The MOBA game is updated every year with a new season, the new season update brings fun to the game users and also makes them feel unfamiliar with the new gameplay. In order to let game users better adapt to the new season, this study will extract the new season balance evaluation factors. Firstly, we used one-on-one review to collect the unbalanced factors that game users had encountered at the beginning of the new season of the MOBA game, and secondly, we organized the collected review data into a questionnaire and conducted a survey. The first step of the experiment was to filter out the lower factors through exploratory factor analysis and extract the balance evaluation factors of the MOBA game new season. The second step of the experiment was to examine the correlation between the factors through confirmatory factor analysis, as well as to confirm the appropriateness and explanatory value of the factors. The analysis resulted in "Game character experience", "Game view's expression", "Game level", and "Composition of the game setting" are the four factors. Finally, through correlation analysis, the most relevant factor for game satisfaction is the "Game character experience", and each factor is correlated with each other.
The survey was conducted by Chinese students who currently attend universities for the purpose of evaluating factors that determine the quality of educational services of universities in Korea. Three public universities and five private universities in Kyungsang province were surveyed for the purpose of this study with standardized questionnaires. The study raised questions on four different fronts: 1) Is there a difference in the importance of evaluation factors by Chinese student's on the quality of educational services between public universities and private ones? 2) Is there a difference in the degree of satisfaction felt by Chinese students who attend public universities or private ones? 3) Are there any significant differences in the importance of evaluation factors and satisfaction with the quality of educational services? 4) How different the relative influence of evaluation factors has on satisfaction with the quality of educational services for overall Korean university system? The results of this study showed that there was no statistical difference in signification in the importance of evaluation factors on the quality of educational services between public universities and private universities. Only the relationship factor in criteria four had an effect on satisfaction with quality of educational services between public and private universities. There were significant differences in the importance of evaluation factors and satisfaction with the quality of educational services. Chinese students determined that professor's lectureship as the most important factor, and is the ultimate deciding factor whether they attend a public or private university. It should be noted that studying and knowledge are primary concerns to them. Improvements in the quality of educational services in area of lectureship, physical education facilities, relationship, and administrative services are essential and crucially important for Korean universities in order to attract foreign students and to enhance their competitiveness in the global setting.
Journal of Information Technology Applications and Management
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v.20
no.3_spc
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pp.259-278
/
2013
At the center of the repeating evolution of IT industry, there is mobile computing in the ubiquitous environment, and the increasing usage of smart phones contribute more to its growth. P corporation co-developed with Google and implemented smart work system called SWP for the purpose of 'communication and collaboration with co-workers' beyond the general goal of increasing productivity and comfort of employees. The primary objective of this study is to objectively analyze the influence of the effect factor from end user's perspective and user satisfaction on SWP usage, intention for continuous usage and individual performance. To accomplish this research purpose, this study established research models and hypothesis by collective review about information system success models, and tested the research hypotheses using the structural equation modeling technique by data collected from 320 SWP system users of P corporation. Variations for system satisfaction evaluation standard are 1)SW system usage 2) intention for continuous usage 3) individual performance, effect variations are 1) social factors 2) technical factors 3) combination of social and technical factors. Therefore, this study is about influence factors on success of SWP system and how the factors impact the outcome. The test results of this research model is summarized as follows. Firstly, system user's satisfaction had positive impact on all three; SWP system usage, intention for continuous usage and individual performance. Secondly, social factor 'SWP control system' and technical factor 'information quality' and 'system quality' had positive impact on SWP system user satisfaction, while social factor 'shared value' and technical factor 'service quality' did not have significant effect on user satisfaction. Shared value however, had interactive effect with 'information quality' and 'service quality'. This study is expected to contribute to spread of academic research on smart work system by suggesting a model that can show important factors for corporation while explaining the successful implementation of SWP and its continuous usage.
