• Title/Summary/Keyword: FGIS

검색결과 41건 처리시간 0.021초

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
    • /
    • 제19권3호
    • /
    • pp.69-98
    • /
    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Survey on Experts' Opinion for the Legal Examination of WMSDs Risk Factors (근골격계부담작업 유해요인조사 제도에 대한 전문가 의견 조사)

  • Lee, In-Seok;Park, Jae-Hee;Jung, Hwa-Shik;Kee, Do-Hyung;Kim, Hyun-Joo;Roh, Sang-Chul
    • Journal of the Korean Society of Safety
    • /
    • 제24권4호
    • /
    • pp.90-95
    • /
    • 2009
  • The purpose of this study is to investigate industrial safety and health experts' opinions on the examination system of WMSDs(work related musculoskeletal disorders) risk factors. For doing this, a questionnaire study and two FGIs(focused group interview) were conducted. A questionnaire with open questions about the examination system was developed, and sent to 42 experts consented bye-mail. Of the experts, 24 experts responded, whose data were used in the analysis. The FGIs were performed for the persons in charge of industrial safety and health in industries and ergonomists. The questionnaire study revealed that most experts(91.3%) agreed with legalization of employers' duty for preventing WMSDs, necessity of the 11 tasks designated by Ministry of Labor, the examination system and ergonomics program, and pertinency for the examination system classification of periodic and occasional one. However, more than half experts disagreed with timeliness and appropriateness of the legal system. This was validated by the low approval rates for appropriateness of the 11 tasks, methods of the examination, charge person in the examination and ergonomics program. FGIs showed that it was desirable for the examination system to be legalized, and that the system was generally properly performed. It was suggested that the system be partially revised with reflecting problems disclosed during its enforcement rather than whole revision. It is expected that when revising relevant legal system, the results of this study would be used as valuable data.

FIRI 연구동향: 2010 한.미 옥수수 품질 평가 프로젝트

  • Kim, Dong-Hwan
    • 사료
    • /
    • 통권51호
    • /
    • pp.51-58
    • /
    • 2011
  • "2010년 한 미 옥수수 품질 평가 프로젝트"는 2010년 7월 30일부터 2011년 3월 31일까지 한국사료협회(KFA)와 북미곡물수출협회(NAEGA)간에 공동으로 수행되었다. 프로젝트 수행과정에 미농무부 연방곡물검사소(USDA FGIS), 미국곡물협회(USGC) 등 국내외 10개 이상의 기관이 참여하였다. 프로젝트의 공동보고서(영문)는 2011 년 4월 1일 공개되었으며 본 고에서는 보고서의 주요내용을 요약 정리하였다.

  • PDF

FIRI연구동향 - 2차 한.미 옥수수 품질 평가 프로젝트

  • Kim, Dong-Hwan
    • 사료
    • /
    • 통권62호
    • /
    • pp.79-85
    • /
    • 2013
  • "2012년(2차) 한 미 옥수수 품질 평가 프로젝트"는 2012년 7월부터 2013년 1월까지 미국곡물협회(USGC), 북미곡물수출협회(NAEGA), 한국사료협회(KFA)와 미농무부 연방곡물검사소(USDA FGIS)간에 공동으로 수행되었다. 프로젝트의 성공적인 수행을 위해 국내외 10개 이상의 기관이 협력하였다. 본고에서는 보고서의 주요내용과 업무수행 과정을 요약 정리하였다.

  • PDF

Developing the 3D high-resolution forest mapping system using satellite images and GIS

  • Jo Myung-Hee;Jo Yun-Won;Kim Dong-Young;Kim Joon-Bum;Kim In-Ho
    • Proceedings of the KSRS Conference
    • /
    • 대한원격탐사학회 2004년도 Proceedings of ISRS 2004
    • /
    • pp.322-325
    • /
    • 2004
  • Recently the domestic technologies to manage forest and to control all related information were developed very rapidly by integrating FGIS (Forest Geographic Information System) and IT (Information technology). However, there still exists a mapping problem for example when overlaying a topography maps scaled in 1/5,000 to a forest type map scaled in 1/25.000. Moreover, there is a greater need to introduce the advanced spatial technologies such as high-resolution satellite image such as IKONOS and GIS to forest. In this study, 3D high-resolution forest mapping system was developed to possibly overlay with all kinds of scale maps and provide the all detailed information by using high-resolution satellite image and GIS. Through this system, all related forest officials could have and maintain the data consistency for their job and share the standard forest database with other post.

