• Title/Summary/Keyword: 체험요소

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A Study of the Influence of The Interesting Elements of Public Welfare Games on the User's Game Experience - Focused on 'Mountaineering LightsUp' (공익성게임의 재미요소가 유저의 게임체험에 미치는 영향 분석 - <등산행동(燈山行动)>사례를 중심으로)

  • Jeon, Wan-Sin;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.323-329
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    • 2021
  • Based on the research of the Public Welfare Games 'Mountaineering LightsUp', which is the main theme of helping the disadvantaged in society, this study uses the questionnaire method to obtain user data, and collects the data by using AMOS analysis for the effect of game interest elements on the experience of players. The results showed that the interesting elements (goal, obstacles, sense of belonging, atmosphere, story, information, and player to player communication) of the game were positively influenced by the experience of the game. And the questionnaire showed that the game still had problems such as playing simple, difficulty, lack of popularity, lack of feedback, and lack of storytelling. This paper also puts forward some proposals for these deficiencies. In future research, the research sample will be expanded, the research content will be improved, and the future Public Welfare Games will be designed and developed.

마케팅의 새로운 화두 ‘체험과경험’

  • Hwang, Bu-Yeong
    • Digital Contents
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    • no.6 s.157
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    • pp.114-117
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    • 2006
  • 현대마케팅의 특징을 규정짓는 요소는 무엇일까. 최근마케팅의 가장 큰 화두는 무엇일까. 약간의 과장을 보탠다면 ‘브랜드’와 ‘정보화’의 두요소가 모든 마케팅을 규정 짓는다고 할 수있다. 정보의 교환과 소통이 인터넷이라는 혁명적인 도구를 이용해 활발해졌고, 그러한 환경변화는 마케팅의 중심에 있는 브랜드를 육성하는 방법까지도 변화시켰다. 브랜드를 제대로 육성하기 위해서는 상투적인 마케팅 수단을 벗어나 새롭게 발전된 개념에 대한 이해가 필수적이라고 주장하는 이들이 힘을 얻고 있다. 특히‘ 체험마케팅(Experiential Marketing)’과‘ 브랜드화 된 고객 경험(Branded Customer Experience)’이란 개념이 마케팅의 새로운 틀로 부각되고있다.

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The Moderating effects of clothing consumers' regulatory focus on the relationship between shopping experience and impulsive buying (쇼핑체험과 충동구매간 관계에서 의류 구매자의 조절초점 역할에 관한 연구)

  • Suh, Yong-Han
    • Management & Information Systems Review
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    • v.32 no.2
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    • pp.237-257
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    • 2013
  • As there is impulsive buying that is pervasive phenomenon in the clothing consumption area, many academics and practitioners have been interested in it. Although prior studies have provided useful insights for understanding and predicting consumers' impulsive behavior, the findings do not clearly explain why different consumers influence impulsive behavior differently even when presented with the same shopping environment. Regulatory focus theory (Higgins, 1987, 1997, 2001) provides an insight for better understanding of consumers' impulsive responses to the elements of shopping experience. Thus, the purpose of our research was to understand the effect of consumers' regulatory focus (i.e., promotion focused vs. prevention focused) on their shopping experiences and impulsive behavior. A total of 157 data collected from female consumers lived in Ulsan and Pusan was used for this study. The results were as follows: First, sensitive experience and emotional experience have significantly positive effects on impulsive buying, but rational experience does significantly negatively effects on it. Second, to test the moderating effects of consumers' regulatory focus, responses were divided into two groups including promotion-focused group (n = 91) and prevention-focused group (n = 66) based on the relative strength of one type of their regulatory focus, which was introduced by Higgins (2001). Multiple regression analysis (independent variables: shopping experience, dependant variable: impulsive buying) was run within each group. The results showed that for the promotion-focused group, sensitive and emotional experience have significantly positive effects on impulsive buying. For prevention focused group, sensitive experience has significantly positive effects on impulsive buying and rational experience does significantly negatively effects on it. Chow's and Fisher's z-test were confirmed that the relationship between shopping experience and impulsive buying behavior was significantly different depending on consumers' regulatory focus.