The objective of this study is to examine how the factors influence each other by determining the appropriate measurement standard in fast food restaurants based on the evaluation of attributes, perceived pricing, value, satisfaction and intention of revisit, and present an effective marketing strategy for fast food restaurants based on the analytical results by patrons and market segmentations. The study surveyed 195 subjects and processed the result using SPSS for Win. V. 12.0. For statistical analysis, Frequency, Factor Analysis, Reliability Analysis, and Regression Analysis were put into operation. As a result of the Factor Analysis of the evaluation of attributes, 3 factors have been extracted. The results showed that restaurant attribution evaluation had a positive effect on the perceived value($R^2adj=0.357$, p=0.000), satisfaction($R^2adj=0.346$, p=0.000) and intent of revisiting($R^2adj=0.389$, p=0.000); perceived pricing had a positive affect on the perceived value($R^2adj=0.464$, p=0.000), satisfaction($R^2adj=0.113$, p=0.000) and intention of revisit($R^2adj=0.276$, p=0.000); perceived value had a positive affect on satis-faction($R^2adj=0.327$, p=0.000) and intention of revisit($R^2adj=0.515$, p=0.000); and satisfaction had a positive affect on intention of revisit($R^2adj=0.442$, p=0.000).
Kim, Min-Cheol;Yang, Young-Bae;Kim, Doo-Gyung;Davaadorj, Nyamsuren
Journal of Digital Convergence
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v.8
no.3
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pp.95-113
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2010
The mobile commerce (m-commerce) has very high market value unlike other technology innovation areas in IT industries and also changing rapidly. Therefore, it is fact that the development of the effective business strategy is challenging in a digital convergence era of m-commerce context. In most of the researches, m-commerce has dealt with conceptual study such as establishment of definition. There are not many studies of influence of information valuation evaluation on users' satisfaction have done so far. In this paper, we have reported a theoretical study as well as empirical analysis and examined an influence of information valuation evaluation have on users' satisfaction. A questionnaire was constructed and data were collected from 192 users of m-commerce system. The results indicated that users' satisfaction was affected by information valuation evaluation and difference between cost satisfaction and service quality satisfaction according to users' specialty.
Journal of the Korean Institute of Landscape Architecture
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v.32
no.2
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pp.11-24
/
2004
The purpose of this study is to present data on the human activities responding to the physical environment of ‘Ulsan’s Grand Parks by evaluating user behavior and activity, visiting motivations, and user satisfaction. This study was conducted using multi-methods such as interviews and questionnaires surveys. The main findings of this study can be summarized in six parts as follows: \circled1 Behavior patterns showed that the users visited the park left within 30 minutes and the frequency of visits was 1 or 2 times per week. They spent their time mostly on ‘walking’ and ‘picnicking’. The users visited regardless of the seasons or the day of the week. \circled2 The priorities for improvements were analyzed as follows: the users expressed their demands for ‘shadowing facilities’ like shelters and pergolas because they used these facilities frequently. Also, the users would like an ‘event program’, ‘sign system’ and ‘guide program’. \circled3 Analysis of the the user’s perception of the park showed that they perceive the park as ‘representative source of the landscape and open space in Ulsan and place for making contact with nature. \circled4 In examining the visiting motivations of the users of Ulsan Grand Park, it was revealed that people use the park for ‘time with family and friends’, ‘to escape from city life’, ‘to relieve fatigue. As a result of factor analysis, 4 factors were identified such as ‘physical motive(MF1)’, ‘exploratory motive(MF2)’, ‘social motive(MF3)’ and ‘emotional motive(MF4). \circled5 Park users’ evaluation for park facilities showed that people are satisfied with most of the facilities and especially, they have high level of satisfaction for ‘footpaths’, ‘squares’ and ‘picnicspace’. The evaluation of the park user’s of activity reveals that they are content with nearly all the variables. Especially, they have high level of satisfaction for the variables of ‘convenience for dynamic activities’, ‘making of a beautiful atmosphere, ‘accessibility from the outside’ and, ‘convenience in group activitie. Factor analysis of the park user’s of activity revealed 5 factors such as ‘convenience and interest factor (AF1)’, ‘park maintenance, management and use program(AF2)’, ‘visual beauty(AF3)’, ‘safety and accessibility(AF4)’ and ‘crowding(AF5)’. \circled6 Regression analysis was employed to get the predictor factors of overall satisfaction with a result of 60.0%($R^2$). The variance was explained as ‘quality of the picnic space’, ‘convenience and interest factor while using the park’, ‘park program for maintain and management in the park’, ‘visually beauty while using the park’, ‘safety and accessibility of the parks’, ‘quality of the pond’, ‘crowding’, ‘quality of the square’.
