• Title/Summary/Keyword: 유저경험

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Effects of Harassment Experiences in Online Games, Expectation on Organizational Response, and Gender on Coping Strategies (온라인 게임 내 괴롭힘 경험, 조직대응에 대한 기대, 유저의 성별이 대응전략에 미치는 영향)

  • Kim, Min-Chae;Ro, Hea-Kyung
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.266-277
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    • 2019
  • This study is an exploratory study on the factors that affect the types of user's coping strategies in online game harassment situations. A survey(N=416) was conducted to investigate the experiences of harassment in online games, expectations on organizational response, and the frequencies of selecting each type of coping strategy. The result shows that the female users usually experience more harassment than the male users, especially in sexual harassment. Female users often choose gender masking, seeking help, avoidance, and mirroring strategies compared to males, while males choose self-blame. The effects of harassment experiences, expectation on organizational response, and gender on each type of coping strategy were analyzed using the structural equation model(SEM). Sexual harassment experiences significantly affect all types of strategies, and the higher the expectation on organizational response, the more likely users to seek help rather than to select gender masking. These results are expected to serve the basis for establishing harassment-related regulations in online games.

The Need for Surrogate Game and Win Trading Gameplay Regulations in e-sports Leagues (e스포츠 리그에서 대리 게임 및 어뷰징(고의 패배) 규정 신설에 대한 필요성)

  • Suh, Suk Hoon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.9-15
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    • 2018
  • The purpose of this study is to investigate the actual situation of the surrogate games and win trading gameplays in e-sports leagues, and to insist on the creation of new regulations to punish them. The surrogate game surveys was conducted for 40 amateur users and 17 professional users in e-sports leagues. The survey was conducted in-depth interviews with a professional user to learn more about the actual situation of the win trading gameplay. As a result of the study, professional users had a high rate of experience with Gahz'rilla, and they would be able to increase their game rankings through Gahz'rilla. But they did not think Gahz'rilla is a surrogate game. Amateur users had a low rate of experience with Gahz'rilla and did not think they would be able to increase their game rankings through Gahz'rilla relative to professional users. Amature users tend to think of Gahz'rilla as a surrogate game. Both the users agree on the necessity of regulation on Gahz'rilla and surrogate game. Therefore, it is necessary to narrow the gap between the professional users and the amateur users by establishing rules for Gahz'rilla and surrogate game.

User Interface Design through the User Experience and Understanding of Desire (사용자 경험, 욕구파악을 통한 유저인터페이스 디자인)

  • Kim, Jin-Kon;Baek, Yong-Jae
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.59-63
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    • 2006
  • This study aims to emphasize the need for the in-depth experience and understanding of desire as to the User Interface Design through the introduction of the methodology which was developed by mixing quantitative utilization analysis and qualitative utilization analysis and to propose the active use of that. The methodology of this study is significant in that it tries to identify the latent experience and desire of user and reflect them in the User Interface Design through the repetition of 3 staged circular process and exploratory process related to the investigation category of people, prototype and product.

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UX Design of Next Generation Web Platform (차세대 웹 플랫폼의 UX설계)

  • Kim, Seon-U;Cho, Young-Ju;Kim, Jin-Hyuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.251-254
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    • 2017
  • 최근 현대인들은 웹 환경에 대해 높은 관심을 보이고 있다. 또한 웹 환경에서 HTML5의 표준화에 따라 사용자의 경험, 즉 'UX(User Experience)' 설계에 대한 관심 또한 높아지고 있다. 이러한 환경을 차세대 웹 플랫폼이라 한다. 차세대 웹 플랫폼이라 함은 HTML5라는 웹 표준 규약에 따라 설계한 것을 뜻한다. 따라서 본 논문에서는 이러한 차세대 웹 플랫폼의 UX 설계에 대한 최신 트렌드와 콘텐츠 UX에 대해서 설명하고 반응형 디자인에 따른 웹사이트 수익과의 관계까지 실험결과를 토대로 제시하고자 한다.

