• Title/Summary/Keyword: 지각된 즐거움

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Effect of Mobile Game Use Amount on the Satisfaction Level and Game Commitment(flow) (모바일 게임 이용량이 게임 만족도와 몰입에 미치는 영향)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.31-40
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    • 2015
  • In this study, the effect of amount of use of mobile game (time of use, consumption cost) on the perceived satisfaction level (perceived enjoyment, service quality, and price) of game and commitment is to be observed. If the amount of game use is high, are the satisfaction level and commitment of game high as well? Is there any factor of negative effect on game commitment? As a result of study, among the mobile game use behaviors subjected in this study, higher the amount of use and consumption cost, more the level of satisfaction level and commitment on game. This study is to verify and analyze the high level of perceived satisfaction and commitment on mobile game by users with high amount of use to expand and to discuss the base of study of heavy mobile game user and heavy digital game user.

A Study on The Influencing Factors of Purchase Intention for Smart Mountaineering Garments : An Extended Technology Acceptance Model (스마트 등산복에 대한 구매의도와 영향요인 분석 : 확장된 기술수용모형(TAM)을 바탕으로)

  • Park, Jaemin;Lee, Jung-Soo
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.261-275
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    • 2012
  • An increasing number of mountaineers are recently creating diverse consumer needs for mountaineering garments, thereby leading to a production of smart mountaineering garments with diverse-functions. Smart mountaineering garments are increasingly adding to comfort and safety, boosting their market size. This study researched on the Technology Acceptance Model (TAM) to examine factors that influence the intention of consumers to purchase buy mountaineering garments. For that purpose, 641 people aged 20-61 years who experienced in mountaineering were surveyed online. An extended TAM was designed by adding new variables such as fashion involvement and garment involvement associated with the characteristics of clothing products to the variables such as self-efficacy sense, technological innovativeness, perceived enjoyment. The findings of the study suggested that self-efficacy sense influenced perceived usefulness, perceived easiness of use, and perceived enjoyment, while garment involvement and fashion involvement influenced the perceived easiness of use and the perceived usefulness, respectively. Also, the perceived easiness of use influenced perceived usefulness and perceived enjoyment, while the perceived usefulness and perceived enjoyment directly influenced the intention of purchase. Based on the findings of this research, this study seeks to determine factors variables of smart garments purchase intention, and to explore measures to enhance such purchase intention, thereby offering working implications for developing smart mountaineering garments.

A Study on the intentions of early users of metaverse platforms using the Technology Acceptance Model (기술수용모델을 활용한 메타버스 플랫폼 초기 이용자들의 이용 의도에 관한 연구)

  • Park, Sunkyung;Kang, Yoon Ji
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.275-285
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    • 2021
  • The purpose of this study is to empirically identify the process of technology acceptance of the metaverse, a virtual world-based platform that has attracted attention due to the 4th industrial revolution and the COVID-19 pandemic. The technology acceptance model (TAM) was used to identify factors affecting the use of the metaverse platforms and to analyze the causal relationship among these factors. For research, a survey was conducted on ordinary adult men and women and was analyzed using a structural equation model. The study found that perceived pleasure, interactivity, self-efficacy, and social influence had a positive effect on perceived ease-of-use. Interactivity and social influence had a statistically significant effect on perceived usefulness. The relationship between perceived ease-of-use and perceived usefulness was not statistically significant, but both perceived ease-of-use and perceived usefulness had a significant effect on positively forming attitudes toward metaverse. Lastly, favorable attitudes toward the metaverse platform had a positive effect on the intention to continue using it. Through this study, it was possible to identify the factors affecting the intention to use the metaverse and to confirm the causal relationship between the factors. A deeper understanding of users may be obtained in future if the research subject can be expanded and investigated with various factors.

Mobile Augmented Reality for Teaching Bar Placing (철근 배근 교육을 위한 증강현실 컨텐츠 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.18 no.5
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    • pp.471-477
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    • 2018
  • The purpose of this study is to develop an mobile augmented reality for students to learn bar placing work, which is increasingly utilized in the construction field. In order to improve the understanding of the structural drawing, a structural drawing is used as a marker image, and an augmented reality is realized by superimposing a virtual 3D bar placing model that is placed according to the structural drawing on the screen. In addition to the 3D modeling, the contents are developed so as to help students to learn the interpretation method of 2D drawings, the development and splices of reinforcing steel, bar fabricating practice according to KCI structural concrete design code, and the process of bar placing. The results show that the augmented reality is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. The augmented reality is worth to be introduced because it has advantages of visualization and interaction in terms of education.

