• Title/Summary/Keyword: 인터넷 게임

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A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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The Exploratory Study of Children's Use of Smart Devices in Information Society (정보사회에서 어린이들의 스마트기기 이용생활에 대한 탐색적 연구 -초등학교 고학년을 중심으로-)

  • Han, Byoungrae;Gu, Jungmo
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.423-432
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    • 2014
  • With wide spread of smart devices, the use of children's smart devices were increased. We have performed an exploratory study about children's use of smart devices in the viewpoint of lives of children. The children was encouraged on the school centered learning by their parents. In this study, we wanted to explore the state of life of children's using of smart devices in the view of the children's life at the age of information society. The results show that there was a difference in children's using of smart devices between big and small city. This research shows that the students have the lack of the experiences of learning of desired usages and learning with devices. In the play with the non-electronic media, outside play was more than indoor play. Half of the answers at the amount of time to play the game and to watch the TV were "within an 1 hour". We know that the proportion of children's indoor play portion is more than outdoor play of it.

A System Design for Mobile Service of a 3D Marine Characters (3D 해양 캐릭터의 모바일 서비스를 위한 시스템 설계)

  • Gang, Gyeong-Heon;Kim, Byoung-Hun;Youn, Jae-Hong;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.536-540
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    • 2006
  • The interest in the service of 3D mobile contents becomes larger due to the technological advance of production and services of mobile contents and the appearance of the exclusive mobile phone for 3D game. Therefore, the researches about the efficient mobile services of large 3D contents are wanted in the circumstances of the narrow bandwidth and the burden of the connection charge of wireless mobile communications. In this paper, we suggest a strategy of caching for looking up and downloading the 3D marine characters efficiently and a system model for mobile service of 3D marine characters. The suggested system is designed for serving efficiently the high-quality 3D characters through the wireless mobile communications using the database on the 3D marine objects of cyber aquarium constructed for the services through the wired internet.

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The Influential Factors related to Internet Game Addiction among Male Middle School Students in Ulsan: Focusing on Learning Motivation, School Adjustment, Self-control, Self-esteem (일 지역 남자 중학생의 인터넷 게임중독성향의 영향 요인: 학습동기, 학교적응, 자기통제력, 자아존중감을 중심으로)

  • Koun, Nam-Suk;Lee, Ji-Hyun
    • Journal of the Korean Society of School Health
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    • v.26 no.1
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    • pp.13-25
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    • 2013
  • Purpose: This study is a descriptive correlation study to identify how factors such as motivation to learn, school adaptation, self-control, and self-esteem influence the degree of Internet game addiction and to provide basic data for nursing interventions for male middle school students. Methods: The subjects of this study were 418 male students in lst, 2nd and 3rd grade at three middle schools located in Ulsan. Data were collected from May 1, 2011 to May 31, 2011 and analyzed through descriptive statistical methods, such as the t-test, ANOVA, Sheffe's test, Pearson correlation coefficient and multiple regression analysis, via SPSS 18.0 program. The study's structured questionnaire was composed of 25 items of 'the Motivation to Learn Scale', 41 items of 'the School Adaptation Scale', 20 items of 'the Self-Control Scale', 10 items of 'the Self-esteem Scale', and 20 items of 'the Internet Game Addiction Scale'. Results: 163 students (39.0%) belonged to the non-addiction group while 255 students (61.0%) fell into the addiction risk group. The addiction risk group showed a higher degree of addiction than ones in the non-addiction group. The addiction risk group's average scores for motivation to learn, school adaptation, self-control, and self-esteem were lower than those of the non-addiction group. The statistically significant factors (p<.05) that increase the chance of addiction were grade, family atmosphere, self-control, trading of online game items, and the amount of time playing online games. Conclusion: On the basis of the findings of this study, it is suggested that; qualitative research on the routes of addiction be conducted to find out ways to prevent and nurse addicted students; considering the fact that the average age of Internet users is getting lower and lower, a study targeting primary school students be implemented; since the influences of the variables covered in this study turned out to be relatively low, other factors, especially environmental factors, should also be investigated.