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A Study on the Development of User Centered Smart City Experience Scenario - Using Local Spatial Information and the Persona Model (스마트시티 사용자 체험 시나리오 도출 연구 지역공간정보 및 페르소나 모델을 활용하여)

  • Kim, So-Yeon;An, Se-Yun
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.333-341
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    • 2018
  • Recently, there has been a growing interest in user-centered smart city services. This study examines the spatial information type to derive a smart city service scenario through space - based communication and aims to establish a direction for user - centered experience factor scenario. The results of this study are meaningful for presenting basic data to suggest a space scenario where citizens can experience smart city as walking map and experience route applicable to future smart city test bed. In particular, we simulated the walking scenarios in the smart city test bed through Walking Map, which is tested the service direction based on user requirements. Through this study, we confirmed that smart city service through existing infrastructure can be used multipurpose. The spatial information and the experience factor linkage model and the walking map through the persona model presented in this study can be utilized as a preliminary scenario applicable to the future smart city test bed.

Development and Validation of the Positive Psychology Experience Inventory in Mathematics (수학 학습과 관련한 고등학생들의 긍정심리분석 및 측정도구 개발)

  • Hong, Jin-Kon;Kim, Tae-Kuk
    • Journal of Educational Research in Mathematics
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    • v.22 no.1
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    • pp.69-99
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    • 2012
  • This study aims to develop a highly-reliable inventory for measuring and analyzing the positive psychological experience in math learning. A measurement result provides meaningful information on the strength of students. Elements of positive psychological experience in math learning were extracted by the extensive research on the literature. The result was verified through the open survey. Through this process, the first preliminary questionnaire of 106 items was released, and was revised into the second one of 66 items through a continuous investigation on reliability and validity. Finally, a measurement inventory with 65 questions for testing 'positive psychological experience in math learning' was established.

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Market Structure Analysis of Drone Experience Pavilion (드론 체험관의 시장 구조 분석)

  • Kwon, Young-Il
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.301-302
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    • 2019
  • 드론산업은 항공 SW 통신 센서 소재 등 연관 산업이 융합된 차세대 전략산업이며, 다양한 비즈니스 모델 창출이 가능한 특징이 있다. 특히, 드론 체험관산업은 다양한 수요에 대응한 IT 센서 등 융 복합이 요구되는 융합의 특징을 지닌다. 드론 체험관 구성을 위해서는 드론제어/운영 SW, 배터리, 센서 융합기술이 필요하다. 시장구조분석은 마이클 포터의 5가지 산업구조 분석요소를 사용하여 분석하였다.

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Analysis on Theme Park Using Experiential Marketing and Sponsorship Marketing : The case of Kidzania (체험마케팅과 스폰서십마케팅을 활용한 테마파크의 운영 분석 : 직업체험 테마파크 키자니아 사례를 중심으로)

  • Kwag, Kyoung-Hee
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.432-445
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    • 2012
  • Company cooperates with amusement parks to do experience marketing for it's product and service. Company can reduce risk from marketing failure and amusement park can get economic support from company. So sponsorship between company and amusement park is 'win-win' relationship. This relationship finally makes new paradigm of amusement park industry, named 'Kidzania'. This research analyzes experience zone of 'Kidzania' using 'experience economy' by Pine II, B. Joseph and Gillmore, James H. I'll find sponsorship management of this amusement park and make a proposal that how to maximize the effect of amusement park.

Motion-based Remote Control for the Contents of Experiences (동작기반의 체험형 리모트 콘트롤)