An Empirical Study on the Use Intention to Sharing Economy Services : Focusing on Price Sensitivity, Reliability and Technology Acceptance Model (공유경제 서비스 이용의도에 관한 실증연구 : 가격민감성·신뢰성과 기술수용모형을 중심으로)

  • Lee, Jung-Soo;Jeon, Hee-Sung;Jeong, Myoung-Sun
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.57-72
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    • 2016
  • Sharing economy services are expanding, as the efficiency of the resources is enhanced by sharing the resources of the individual consumers and also the direction of consumption is changed to fulfill needs of individual. Therefore, this paper develops the empirical analysis model by considering the features of sharing economy services, and conducts study by utilizing the extended TAM by adding price sensitivity, reliability and perceived enjoyment to TAM in order to analyze the factors that affect the use intention of sharing economy services and to reflect the distinctiveness of sharing economy services. The results of the analysis showed that price sensitivity, self-efficacy, technology innovation, reliability, perceived usefulness, perceived ease of use, perceived enjoyment and use intention are affected in different ways. This study is able to provide clear understanding for use intention of sharing economy services, also implications for expanded use intention to the consumers.

Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.2
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    • pp.219-228
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    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

The Effect of Brand Experience in the Metaverse on Consumers' Pleasure and Behavioral Intention (메타버스에서의 패션 브랜드 경험이 소비자의 즐거움 지각과 행동의도에 미치는 영향)

  • Shinyoung Park;Su-yun Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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    • pp.82-93
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    • 2024
  • This study confirms how brand experiences perceived by consumers in the metaverse affect their pleasure and behavioral intentions (intention to use the platform, and purchase the virtual product). The results of this study are as follows. First, consumers have sensory, affective, behavioral, and intellectual experiences while interacting with fashion brands in the virtual space of the metaverse. Second, in the metaverse, consumers experience pleasure when they have various brand experiences including those mentioned above. Third, the pleasure gained through consumers' brand experiences has a positive effect on their behavioral intentions, including their intentions to use the platform and purchase the virtual product in the metaverse. This study is academically meaningful in strengthening brand experience-related research and expanding into the metaverse context through empirically verifying the influence of consumers' brand experiences on pleasure in the metaverse. Also, related fashion companies will be able to use the results of this study to strategically create consumers' sensory, affective, behavioral, and intellectual experiences to elicit pleasant emotions from consumers in the virtual space of the metaverse.

The Impact of Consumer's Psychological Attachment and Enjoyment, Trust on Satisfaction and Attitude toward On-Demand O2O(Online to Offline) Service (온디맨드 O2O(Online to Offline)서비스에 대한 소비자의 심리적 애착과 즐거움 및 신뢰성이 서비스만족도와 태도에 미치는 영향)

  • Lee, Yun-Sun
    • Journal of Convergence for Information Technology
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    • v.8 no.6
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    • pp.399-407
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    • 2018
  • This study examines the psychological factors of consumers to On-Demand O2O service which is different from the previous study on O2O service. To investigate the relative influence of consumer's psychological attachment of On-Demand O2O service, enjoyment, and trust on consumer's satisfaction and attitude, I conducted qualitative and quantitative surveys to investigate consumers' perception. Through the quantitative survey on 152 participants, the study shows that the consumer's psychological attachment to the service has the greatest influence on the attitude toward On-Demand O2O service and the trust has the highest effect on satisfaction with service. This study is meaningful in that the consumer's psychological factors to the O2O service is examined from the consumer's point of view. This study suggests that the consumer's attachment and trust should be considered primarily to expand the On-Demand O2O service.