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The Relationship between Risk of School Bullying Victimization and Risk of Internet Gaming Disorder in Adolescents: Focusing on Gender Differences (청소년들의 학교따돌림 피해 위험과 인터넷게임장애 위험의 연관성: 성별차이 중심으로)

  • Han, Hyunho;Yim, Hyeon Woo;Jo, Sun-Jin;Jeong, Hyunsuk;Kim, Eunjin;Son, Hye Jung
    • Journal of the Korean Society of School Health
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    • v.31 no.2
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    • pp.79-87
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    • 2018
  • Purpose: The purpose of this study was to investigate the relationship between the risk of school bullying victimization and the risk of Internet gaming disorder according to gender in adolescents. Methods: The data of 1,920 middle school students collected at the baseline of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence (iCURE) study were analyzed. For statistical analysis, $x^2$ test, t-test and stratified multiple logistic regression analysis were conducted using SAS 9.4. Results: The prevalence rate of Internet gaming disorder of middle school boys was greater than that of girls (Boys: 9.9%, Girls: 6.2%). The greater the risk of school bullying victimization, the greater both the risk of Internet gaming disorder and the average daily time spent on Internet gaming. In girls, the relationship between the experience of being bullied in school and Internet gaming disorder was not statistically significant. However, the boys who had been bullied in school were 3.2 times more vulnerable to the risk of Internet gaming disorder than those without such experience (95% CI: 1.135-8.779). Conclusions: When considering interventions for Internet gaming disorder for adolescents, bullying victimization should be taken into account as well. Particularly, relieving stress related to bullying victimization can be important for boys with Internet gaming disorder.

Improving Customer Satisfaction Management using the Satisfied Customer Segmentation based on Latent Class Analysis (Latent Class Analysis 기반의 만족 고객 세분화를 이용한 고객만족경영 향상 방안)

  • Song, Ki-Jeong;Seo, Kwang-Kyu;Ahn, Beum-Jun
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.386-394
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    • 2011
  • Recently it is difficult to draw an improvement for customer satisfaction because the ratio of satisfied customers increases in customer satisfaction survey. In addition, the effectiveness of practical application of customer satisfaction survey decreases due to its constitution limitation on its data analysis. In order to solve these problems, it is necessary to develop a novel research to identify the strategy meanings and find dissatisfied factors of satisfied customers using the satisfied customers' reclassification. This study focuses on the satisfied customer segmentation based on Latent Class Analysis (LCA). The case study with high-speed internet service customers show that the satisfied customers are divided into three subgroups using LCA and we draw meaning results such as satisfaction and dissatisfaction factors through analyzing each group. This study is expected to play the role as the groundwork for the revitalization of customer satisfaction survey as well as improving customer satisfaction management.

A Study on utilization of 3-Dimension GIS for Disaster Prevention on Urban Safety and Disaster Paradigm (도시안전패러다임을 고려한 방재분야 3차원 공간정보 활용방안 연구)

  • Park, Young-Jin;Yeon, Kyung-Hwan
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2008.10a
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    • pp.136-141
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    • 2008
  • The rapid development of the information technology has passed over the implementation of the virtual reality. It is realizing information services that are form of the globalization, based on the Internet. In addition, the effort to apply IT to public administration for public services has been made. The remarkable development of computer hardware has overcome the limit of the information distribution and emerged for practical use in various fields such as public institution, underground facilities management, tourism industry development etc. However, the practical use of Virtual Reality with Three-Dimensional GIS on disaster management by Korea National Emergency Management Agency is very much low. Therefore, this studies focus on how to use 3-Dimensional GIS for the purpose of fire disaster prevention. The studies also discussed, through understanding of the limitations of 2-Dimensional GIS, the establishment of basis for fire prevention technology development and its utilization among those ubiquitous city paradigms, which have become so much issues these days.

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Ubiquitous in Corrugating Factory (골판지제조공장의 새로운 패러다임(1))