Journal of Family Resource Management and Policy Review
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v.11
no.4
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pp.1-20
/
2007
The purpose of this study was to identify the criteria of evaluating a price-comparison website, and to investigate the consumers' perceived importance and satisfaction of each criterion. Also, it compared both the importance and satisfaction levels based on consumers' socio-economic and Internet-usage characteristics. Data for this study came from a questionnaire completed by consumers (n=417), who had used the price-comparison website, and were analyzed through factor analysis, t-test, and ANOVA. The findings of the study were as follows: First, the evaluation criteria of the price-comparison website were categorized into five variety of information, accuracy, convenience, credibility, and the website system. Second, convenience of searching information was seen by consumers as both the most important and most satisfactory criterion. Variety of information was also considered important. For most of the evaluation criteria, the level of consumers' satisfaction was significantly lower than the level of consumers' recognized importance. Third, consumers in their 20s, students, and housewives were less likely to be satisfied by the price-comparison website overall. Older people were less likely to be satisfied with the convenience of the website, and the higher-income group was less likely to be satisfied with the variety of information on hand.
This study is aimed to improve future-oriented curriculum by investigating the satisfaction of students from beauty art-related departments on their curriculum and major courses and proposing their basic direction and improvement plan. For this, a survey was conducted against students from beauty art-related departments in Busan (5 junior colleges and 1 four-year university). The following results were obtained: First, according to a correlation analysis on major questionnaire items on the curriculum in beauty art-related departments, statistical significance was observed in 'curriculum development', 'facility and administrative & financial supports', 'instructor/teacher activities', 'educational evaluation activities', 'academia-industry cooperation activities' and 'output evaluation'. In terms of educational satisfaction, statistical significance was observed in all positive relations. Second, according to regression analysis on the evaluation of curriculum output factors in beauty art-related departments, output factor levels were high as 'academia-industry cooperation activities', 'age', 'teacher/instructor activities', curriculum requirement analysis' and 'curriculum development' were high. In overall, relatively good results (69.0%) were observed. A further study needs to be performed for improvement of satisfaction of students majoring in beauty art on their curriculum in educating students from beauty art-related departments by applying their educational evaluation to optimum standards.
Purpose: Service quality is a topic of constant interest in marketing research and practitioners. Service quality is an important factor influencing performance even in the context of coffee shops, and research on service quality management strategies continues by coffee shop researchers and practitioners. The service quality of coffee shops is a source of competitive advantage and is an important factor in enhancing customer and business performance. This study aims to identify the effects of cognitive evaluation on emotional and behavioral responses using a cognitive-emotional-behavioral framework and SOR model in the coffee shop context. Cognitive evaluation (service quality) consists of tangibles, responsiveness, assurance, reliability, and empathy dimensions. Research design, data, and methodology: In the proposed model, positive and negative emotions and satisfaction mediate the relationship between service quality and money to spend and visit frequency. The data were collected from customers who visited a coffee shop within the last 1 month. The survey was conducted for about one month. Among a total of 300 distributed questionnaires 261 responses were used for data analysis. The data were analyzed using frequency analysis, measurement model analysis, and structural equation modeling analysis with SPSS 28.0 and SmartPLS 4.0. Results: Tangibles, responsiveness, assurance, and empathy had significant positive effects on positive emotion, while only reliability had a significant negative effect on negative emotion. Both positive and negative emotions had significant positive effects on customer satisfaction, but not on money to spend and visit frequency. Lastly, customer satisfaction had significant positive effects on money to spend and visit frequency. Conclusions: The study revealed the relative weight of cognitive factors on customer emotions and confirmed the validity of SOR model. The fact that tangibility is the most important factor in increasing positive emotions and reliability is the most important factor in reducing negative emotions provides a direction for emotional branding strategies using the service quality mix of coffee shops. This study confirmed the full mediating role of satisfaction between positive and negative emotions and consumer behaviors (money to spend and visit frequency). This infers that when a coffee shop increases customer satisfaction through customer emotion management, the customer's money to spend and visit frequency in the coffee shop increases.
The purpose of the study is to analyze the impact of storytelling factor, technical factor and exhibition environment factor on the degree of satisfaction, degree of immersion and immersion types in and . Our findings show that the degree of satisfaction not only has a significant correlation with the degree of immersion, but also influences on the holding power and behavioral intention. According to the results of correlation analyses, three factors have an impact on the degree of satisfaction and immersion. Immersion factors influence negatively on Focused Attention and Heightened Enjoyment, however, the factors effect positively on Temporal Dissociation and Curiosity. As the influence of immersiveness on the degree of satisfaction and immersion, and immersion types have been verified, this study offers a fresh understanding of the importance of immersion factors as evaluation criteria for digital exhibitions.
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