• Title/Summary/Keyword: 플로우경험

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Flow and Internal Experiences of Korean High School Students in View of the Comparison between Public and Proprietary School (학교와 학원의 비교를 통해 본 청소년의 플로우 및 내적경험)

  • 김기옥;현은자;최인수;유현정
    • Journal of the Korean Home Economics Association
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    • v.42 no.4
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    • pp.127-142
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    • 2004
  • The Purpose of this study was to compare the school life of Korean high school students between Public and proprietary schools, especially focused on their internal experiences and flow. Internal experiences were composed of three dimensions: emotion, cognitive efficiency, and satisfaction. How was classified into four conditions: apathy, boredom, anxiety, and flow. The study results are: 1. Korean high school students felt more flow when they were in public school than in proprietary school,. In public school, they felt relatively more bored, and on the other hand, they were relatively more anxious in proprietary school. 2. Korean high school students felt more positive emotions when they were in public school than in proprietary school. 3. Korean high school students were more involved into study when they were in public school than in proprietary school. 4. Korean high school students were more satisfied when they were in public school than in proprietary school.

A Comparative Study on the Factors Affecting the Acceptance Intention for Mobile Ads.: Cases of Korea and U.S.A. (모바일 광고의 수용의도에 영향을 미치는 요인에 관한 비교 연구: 한국, 미국 중심으로)

  • Yoo, Sang-Jin;Lee, Dong-Man;Kim, Hyo-Jung
    • Information Systems Review
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    • v.8 no.3
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    • pp.135-152
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    • 2006
  • This study has been performed to analyze and identify some factors which has impact on the level of consumers' acceptance for the mobile ads. For better results and more reasonable generalization of the results, this study targets consumers in two such countries as Korea and U.S.A. This research investigates the determinants of consumer's acceptance for the mobile Ads. Based on TAM(Technology Acceptance Model) and Flow theory, our research adopts some factors for a theoretical model such as entertainment, information, irritation, credibility, flow experience, attitudes and acceptance intention. For examining an implied relationships by this research model, a survey was conducted by collecting research data from students and consumers of mobile ads in Korea, and U.S.A. This data was analyzed based on using AMOS, the structural equation modeling and a second-generation multi variant technique, and has gained distinct advantages over other technique.

Exploring Korean Collegians' Smartphone Game Behavior: Focusing on Conciseness, Perceived Ease of Use, Perceived Enjoyment, Flow, and Intent to Use (한국대학생의 스마트폰 게임 행위의 탐색: 간명성, 인지적 용이성, 인지적 즐거움, 플로우 및 이용의도를 중심으로)

  • Joo, Jihyuk
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.379-386
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    • 2016
  • This study explored Korean college students' smartphone game behavior for the pastime. Smartphone games have weakness that is not appropriate for playing the game because of small screen and non-sophisticated interface for operation. To defeat the disadvantage, the games employed minimalism like conciseness or simplicity. The study explored how conciseness influences perceived ease of use, perceived enjoyment, flow, and intent to use the game through PLS path modeling. We found that every hypothesis except a path, perceived ease of use to flow, proved significant. This result means that smartphone game design should consider the interface of users' convenience and user experience practically. Finally, based on the findings, suggestions for future studies were discussed.

An Overview of Workflow Management Systems (워크플로우관리시스템 개관)

  • 배혜림;김영호;강석호
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2001.10a
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    • pp.3-6
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    • 2001
  • 워크플로우관리시스템 (Workflow Management System, WFMS)은 기업의 비즈니스 프로세스를 컴퓨터화하고 이를 자동으로 실행해주는 소프트웨어이다. BPR 이후 계속된 기업의 프로세스에 대한 관심은 WFMS의 중요성을 부각시켜주었으며, 최근에는 ERP, CRM, EAI 등과 같은 기업 정보시스템의 핵심모듈로서 기존 시스템 통합의 필요성을 널리 인정받고 있다. 본 논문에서는 먼저 WFMS의 소개를 통해 WFMS의 이해를 돕고, 이를 토대로 그 필요성과 중요성을 설명하고자 한다. 또한, WFMS가 가지는 장점을 현재 국내외 워크플로우 시스템의 현황을 통해 살펴보고, 저자들의 다년간 연구, 개발 경험을 토대로 한 WFMS의 연구분야를 소개한다. 이를 통해, 앞으로 WFMS의 향후 전망과 정보시스템의 미래를 조망하는 것이 본 논문의 목표이다.

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An Exploratory Study Examining Users' Psychological Responses to Screen Speed in Virtual Reality Exergame (가상현실 운동게임의 화면 속도에 따른 사용자 반응)

  • Shin, Mincheol;Chung, Donghun
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.41-52
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    • 2020
  • This study aimed to address whether the varying degree of screen speed in the context of a Virtual reality exergame will interact with users' intrinsic motivation in influencing user perceptions. Results from our experiment (N = 40), showed that screen speed and intrinsic motivation have significantly interacted in influencing players' feeling of flow, attitude, and intention to replay the game (i.e., the 7km/h and 9km/h speeds have induced more favorable user perceptions than the 5km/h speed). Further implications of the findings are discussed.