  • Jung, Jae-Hoon;Hwang, In-Wook;Lee, In;Lee, Chae-Hyun;Park, Gun-Hyuk;Hwang, Jane;Choi, Seung-Moon;Kim, Jounghyun Gerard
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.115-122
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    • 2007
  • 이 논문에서는 동작기반 체험형 리모트 콘트롤러가 사용자와 상호작용을 하기 위해 갖춰야 할 기본적인 요소가 무엇인지 설명하고 체험형 리모트 콘트롤러의 동작 정보를 처리하는 시스템의 구성을 제안한다. 동작기반의 체험형 리모트 컨트롤러는 블루투스로 서버와 양방향 통신을 하게 되며 가속도 센서가 장착되어 기존의 버튼입력 기반의 리모트 컨트롤러와는 달리 동작을 이용한 입력을 할 수 있고 사용자에게 진동모터를 통한 촉감 피드백을 전해주어 사용자의 몰입감을 증가시킬 수 있도록 하였다. 가속도 센서를 이용한 동작 인식을 위해서는 두 가지 알고리즘이 개발되어 적용되었다. 동작기반의 체험형 리모트 컨트롤은 논문에 제시된 예 이외에도 기존의 버튼 기반으로 만들어진 응용프로그램에 쉽게 적용시킬 수 있으며 특히 엔터테인먼트 분야에서 사용자의 흥미와 몰입감을 더해주기 위해 사용될 것으로 기대된다.

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Development of an Arduino programming experience program for free semester students (자유학기제 학생을 대상으로 한 아두이노 프로그래밍 체험 프로그램 개발 사례)

  • Lee, Eun-Sang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.447-450
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    • 2021
  • 이 연구의 목적은 자유학기제 학생을 대상으로 한 아두이노 프로그래밍 체험 프로그램의 개발 사례를 제시하는데 있다. 이를 위해 연구자는 Lee(2020)의 저비용 마이크로컨트롤러 적용 교수학습 모형에 기반하여 아두이노 프로그래밍 체험 프로그래밍 2종을 개발하였다. 이 연구의 결론은 다음과 같다. 첫째, 개발된 프로그램은 '아두이노 음악 연주 프로그램'과 '아두이노 자동차 만들기 프로그램'이다. 둘째, 개발된 프로그램은 각각 7개와 8개의 하위 모듈로 구성되어 있으며, 참여 중학교의 여건에 따라 전부 또는 일부를 선택하여 적용할 수 있다. 셋째, 개발된 프로그램을 통해 프로그램 참여 중학생들은 매크로, 반복문, 배열, 함수 등의 C 프로그래밍 내용 요소를 체험할 수 있었다. 개발된 프로그램은 자유학기제 학생들을 대상으로 짧은 시간내에 프로그래밍을 온라인 환경하에서 체험시켰다는 점에서 의의가 있다. 향후 연구에서는 보다 검증된 설문지와 구체적인 실험 설계를 바탕으로 본 개발 프로그램의 교육 효과를 검증해 볼 필요가 있을 것이다.

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A Geographical Study on the Spiritual Therapeutic Landscape: From a Perspective of Catholic Sacred Places in Korea (영적 치유의 경관에 관한 지리학적 고찰: 한국 천주교 순례지를 중심으로)

  • Park, Sookyung
    • Journal of the Korean Geographical Society
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    • v.51 no.1
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    • pp.143-166
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    • 2016
  • This study aims to consider spiritual therapeutic landscapes thought the case of catholic sacred places in Korea. The catholic sacred places, which have been a series of persecution, are distributed in 300 all over the country and can be divided into a formational type, a selective type, and a participatory type. In the formational type, the catholic sculptures are scattered here and there; but it seems that there are limits somewhat to feel the emotional stability and the experience of caring by God. Because the formational type is deserted or is built up in unnoticeable urban areas. The religious factors, for example, museums, special pray, Station of the Cross, Rosary way, statues of the Virgin Mary, catholic sculptures, etc. in the selective type are placed in the corners of the catholic sacred places to provide the opportunity of holy experience to pilgrims. But the level and the intensity of healing depends on the matter as to how much pilgrims experience religious factors voluntarily. Lastly, the participatory type means the experience of various religious factors following scheduled programs. The experience is for the group of pilgrims, not a person; and the human relationship via the religious experience spiritualizes the network of interest towards other participants. Furthermore, the spiritualized open mind towards other people becomes the power that can arrive at the emotional stability, the relief of stress, and the in-depth and authentic healing. Ultimately, the spiritual healing through religious factors is to realize human finitude and dedicate one's own self to God; in addition, the spiritual therapeutic landscapes are the place that can carry out such a spiritual ritual without any restraint.

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