  • 전재영
    • Corrugated packaging logistics
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    • no.62
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    • pp.55-64
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    • 2005
  • 1856년 7월7일 영국에서 에드워드 찰스 힐리 와 에드워드 엘리스 알렌(Edward Charles Healey & Edward Ellis Allen)에 의해 골판지가 처음 발명되었고, 15년후인 1871년12월19일에 현재의 골판지상자 형태의 특허가 미국의 알버트. L. 존스(Albert. L.Jones)에게 취득된지 130여년이상이 지난 이 시대에는 실로 다양한 분야에서 골판지를 사용하고 있지만, 주 사용분야는 포장산업의 분야이다. 과거에는 포장의 주목적은 첫째 포장 내용물(상품)의 보호 둘째 상품의 운송과 적재 및 취급의 편리성 셋째 상품 구매동기 유발의 순서이었으나 최근에는 첫째와 둘째의 목적은 필수불가결한 것이고 세번째의 상품 구매동기 유발의 목적에 더 큰 비중이 있는 추세이다. 따라서 포장재의 규격은 생산자의 입장에서는 보다 단순해지고 규격화 되는 것이 생산코스트의 절감과 생산성향상의 지름길이지만(그러나 더욱 복잡해지고 비규격화 되는 것이 제품 부가가치가 더 높을 수도 있기 때문에 여기에는 보다 신중한 판단이 필요하다.) 각종 통신기술, 인터넷과 I.T산업의 발달과 더불어 소비자가 언제라도 상품의 다양한 정보에 쉽게 접할 수있는 이 시대에는 다양한 소비계층의 NEED를 모두 만족시켜 줄려고 하는 상품 개발자의 제품설계 및 개발과 판매전략에 의해 더욱 더 상품은 다양해지고 있다.(필자의 판단으로는 앞으로 보다 더 다양해지고 복잡해지고 있는 추세이다.) 즉 다시말하면 이러한 다양한 형태의 포장재의 변화를 수용하여, 가장 높은 가격경쟁력으로, 적시에 가장빠르게 생산하여 공급할 수있는 능력을 갖춘 포장재 제조업자만이 미래에는 적자생존 할 수있다는 결론이다. 더욱이 우리나라의 현실은 대한민국 골판지 포장산업의 특성상 세계적으로 유래가 없는 적은 판매마진(과도한 출혈경쟁으로 인함)으로 인하여, 생산설비만 계속 증설하여 생산량과 규모에 의한 경제성 만으로 수치채산성을 맞추는 형태로 발전하여 왔기 때문에, 각 골판지 생산공장의 수익성은 악화일로로 치닫고 있는 실정이다. 즉 아주 적은 규모의 공장이나 아니면 많은 자금력을 이용한 대형공장만이 수익성을 유지하고 있는 것처럼 보인다.(지금과 같이 시장의 성장이 없는 골판지시징에서 시장의 총규모는 정해진 상태이고, 여기에서 서로 나눠 가지는 형태이므로, 최악의 경우는 어느 한쪽만이 살아 남는 제로섬 게임이 될 수 있으므로, 실제로는 가장 적정한 규모의 공장이 가장수익성이 높다.) 여기에서 필자는 이러한 위기에 처해 있는 우리나라 골판지산업의 생산공장에서 생산성을 저하시켜 제조원가를 높이는 요인들을 살펴보고, 이 요인들 중에서 주된 요인중의 하나인 소로트오다가 더욱 더 많아지고 있는 현실과 다가오는 미래의 상황에 대비해 골판지 공장의 완전자동화(Ubiquitous in Corrugating Factory)에 대비한 가장 효율적인 소로트생산 운영방법에 대해서 집중적으로 이야기 해보고자 한다.

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A WWW Images Automatic Annotation Based On Multi-cues Integration (멀티-큐 통합을 기반으로 WWW 영상의 자동 주석)

  • Shin, Seong-Yoon;Moon, Hyung-Yoon;Rhee, Yang-Won
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.79-86
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    • 2008
  • As the rapid development of the Internet, the embedded images in HTML web pages nowadays become predominant. For its amazing function in describing the content and attracting attention, images become substantially important in web pages. All these images consist a considerable database. What's more, the semantic meanings of images are well presented by the surrounding text and links. But only a small minority of these images have precise assigned keyphrases. and manually assigning keyphrases to existing images is very laborious. Therefore it is highly desirable to automate the keyphrases extraction process. In this paper, we first introduce WWW image annotation methods, based on low level features, page tags, overall word frequency and local word frequency. Then we put forward our method of multi-cues integration image annotation. Also, show multi-cue image annotation method is more superior than other method through an experiment.

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Location-based Services to Support Using Mobile Android Hiking Application "배낭메Go" (위치정보검색 기반의 '배낭메Go' Application 개발에 관한 연구)

  • Park, Sang Hyun;Kim, Kyung Hoon;Sim, Seung Bo;Park, Se Hee;Moon, Songchul
    • Journal of Service Research and Studies
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    • v.2 no.2
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    • pp.81-90
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    • 2012
  • Hardware technology will be widen the area of involvement. If the smart phone capabilities by the pc, PC-free areas will have much higher utilization of smartphones. even subway or bus. and You also enjoy the game and information that you want to connect to the Internet. Because of the advantages of these smartphones, the world market has become more spread by the phone. In the recently, You need to boot your PC or notebook. In this project, using the GPS feature, and Android hiker safety and convenience applications for the purpose. Consumer-friendly via search for the mobile devices around the mountain and near by mountain. and we may be able to help the trail more easily research and develope that were using.

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