• Title/Summary/Keyword: Emotional Immersion

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The Effects of Preschooler's Self-regulation and Maternal Parenting Behavior on Preschooler's Game Immersion (유아의 자기조절력과 어머니의 양육행동이 남녀 유아의 게임몰입성에 미치는 영향)

  • Kim, Kyoung-Hoe;Chung, Jee-Nha
    • Korean Journal of Human Ecology
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    • v.23 no.2
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    • pp.219-229
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    • 2014
  • The purpose of this study was to investigate the effects of preschooler's self-regulation and maternal parenting behavior on preschooler's game immersion. Subjects were 253 4- to 5-year-old preschoolers(118 boys, 135 girls) and their mothers. Data were analyzed by descriptive statistics, t-test, correlation analysis and stepwise multiple regression analysis. The major findings are summarized as follows: (1) preschooler's game immersion differed from preschooler's gender. Boy preschooler had higher score than girl preschooler in game immersion. (2) Both boy and girl preschooler's game immersion was negatively correlated with preschooler's behavioral regulation and emotional regulation, maternal rational guidance, limit-setting and affection. (3) The most influential factor on boy preschooler's game immersion was behavioral regulation. On the other hand, the most influential factor on girl preschooler's game immersion was emotional regulation, and the next influential factor was maternal affection. Results of this study indicate that self-regulation enhancement program should be developed and mothers should be more affective with their preschoolers in order to prevent preschoolers' game immersion.

The influence that the value suggestion of on-line community members has on the brand affection (온라인 커뮤니티 회원들의 가치제안이 브랜드 애착에 미치는 영향)

  • Han, Kwang-Seok
    • Management & Information Systems Review
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    • v.21
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    • pp.209-237
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    • 2007
  • This research intends to check what value and convenience the on-line brand community members pursue and how such value and convenience affects brand affection. Researching on-line brand community members of ipod, it was found that their value and convenience is composed of 3 types, namely, functional value, emotional value and self-expression value and the concept of brand affection is composed of 3 subsidiary factors, namely, 'love', 'interest' and 'immersion.' Checking how the functional, emotional and self-expression convenience of on-line brand community members affected brand affection, the following result was found. First, functional value and convenience has significant influence on the love affection only at the level of brand affection and has no influence on the relational and immersion affection. Second, self-expression value and convenience has significant influence only on the love affection of brand like functional value and convenience. Third, it was found that emotional value has significant influence on the 3 dimensions of brand affection, namely, love affection, interest affection and immersion affection.

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The Impact of Investment Information Technology-based Fund Attributes on Trust, Satisfaction, Emotional Immersion, and Reinvestment Intentions

  • Seongwon Kim;Jungmann Lee;Hongkeun Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.5
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    • pp.83-105
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    • 2023
  • The purpose of this study was to investigate the impact of investment fund attributes such as fund product characteristics, returns on fund investment (ROI), internal controls, and after service on fund investor behavior based on investment information technology. In addition, we also examined how customers reinvest through emotional immersion, company trust and company satisfaction of investment firms in the context of fund investment. First, empirical results show that fund product characteristics, returns on fund investment, and financial firms' internal controls and after service act as signals to fund investors to shape their reinvestment intentions. Second, while investors are generally perceived to be interested only in investment returns, this study also shows that they consider both fund product characteristics and fund investment returns, which are core attributes of funds, as well as financial firms' internal control and after service, which are non-core attributes. Third, we find that company trust is an important factor in investors' reinvestment intentions, showing that investors are more likely to reinvest in a fund if they perceive the financial firm to be trustworthy and reliable. Finally, these findings emphasize that investors consider not only tangible aspects of fund products, such as fund product characteristics and returns on fund investment, but also intangible factors, such as financial firms' internal control and after service, and trustworthiness. Taken together, another implication is that the more advanced the investment information technology of financial firms, the more trust, satisfaction, immersion, and reinvestment intentions of investors will increase.

Exploring the Links between Psychological Traits and Game Immersion in a Children and Adolescent Sample (어린이, 청소년 게임 이용자의 심리적 특성이 게임 과몰입에 미치는 영향에 대한 연구)

  • Park, Jowon;Chung, Heonil
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.665-676
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    • 2013
  • The present study analyzed the KOCCA's Game Immersion data to explore the relationship between psychological traits and game immersion. Psychological traits were classified into four categories; emotional stability, self-esteem, willpower, and happiness. These were put into the multiple regression analysis as the dependent variables with age, sex (dummy), economic status of the homes, variety of leisure activities, friend and family relationship, and time to play games. Four types of immersion (psychological unstability, bad relationship, interrupted daily lives, and failure to control game time and desire) were put into the multiple regression analysis as the independent variables. The multiple regression analysis indicated that the dependent variables predicted the game immersion. Among the psychological traits emotional stability was the strongest factor (negative) that influences the game immersion. Next powerful indicator (negative) among the psychological traits was self-esteem. Based on the findings, measures to alleviate the problems of game immersion and ideas for further research were suggested.

Influence of Emotional Responding Factors of Visitors to Digital Archive Exhibition Venues on Exhibition Success through Immersion and Satisfaction (디지털아카이브 전시장 관람객의 감정반응요인이 몰입과 만족을 통해 전시성과에 미치는 영향)

  • Kim, Inhwan;Hwang, Changyu;Hwang, Injin;Hong, Soongeun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.181-204
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    • 2016
  • Recently, the exhibition industry based on digital archive has been rapidly growing and the industry sees an innovative change with diverse digital archive exhibition venues emerging. Enabling visitors to enjoy new and varied exhibition provides a turning point to the exhibition environment. In today's world where IT (Information Technology) leads social changes, new framework and contents are required to establish digital culture that connects traditional culture with advanced information telecommunications. The objective of this study is to identify factors that influence the audience in a digital archive exhibition venue and to analyze impacts of these factors on exhibition success based on immersion and satisfaction. The study presents a research model that applies significant variables of emotional response theory in which fundamental psychological desire of humans is emphasized. To empirically verify the research model, the author conducted a survey for students of S university in Seoul and for ordinary people who have been to digital archive exhibition venues.