Influence of Serendipity caused by Interaction towards User Experience in Mobile Application (모바일 애플리케이션에서 인터랙션으로 인한 세렌디피티가 사용자 경험에 미치는 영향)

  • Cho, In-Seong;Seo, Ji-Hee;Lee, Minju;Hur, So-Im;Lee, Yoon-Ji;Lee, Hyoseon
    • Science of Emotion and Sensibility
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    • v.18 no.4
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    • pp.59-74
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    • 2015
  • When product or service provides unexpectedness the user would be satisfied, and lately some mobile applications and web services provide those unexpectedness. However, unexpectedness itself can make negative effects such as decrease of the ease of use, still studies about mobile application are focused on satisfaction from the usability. Therefore, we would study experimentally user experience changes caused by unexpectedness using serendipity in mobile application UX, and observe how those changes to affect to user satisfaction. In other words, we observed the relationship between factors such as the unexpectedness caused by interactions of mobile application, the serendipity provided game, perceived newness, perceived ease of use, perceived usability, and satisfaction. As a result, the serendipity has positive effect to the perceived newness and negative effect to the perceived ease of use, and perceived newness and perceived ease of use affect to perceived usability positively, and all three factors are have positive effects to the use satisfaction.

The Effects of Users' Motivation on their Perception to Trading Systems of Online Game Items (온라인 게임 아이템의 거래 방식이 사용자의 재미와 유용성에 주는 영향에 관한 실증적 연구)

  • Lee, Ki-Ho;Choi, Bo-Ruem;Lee, In-Seong;Jung, Seung-Ki;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.8-15
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    • 2007
  • 최근 온라인 게임 시장이 급속하게 성장하고 있다. 온라인 게임은 컴퓨터 게임의 장르 중에 상당히 큰 비중을 차지하고 있으며, 많은 사용자들은 온라인 게임을 매일 즐기고 있다. 온라인 게임 시장이 커지면서, 온라인 게임 아이템의 거래 시장 역시 성장하고 있으며, 온라인 게임 아이템은 게임 안에서 거래가 이루어질 뿐만 아니라 게임 밖에서도 실제 화폐를 통해 거래되고 있다. 게임 아이템에 대한 경매 사이트가 국내뿐만 아니라 외국에도 존재하여 활발히 거래가 이루어 지고 있으며, 2004년에는 게임 아이템의 구매를 위해서 최대 8억 8000만 달러에 이르는 실제 화폐가 지불될 정도로 게임 아이템의 거래 시장은 거대하다. 이렇게 규모가 커진 게임 아이템 거래 시장은 학술적으로, 실용적으로 많은 중요성을 갖는다. 그러나 온라인 게임 아이템 거래에 대한 실증적인 연구는 많지 않다. 몇몇 온라인 게임 아이템 거래에 대한 연구는 게임 아이템의 권리를 중심으로 연구가 되었으며, 게임에 대한 많은 연구는 게임 아이템보다는 몬스터와 싸우는 것이나 게임 캐릭터를 만드는 것과 같은 게임 플레잉 설계에 집중하고 있다. 또한 전자 상거래 분야에서는 사용자들이 거래를 통해 최대한의 이윤을 얻기 위할 것이라는, 즉 외적 동기를 가지고 있을 것이라는 가정을 바탕으로 거래의 효율성과 거래 비용에 초점을 맞추어 연구가 진행되었다. 그러나 온라인 게임 아이템은 실용적인 성격뿐만 아니라 유희적 성격을 가지고 있기 때문에 온라인 게임 아이템 거래에서 사용자는 외적 동기뿐만 아니라 내적 동기도 함께 가지게 된다. 본 연구는 거래 비용이론과 몰입, 그리고 재미와 관련된 이론을 바탕으로, 온라인 게임 아이템의 거래 방식이 사용자의 지각된 재미와 사용자가 느끼는 거래비용에 미치는 영향을 실험 방법론을 통해 실증적으로 검증하였다. 본 연구의 결과, 거래에서 내적 동기를 가진 사용자는 게임 아이템 거래 의도에 지각된 재미가 거래 비용에 비해 더 많은 영향을 미쳤으며, 외적 동기를 가진 사용자는 게임 아이템 거래 의도에 지각된 거래비용이 지각된 재미에 비해 더 많은 영향을 미쳤다. 본 연구의 결과는 과거 대부분의 관련 연구가 거래 방법의 유용성만을 강조해왔던 것과는 달리, 거래 자체의 재미와 즐거움, 그리고 거래에 대한 몰입 등의 감성적 측면을 고려함으로써 거래 비용 이론을 확장했다는 데 이론적 의의가 있을 것이다. 또한 실용적 측면에서 게임 아이템 거래 방식을 어떻게 설정해야 사용자들에게 유용성과 더불어 재미를 제공해 줄 수 있는지에 대한 실질적인 가이드라인을 제시할 수 있을 것이다.

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