are the key self-regulated learning strategy factors that influence satisfaction and academic performance?'. To do this, this study conducted a survey of university students taking online courses and collected a total of 95 questionnaires. Research method used structural equation model. The results of the analysis showed that, First, satisfaction and academic achievement in university online courses were found to be unrelated. Second, the factors affecting satisfaction and academic achievement were found to be different. Time management was analyzed as a significant factor affecting both satisfaction and academic achievement, while interaction was found to affect satisfaction only. These findings can be used as a basis for developing practical policies to prioritize and support self-regulated learning as an effective teaching method in university online courses.

A Study on Satisfaction and Perceived Fidelity to the Major, Non-major and Online Classes (전공, 교양 및 온라인강좌에 대한 만족도 및 충실도 분석)

  • Nam, SangZo
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.221-222
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    • 2011
  • In this paper, we surveyed students of M university in DaeJeon to analyze the satisfaction and fidelity to class. Based on survey data from 1,045 participants, we verified descriptive differences in satisfaction and perceived fidelity to class among the major, non-major and online classes. Also, we verified statistical differences in satisfaction and fidelity to class according to sex, academic year grade, attending college.

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A Study on the Effect of Online Exhibitions in Art Museums on the Aesthetic Experience and Offline Viewing Intentions of Visitors (미술관 온라인 전시가 관람객의 미적 경험과 오프라인 관람의도에 미치는 영향)

  • Park, So Ra;Kim, Sun Young
    • Korean Association of Arts Management
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    • no.60
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    • pp.121-153
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    • 2021
  • The purpose of this study is to empirically clarify the relationship between the aesthetic experience of visitors and the effect of online exhibitions at museums on the degree of viewing an offline exhibition. For this reason, the attributes of online exhibitions are composed of accessibility, interaction, informativeness, playfulness, etc., and the aesthetic experience is composed of four factors: emotional, communicative, cognitive, and perceptual areas. A survey was conducted to analyze the effect on viewing intention. The results of multiple regression analysis of the questionnaire results revealed that first, the online exhibition service had a partially significant positive(+) effect on the aesthetic experience. It was analyzed that informativity had the greatest effect on the emotional domain of aesthetic experience, playfulness had the greatest impact on the communication and perceptual domains, and access had the greatest impact on the cognitive domain. Second, it was found that online exhibitions had a partially significant positive (+) effect on offline exhibition viewing intention in the order of playfulness, interactivity, and informativity. Third, it was found that aesthetic experiences had a significant positive (+) effect on offline exhibition viewing intention in the order of cognitive, emotional, communication, and perception. In addition, it was confirmed that the aesthetic experience partially mediated the intention to view online and offline exhibitions. We hope that this study will serve as an opportunity to spark academic discussion along with practical implications for inducing online exhibition users to offline exhibitions.

Fact finding surveying adolescents's language and culture in online games and a countermeasure strategy (온라인 게임에서 청소년들 언어문화의 실태 조사와 개선 방안)

  • Kim, Sung Yul;Lee, Jong Yun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.33-42
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    • 2013
  • In this paper, through conducting a survey from 547 male and female high school students in Busan, we found their favorite computer games are about five and the highest linguistic problem in on-line computer games was vulgar languages. Most of respondents thought that the vulgar languages on the on-line games were serious and said that we have experienced the vulgar languages before high school. Therefore, in this paper, we suggest it is necessary to prepare a countermeasure system about adolescents' vulgar languages on the on-line games and for adolescents to take etiquette lessons on the on-line games from either the primary school or before then.

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A Study on the Experiences of Online Service for Korean Christians During the COVID-19 (한국 기독교인의 온라인 예배에 대한 경험과 만족도 연구)

  • Jieun Yoo
    • Journal of Christian Education in Korea
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    • v.72
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    • pp.225-244
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    • 2022
  • The purpose of this study is to study the experiences of online service during the COVID-19 and to find out Korean Christians' perception. To this end, this study examines the differences in online service content, interactions with pastors and lay people through online service, online service environment, and online service satisfaction. A survey was conducted for 176 Korean Christians over the age of 18 living in the metropolitan area. As a result, according to the size of the church attending, the period of faith, and the position, there was a difference between groups in the online service contents, interactions with pastors and lay people through online service, online service environment, and online service satisfaction. The factors influencing the satisfaction of online service were the interaction with the lay people, the online service environment, and the online service content in that order. Based on the results of this study, a discussion on the improvement of online service satisfaction and a suggestion for further research are presented.