A Research on the University Students's Perception on the Learning Presence, Learning Immersion, and Learning Environment under the Non-face-to-face Lecture Circumstance - Focusing on Students from Department of Flight Operation - (비대면 강의 상황에서 대학생들의 학습실재감, 학습 몰입 및 학습 환경에 대한 인식 연구 - 항공운항학과 학생들을 중심으로 -)

  • Lee, Sujeong;Choi, Jincook
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.30 no.3
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    • pp.1-9
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    • 2022
  • In this study we conducted a research regarding the effect on learning immersion and perception of the learning environment by learning presence of students in the Department of aeronautical science and flight operation in the context of non-face-to-face lectures caused by COVID-19. The relationship between learning presence (cognitive presence, emotional presence, and social presence) and learning commitment showed a high correlation. The learning immersion was also found to increase when cognitive presence, emotional presence, and social presence increased in multiple regression analysis to find out the effects of cognitive presence, emotional presence, and social presence, which are sub-factors of learning presence. The advantage of non-face-to-face classes was to be the ease of learning, and the disadvantage of non-face-to-face classes was the most difficulty of the learning process in the content analysis of the non-face-to-face class environment.

Analysis of mediating effects of presence, emotional attachment, and focus of attention for augmented reality immersion - In the case of augmented reality game Pokémon Go users (증강현실 몰입에 대한 현존감 및 정서적 애착과 주의집중의 매개효과 연구 - 증강현실 게임 포켓몬 고 이용자를 사례로)

  • Han, Yoon Jung
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.27-35
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    • 2017
  • This study aims to investigate the influence of engagement of augmented reality game on immersion. The relationship between engagement and flow was examined through the mediating effects of emotional attachment and focus of attention on presence and the mediating effects of presence on flow. In order to verify the research hypothesis, online questionnaire was conducted with the consent of $Pok\acute{e}mon$ Go game user group. The questionnaire items were translated from the Augmented Reality Immersion Questionnaire. A total of 200 questionnaires were collected and used for analysis. Using the SPSS 23.0 program and the Mplus 7.0 program, the reliability of the scale was confirmed through the Cronbach's coefficient and the causal relationship and the mediating effects were verified by path analysis. As a result, there was no direct causal relationship between engagement and flow. However, causal relationship was evident when emotional attachment and focus of attention were mediated in the process of engagement in augmented reality game. In conclusion, systematic explanations of participant's emotional attachment and attentional state as a main factor in the process of participating in the augmented reality game involvement, reveal the elements to be noticed by the augmented reality game.

Netizen's Self-Enhancing Emotional Experiences in Avatar Consumption - Using Ethnographic Interviews (네티즌의 아바타 소비에서의 자기고양 정서경험 -민속지적 면접을 이용하여)

  • Song, Hyun-Ju;Yoon, Jung-Hai
    • Journal of Families and Better Life
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    • v.25 no.4
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    • pp.151-168
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    • 2007
  • It is necessary to understand netizen's emotional experiences in avatar consumption. We studied the emotional experience through ethnographic interviews with six informants. In this study, we used the descriptive questions, structural questions, and comparative questions. Netizen's self-enhancing emotional experience were divided into two emotional experiences: emotional experiences in one's world and emotional experiences in relationship with others. First, emotional experience in one's world included self-satisfaction, releasing stress, catharsis, immersion, desire of change, and sense of achievement. Second, emotional experiences in relationship with others were divided into self-enhancing emotional experiences and self-humbling emotional experience. Self-enhancing emotional experiences included the relative satisfaction, the desire of showing off/distinction, and the desire of conformity. Self-humbling emotional experience included the feeling of inferiority.

Artistic Emotional expression of Image distortion based on the magnetic force and user Immersion Through the Convergence of Art and Science Technology (예술과 과학 기술의 융합을 통한 자기력기반 이미지 왜곡의 예술적 감성표현과 사용자 몰입)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.457-463
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    • 2015
  • The image distortion field has been studied and applied variously in the fields of engineering and art. This research is to express artistic sense by using the engineering technology on image distortion. In order to do this, the paper first examines the aesthetic interpretations on artistic expressions of image distortion. Then, it explains that image distortion using magnetic force can be an artistic expression method and includes user immersion elements. In addition, it demonstrates that image distortion can be used as an artistic emotional expression based on interaction. This research will contribute to the production and development of creative emotional contents through the convergence of scientific technology and art.

Application Possibility of Parallax Scrolling Technique for Website Users' Emotional Experience (웹사이트 이용자의 감성적 경험을 위한 Parallax Scrolling 기법 활용 가능성)

  • Ko, Hye-Young;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.277-286
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    • 2015
  • Recently, to draw the web users' attention and stay in the website for a long time to transmit information efficiently, the website designing is focused on providing emotional experience. Emotional experience is possible through the use of interactive storytelling and multimedia. Users immersion, pleasurable experience and synesthesia satisfaction is connected to the emotional experience due to the interaction operation and multimedia feedback. In this study, application of the parallax scrolling technique's possibility has been studied to induce the emotional experience of the web users that appeared in the technical development of the web. Realizing characteristics of the elements that effect emotional experience through web cases are studied and the possibility of effective emotional experience is proposed as using parallax scrolling technique on web.