• Title/Summary/Keyword: Adventure

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A Cognitive Scale Development and Psychological Model Verification of the Pursuit of Adventure Leisure Activities (모험적 여가활동의 인지 차원 척도 개발과 모형검증)

  • Kwak, Jae-Hyun;Hong, Kyung-Wan
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.513-525
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    • 2018
  • The purpose of this study is to explore the experience of participants in the adventurous leisure activities and to examine the structural relations of the cognitive experience, the emotional experience and adherence intention. Robust quantitative measures were developed from rich qualitative data. The five dimensions selected from two preliminary tests were being away, technical enhancement, fascination with nature, challenge, and interpersonal trust. The cognitive dimensions have a significant effect on the emotional arousal - pleasure dimension. Our study also shows a positive causal relationship between emotional experience and adherence intention. Implications of this study include 1) a developed questionnaire for measuring the cognitive experience dimension of adventure leisure and establishing a foundation for future research, and 2) an identified psychological model among cognitive, emotion, and intention. We offer opportunities to better understand the psychological factors that motivate participation in adventure leisure.

Development of Adventure-Game style Program for Figure Learning (도형 학습을 위한 어드벤처 게임형 학습 프로그램 개발)

  • Lee, Jae-Mu;Kim, Min-Hee
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.33-42
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    • 2006
  • This study is aimed to develop adventure-game style learning program for offering different levels curriculum in mathematics and figure areas in elementary schools. The 7th mathematics curriculum introduced different levels curriculum considering learners' ability, aptitude, requirement, interest so that it could improve learners' growth potential and educational efficiency. But in reality, it is quite difficult to increase educational efficiency by conducting individual learning classes according to students' ability due to the big differences among students' levels in addition to high population in each classroom. The purpose of this study is to offer different levels curriculum based on van Hiele theory and develop adventure-game style learning program to increase interests of the learners. This program can improve students' academic achievement by offering differentiated curriculums to learners who need advanced or supplementary learning materials. And it also enhances leaners' spatial-perceptual ability by offering various operating activities in figures learning.

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Sensation Seeking Tendency and Shopping Orientation affect on Preferred Fashion Style of Female College Students (여대생의 감각추구 및 쇼핑성향에 따른 패션스타일 선호도)

  • Park, Hyun-Jeong;Na, Young-Joo
    • Fashion & Textile Research Journal
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    • v.5 no.5
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    • pp.495-502
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    • 2003
  • This study aims to investigate the relationships among sensation seeking tendency and shopping orientation and the preferences of fashion styles of female college students. The sensation seeking was found related with shopping orientation, and style preference. 'Seeking change' tendency and 'seeking unusual sensation' are related to 'hedonic shopping orientation', while 'seeking adventure/satisfying curiosity' is related to 'impulsive shopping orientation'. As 'seeking adventure/satisfying curiosity' increased, the preference of 'vivid character style' increased. The cross-effect of seeking sensation and shopping orientation affected style preference. Allowance and residential location affected the seeking sensation, shopping orientation and preference styles, while monthly spending on clothing and residential type affected shopping orientation only. The students with large allowance showed high 'seeking adventure/satisfying curiosity', high 'brand loyalty and impulsive' shopping orientation, and high preference in 'accessory and conspicuous style'. The students residing in Inchon showed high 'seeking unusual sensation', and 'practical shopping orientation', and low 'accessory and conspicuous style' than Seoul students.

An Analysis on Posthuman Features of Open-World Adventure Games (오픈 월드 기반 어드벤처 게임의 포스트휴먼 특징 분석)

  • Jo, Min-Sun;Chung, Eun-Hye
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.83-94
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    • 2019
  • This paper analyzed the posthuman features of the open-world adventure game. These games represent the player character as Posthuman Subject through the restrictions of information and body. The player explores all of the spaces to perform the quests due to nonlinearity of open-world. The interactions are restricted conflicts and it reveals through gameplay. The experiences as Posthuman Subject allow the player to embody the Hybrid Subjectivity and think about coexistence of human and inhuman.

Patterning of Visual Environmental Elements and Player Reactions in Game Space of Adventure Games (어드벤처 게임공간에서 시각적 환경요소와 플레이어 반응의 패턴화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.139-148
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    • 2021
  • In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.

Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

Canonical Correlation between Lifestyle and Benefit Sought of Rural Healing Tourists (농촌 치유관광객의 라이프스타일과 추구편익의 관계)

  • Kim, Kyung-Hee;Min, Jae Han;Lee, Hye Young
    • Journal of Agricultural Extension & Community Development
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    • v.29 no.2
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    • pp.51-64
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    • 2022
  • This study aims to investigate relationships between lifestyle and benefit sought of rural healing tourists. For data collection, a total of 3,000 copies of questionnaires were collected by nationwide online survey. The data were analyzed by using SPSS 26.0. The factor analysis identified seven dimensions of the lifestyle : conservative, sports activity orientation, health orientation, consumption orientation, achievement orientation, adventure orientation, and personal orientation. Five dimensions of benefit sought were identified as psychological recovery, outdoor activities, rest, rural experience, and exercise. The results of the canonical correlation analysis indicated that adventure orientation of lifestyle and psychological recovery, outdoor activities, rural experience, exercise of benefit sought were highly correlated. This means it is important to place an emphasis on psychological recovery, outdoor activities, rural experience, and exercise for tourists looking for an adventure away from everyday life. Rural healing tourism marketers should consider lifestyle aspects as the most important factors affecting benefit sought of rural healing tourism.

A Study on the Relationships Among Metaverse Experience, the Benefit Sought, and Purchase Behavior of Avatar Fashion Items (메타버스 체험과 아바타 패션아이템 추구혜택 및 구매행동과의 관계 연구)

  • Kyoungha Ji;Hanna Kim
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.36-49
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    • 2023
  • This study investigated effects of metaverse experience on avatar fashion item benefit sought and the impact of fashion item benefit sought on fashion item purchase behavior. An online survey was carried out in the last year targeting male and female consumers aged 15 to 39 years who had purchased avatar fashion items from 'Zepeto'. A total of 363 responses were analyzed in this study. Results are as follows. First, four factors of metaverse experience were derived: 'entertainment experience', 'escape experience', 'adventure experience', and 'relationship experience'. Four factors of avatar fashion item benefit sought were derived: 'trend/brand sought', 'situation suitability sought', 'individuality sought', and 'ideal appearance sought'. Second, all four factors of metaverse experience were found to significantly affect the benefit of trend/brand sought. It was found that entertainment, adventure, and relationship experiences, excluding escape experiences, had significant effects on situational suitability sought. In addition, it was confirmed that entertainment and adventure experiences had significant effects on individuality sought and ideal appearance, respectively. Third, it was found that the trend/brand sought had a significant effect on metaverse usage time and purchase amount and that the situational suitability sought influenced the number of avatar fashion items purchased.

The Effects of Experiential Barriers on Absorbing Experience in Adventure Sports - Focusing on the Moderating Effects of Arousal Seeking and Reactance Tendency - (모험 스포츠의 경험 장벽이 모험스포츠 몰입경험에 미치는 영향 - 감각추구성향과 반항성향의 조절효과를 중심으로 -)

  • Jeong, Yun-Hee
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.215-230
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    • 2015
  • This study defined the types of barrier and conducted the impact of barrier in adventurous sports. There are many research on adventurous sports, but these researches have several limitations. First, these studies have overlooked important role of barrier in adventurous sports. Also, previous studies on barriers haven't showed the moderating effects of personality on barriers. So, this study attempts to complement the lack of existing research and this purposes of the study is as follows. First, it is to show the positive impacts of barriers on absorbing experience that had been overlooked in the previous researches. Second, it is to propose the moderating effects of personality-arousal seeking, reactance tendency- on the relationship between barriers and absorbing experience. Survey research is employed to test these hypotheses. Previous researches, such as marketing, adventure sports, hedonic research, have been referenced to measure constructs. We collected data involving various adventure sports, and used 171 respondents to analyze these data using moderating regression. In the final section, we discussed several limitations of our study and suggested directions for future research. We concluded with a discussion of managerial implications, including the potential to advance understanding adventure sports and implying an enhanced ability to satisfy target consumers of it.

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