A Study on Effects of Online Environmental Factors on Online Rumor Behavior (온라인 루머 행동에 대한 온라인 환경 요인의 영향 연구)

  • Kim, Han-Min
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.45-52
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    • 2020
  • Online rumor creates psychological stress and image loss for victims. Prior studies related to online rumor did not consider the online environmental factor, despite the fact that online rumor occurs in the online space. Therefore, this study tried to investigate the influence of online characteristics on online rumor. This study considered perceived anonymity, lack of social presence, and perceived dissemination as online characteristics. We established and demonstrated a research model in which online characteristics affect online rumor behavior through attitude toward online rumor. This study obtained the sample of 201 social network users based on the survey and verified the research model using PLS tool. The results provided that perceived anonymity and perceived dissemination influenced online rumor behavior through attitude toward online rumor. On the other hand, lack of social presence was not significant. The findings of this study provide the fact that an individual's online rumor behavior can be caused by online characteristics. This study suggests that we pay attention to the role of perceived anonymity and perceived dissemination for online rumor behavior.

온라인 증권거래 서비스의 고객만족 요인에 대한 실증적 연구

  • Choe, Don-Hwang;Hong, Jae-Beom;Yang, Jeong-Sik
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2005.05a
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    • pp.161-175
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    • 2005
  • 본 연구에서는 온라인 증권거래 서비스 품질과 고객만족 나아가 고객행동을 분석한 연구이다. 이를 위해 설문조사를 실시하였으며 조사원이 직접 증권사 객장을 방문하여 운라인 증권거래경험이 있는 고객을 대상으로 설문조사를 실시하였다. 이를 위해 40개 증권사, 420여개설문이 회수되었다. 분석결과, 첫째, 온라인 증권거래를 이용하는 고객층을 분석하면, 여성보다는 남성이 온라인 증권거래를 활발히 이용하고 있으며 연령별로는 40대, 50대, 30대 순으로 나타났으며 직업은 대부분 근로생활자가 많이 활용하고 있는 것으로 나타났으며 전체 50%이상이 매일 접속하고 거래하는 것으로 나타났으며 운영 규모는 1천만원이하가 다수로 나타났다. 둘째, 온라인 증권거래 서비스 품질요인으로 지각된 신뢰성, 지각된 편의성, 지각된 유형성, 지각된 응답성 순으로 고객만족에 영향을 미치는 것으로 나타났다. 지각된 신뢰성은 약속된 서비스를 정확하게 수행하는 능력에 대한 지각으로 나타내며, 지각된 편의성은 온라인증권거래를 이용하기에 얼마나 용이한 지에 대한 지각을 나타낸다. 지각된 유형성은 물적 시설, 장비, 사람, 의사소통 도구의 외형과 같은 부분에 대한 지각을 나타내는 것이다 지각된 응답성은고객을 돕고 즉각적인 서비스를 제공하려는 의지에 대한 지각을 나타낸다. 마지막으로 고객만족은 재이용이나 구전의도에 긍정적인 효과를 미치는 것으로 나타났다. 이러한 결과는 고객지향적인 온라인 증권거래 서비스 시스템 구축 및 운영이 이용확대에 중요한 요인임을 제시한다. 본 연구는 온라인 증권거래에 대한 고객만족의 탐색적인 연구로써 보다 심도 있는 연구를 위한 기초를 제공하였다는 점과 온라인 증권거래 성과측정요소로써 고객만족에 영향을 미치는 요인을 제시했다는 점에서 의미를 지닌다.에 의해 유도된 single-strand 절단을 억제하였다. 이상과 같이 간세포 일차배양에서 양파추출물은 t-BHP에 의해 유발된 간독성, 간세포 생존율 감소, 지질과산화를 농도 의존적으로 억제시켰고 또한 t-BHP에 의해 억제된 GSH-Px, GSH-Rd 및 catalase의 활성을 증가시켰다. 이와 같이 양파추출물의 간보호 및 항산화 효과는 항산화 효소, 특히 catalase의 활성 증가와 hydroxyl radical에 의해 유도된 산화억제 및 이에 따른 지질과산화 억제에 기인하는 것으로 사료된다.chno-economic paradigm)의 시각에서 제시하는 한국경제의 성장 ${\cdot}$ 고용 ${\cdot}$ 분배를 위한 정책방향은 다음과 같은 동태적발전과정으로 요약할 수 있다 : 기초과학연구능력 확충 ${\rightarrow}$ 소화 ${\cdot}$ 흡수 ${\cdot}$ 개량 ${\rightarrow}$ 토착화 능력의 배양 ${\rightarrow}$ 자체기술개발, 선진기술 도입, 산업간 및 산업내 기술확산, 국제기술협력 ${\rightarrow}$ 기술혁신의 촉진 ${\rightarrow}$ 총요소생산성과 기업경쟁력(자원 및 역량, 프로세스 경쟁력, 품질경쟁력, 시장경쟁력, 고객성과, 시장성과, 재무성과)의 제고 ${\rightarrow}$ 가격경쟁력(임금, 금리, 물류비용, 환율 등)과 비(非)가격경쟁력(디자인, 에프터서비스, 품질, 운송 등)의 제고 ${\rightarrow}$ 국가경쟁력의 제고 ${

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