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A Study on Screen Layout Design for The Younger Game Users (저연령층 게임유저를 위한 Screen Layout Design 연구)

  • Lee, Ji-Won;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.25-31
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    • 2005
  • Game interface can be described as a method for communicating the information of the game, and with increase in complexity of the game and the role of interface also becomes complex. MMORPG of the present has a greater capacity than the RPG of the past, and because there are many information game users need to know such as uniqueness of the character, maturation system, beginning users who encounter MMORPG for the first time have difficulties in grasping the concept and the information of the game. Therefore, an interface design that assists theusers in understanding and adjusting to the game is needed. For the purpose of this dissertation, a study was conducted for an MMORPG screen layout design that enables quick understanding of game information for the inexperienced younger game users.

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VR-based brainstorming collaboration service (VR 기반 브레인스토밍 협업 서비스)

  • An, MinKyoung;Park, HeeJin;Hwang, Juyie
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.675-678
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    • 2022
  • 코로나19의 장기화로 인해 비대면 서비스에 익숙해진 사람들은 실시간 비대면 협업 서비스를 기존보다 더 다양한 방식으로 이용하고 있다. 본 논문은 비대면 협업 서비스를 능동적으로 이용하고자 하는 현대인들에게 가상현실을 기반으로 한 브레인스토밍 협업 서비스를 제안한다. 본 서비스의 유저들은 3차원의 가상공간에서 타 유저들과 음성뿐만 아니라 손짓과 같은 비언어적 표현을 통해 소통할 수 있다. 또한, 자신의 아이디어를 블록이라는 특정 매개체에 담아 마인드 매핑하는 과정을 실시간으로 타 유저들과 공유하며 원활한 협업 서비스를 경험할 수 있다.

A Study on User Perception of Starter Pack in Mobile Games (모바일 게임의 스타터 팩에 대한 사용자 인식 연구)

  • Heo, Chang-Dae;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.497-499
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    • 2020
  • 모바일 게임에서의 스타터 팩이란 신규 유저들이 부분유료화 모바일 게임들을 처음 시작하면 쉽게 접할 수 있는 첫 과금요소 중 하나다. 본 논문은 부분유료화 모바일 게임에서의 스타터 팩을 경험해 본 유저들 대상으로 스타터 팩에 대한 인식을 분석하며 게임 개발팀 및 유저들의 입장에서의 서로 윈윈효과를 위해 스타터 팩 기획 구성을 어떻게 해야 하는지에 대한 향후 방향성을 제시한다.

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User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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An Empirical Study on the User Experience Model of Music Streaming Service (음악 스트리밍 서비스 사용자 경험 모델에 관한 실증 연구)

  • Lee, Jeonga;Kim, Hyung Jin;Lee, Ho Geun
    • Informatization Policy
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    • v.30 no.3
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    • pp.92-121
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    • 2023
  • As music streaming services (MSS) involve various interactions with users during the music consumption process, it is important to understand the user experience and manage the service accordingly. This study developed a user experience model for MSS by theoretically linking the quality characteristics considered important by music service users with the structure of user experience. PLS analysis was then performed using survey data to test the model. As a result, functionality (search, browsing, and personalized recommendation), UI usability, content quality (currentness, sufficiency, relevance), and monetary cost were found to be key experience factors that determine the experience consequence, i.e., user satisfaction. In addition, in a supplementary analysis comparing domestic and global services, differences in user experience were found between the two groups in terms of functionality and content quality. The user experience model of MSS proposed in this study serves as a new foundation for theory-based research in this field and provides meaningful implications for the competitive landscape among music streaming service platforms and for their competitive strategies.

A Study for Interactive Web Application of User Experience Focus (사용자 경험 중심의 Interactive Web Application에 관한 연구)

  • Cho, Kyung-Mo
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.507-510
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    • 2009
  • 최근 인터넷쇼핑몰은 판매자 중심에서 구매자 중심으로 변화하고 있으며, 새로운 사용자 경험(User Experience)의 요구하고 있다. 본 논문에서는 웹 표준 및 접근성을 고려하여 사용성(Usability)과 효율성을 기반으로 상호작용하는 동적인 Web Application 기술을 적용하여 새로운 사용자 경험(User Experience)을 제공하고 전자상거래의 새로운 패러다임을 제시할 수 있는 사용자(구매자) 및 관리자(판매자)의 동적인 유저인터페이스(UI : User Interface)가 가능한 Web Application을 제언 하는 데에 그 목적이 있다.

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