Factors Affecting User Intention towards Metaverse Shopping: An Application of the S-O-R model (메타버스 쇼핑 이용 의도에 영향을 미치는 요인에 관한 연구: S-O-R 모델을 기반으로)

  • Yuting Chen;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.303-321
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    • 2023
  • Metaverse shopping has emerged as a new phenomenon in social commerce. This study aims to investigate the user experience of metaverse stores shopping based on the S-O-R model. The results of the study show that telepresence, entertainment, personalized recommendation, and social interaction have significant positive effects on flow experience and satisfaction in metaverse shopping. Additionally, satisfaction and flow experience are shown to have significant positive effects on user intentions. This study provides valuable implications for the design and management of metaverse stores to improve user experience and increase user intention.

A Study on the Influence of Entrepreneurship and Start-Up Competency on Entrepreneurial Satisfaction: Focusing on the Moderating Effect of Flow Experience (창업가정신, 창업역량이 창업만족도에 미치는 영향에 관한 연구: 플로우(Flow)경험의 조절효과를 중심으로)

  • Lee, Sang Hwa;Ha, Kyu Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.5
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    • pp.137-150
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    • 2015
  • This study investigated the influence of Entrepreneurship, Start-up Competency on Entrepreneurial Satisfaction and the moderating effect of Flow experience. The goal of this investigation is to empirically prove that despite the benefits of educational and financial support, mentoring and consulting which selected applicants received as a part of supporting business for start-up companies provided by national and local government and public organizations, there is a gap between individual entrepreneurs' satisfaction after actual foundation of the company. For the purpose of this investigation, data was collected through a survey with 320 entrepreneurs who were beneficiaries of government's supporting business for start-up companies and have founded their companies less than 5 years ago. For entrepreneurship variables, three factors of innovativeness, proactiveness and risk-taking were reviewed, and also reviewed the three variables network capability, market orientation and marketing capacity as Start-up competency. The collected data was used to perform a multiple regression analysis, and the moderating effect of flow experience was analysed using moderated regression analysis. The result of analysis shows that innovativeness, proactiveness and risk-taking of entrepreneurship positively affected the entrepreneurial satisfaction, and network capability, market orientation and marketing capability also positively affected the entrepreneurial satisfaction. As a result of analysing the moderating effect of flow experience, it appeared that there is a positive moderating effect between entrepreneurship, start-up competency, and the entrepreneurial satisfaction. This result concludes that evaluation items of entrepreneurship and start-up competency as applicant selecting criteria in supporting business for start-up companies, are valid. It is also concluded that start-up supports such as education, funds and consulting are also important, but it is necessary to make changes such as construction of start-up ecosystem and reinforcement of networking support, so that entrepreneurs can have the flow experience themselves in the process after founding a company.

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Flow and Brand Equity on the Internet Auction (인터넷 경매에서 플로우의 형성요인과 브랜드 자산에 미치는 영향)

  • Lee, Seung-Chang;Won, Jung-Jong;Lee, Ho-Geun
    • The Journal of Society for e-Business Studies
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    • v.13 no.2
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    • pp.56-82
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    • 2008
  • The topic on Flow is generating increased interests in e-commerce studies. Flow has been identified as a key component in e-commerce. Studies on Flow have so far focused on internet shopping mall, but scarcely looked at the Flow of Internet auction. The purpose of study is to find out which factors play a major role in building Flow on internet auction and how the built-up Flow affect Brand Equity. Therefore, the research model investigates what factors influence Flow. Furthermore, the research is designed to understand how the Flow influences Brand Equity. The antecedents of Flow classifies into three types such as personal (Challenge, Skill), IT characteristic, Internet Auction characteristic. The results of this empirical study shows that three characteristics significantly affected the flow:personal (Challenge), IT (information quality, system quality), and Internet Auction (interactivity). And also Flow has significant effect on the brand equity. This result indicates that customer's optimal experience is important to increase brand equity. That is, the flow is influenced by multi-dimensional factors and plays an important role in increasing brand equity. Finally, the finding of this study suggests that personal challenge, information quality, system quality, and interactivity should be enhanced preferentially.

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A Study on the Effect of Game Character Identification on Item Purchase and Game Play Intention (게임 속 캐릭터에 대한 동일시가 아이템 구매 및 게임 이용의도에 미치는 영향)

  • Lee, Won-jun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.41-50
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    • 2021
  • Character identification is illustrated in terms of game players' altered self-perception during gameplay. Research has shown that players' identification with game characters resulted in game players aligning their attitude with game character. This study investigates the relationships among control, ownership, character customization, identification, flow with game charater, and the impact on game players' behavior toward item purchase and play intention. Empirical results showed that character ownership and character customization significantly predicted use-character identification, but the impact of character control was not supported. In addition, the positive relationships between identification and flow was supported.

Impact of Online Banner Type on Willingness to Watch Movie (온라인배너타입이 영화관람의향에 미치는 영향 -애니메이션, 공포, SF액션 장르의 영화를 대상으로-)

  • Kim, Hyo-Jin;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.137-148
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    • 2016
  • The purpose of this study is to examine viewers' intentions to watch movies after viewing online banner advertisements of movies, and verify the mediation effect of flow and association to research how the interactivity of movie banner advertisements influences viewers. For the study, trailer and advergame banners for three genres of movies were made, and an online survey was conducted with 146 adults. As a result, based on 5 hypothesis tests, the study enables us to conclude that the interactivity of the advergame banners results in a higher viewer intention of watching movies compared to trailer banners by inducing a flow experience among banner users not an association experience.