  • PDF

Fire Emergency Response System Based on GIS - Daegu Metropolitan City FGIS - (GIS를 이용한 도시방재시스템 구축방안 연구 - 대구광역시 소방지리정보시스템을 중심으로 -)

  • Baek, Dong-Seung
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • 제7권4호
    • /
    • pp.109-118
    • /
    • 2004
  • Disaster management in Korea so far was centered on recovery efforts rather than prior mitigations. Besides, there were no systematic attempts to assemble appropriate information for even for the past disasters. In this reason, the nation has been repeatedly suffered from similar disasters. To prevent and minimize damages from disasters, it is necessary to build an information system that can gather and organize proper information and that can analyze and visualize spatial patterns of past disasters. This research aims at proposing policy measures to foster a GIS based urban disaster management system. To do so, the paper firstly takes a close look at the FGIS in the City of Taegu as an example. Then it examines the effects of GIS based urban disaster management system and suggests future directions to promote it.

  • PDF

Identifying Stakeholder Perspectives on Data Industry Regulation in South Korea

  • Lee, Youhyun;Jung, Il-Young
    • Journal of Information Science Theory and Practice
    • /
    • 제9권3호
    • /
    • pp.14-30
    • /
    • 2021
  • Data innovation is at the core of the Fourth Industrial Revolution. While the catastrophic COVID-19 pandemic has accelerated the societal shift toward a data-driven society, the direction of overall data regulation remains unclear and data policy experts have yet to reach a consensus. This study identifies and examines the ideal regulator models of data-policy experts and suggests an appropriate method for developing policy in the data economy. To identify different typologies of data regulation, this study used Q methodology with 42 data policy experts, including public officers, researchers, entrepreneurs, and professors, and additional focus group interviews (FGIs) with six data policy experts. Using a Q survey, this study discerns four types of data policy regulators: proactive activists, neutral conservatives, pro-protection idealists, and pro-protection pragmatists. Based on the results of the analysis and FGIs, this study suggests three practical policy implications for framing a nation's data policy. It also discusses possibilities for exploring diverse methods of data industry regulation, underscoring the value of identifying regulatory issues in the data industry from a social science perspective.

Development and Effectiveness of a University Student Coaching Program Using Metaverse Space (메타버스 공간을 활용한 대학생 코칭 프로그램 개발과 효과)

  • Kyoung A Kim;Hui-Jeong Yun;Jieun Kim
    • Human Ecology Research
    • /
    • 제61권3호
    • /
    • pp.445-458
    • /
    • 2023
  • This study aims to develop and implement a coaching program in the metaverse space to address issues faced by university students during their life stage and verify their effectiveness. The overall program consists of four sessions: "Opening," "Metaverse-based Coaching Clinic (2 sessions)," and "Coaching Clinic Reflection and Feedback." A total of 20 participants were selected through S University's extracurricular program system. To assess the effectiveness of the program, surveys, as well as focus group interviews (FGIs) were conducted. Using SPSS 26.0, significant differences were observed in the participants' career decision self-efficacy and resilience. The FGIs were conducted with a total of four participants divided into two groups, with each group lasting for one hour. The analysis revealed key phases, including the introductory phase comprising participants' motivation and expectations, the main phases consisting of program operation, coaching perception and outcomes, metaverse environment, and metaverse coaching perception and outcomes, as well as the concluding phase in which recommendations are suggested for subsequent programs. The study confirmed the significant impact of coaching in the metaverse space and highlighted the maximization of coaching effectiveness through mutual anonymity facilitated by avatars. This research holds significance as an exploratory study that practically verifies the potential expansion of the metaverse environment in the coaching field.

Resident Perceptions of Competency-Based Korean Medicine Education: A Qualitative, Content Analysis Study Conducted using Focus Group Interviews

  • Jiseong Hong
    • The Journal of Korean Medicine
    • /
    • 제44권4호
    • /
    • pp.59-71
    • /
    • 2023
  • Objectives: The new educational system emphasizes acquisition of clinical competency by the time of graduation from Korean medicine colleges that allow Korean medicine doctors to immediately perform clinical tasks. This study investigated awareness of competency-based education in Korean medicine hospital residents who must simultaneously undergo training and assist medical students in clinical practice. Methods: This was a qualitative research that was conducted using focus group interviews (FGIs) to investigate the awareness of demands for improvement in competency-based Korean medicine education in Korean medicine hospital. To apply the principles and procedures of FGIs, a semi-structured questionnaire was developed. Data analysis was conducted using the five steps of framework analysis. Results: According to contents analysis, first competency-based education that reflects actual clinical practice tasks is needed. Second, sufficient basic skill mastery education must be reinforced. Third, an intermediate curriculum that mediates clinical practice and basic education is needed. Fourth, the Objective Structured Clinical Examination and Clinical Performance Examination must be expanded to prepare for the Korean medicine doctor practical test. Conclusions: Korean medicine residents reported the gap between clinical practice and use of knowledge and skills acquired in the curriculum while acting as direct observers and educations of clinical clerkship in hospitals. Based on this exploratory study it is necessary to conduct research on the educational competency of Korean medicine residents who play an important role as educational leaders in Korean medicine clinical practice training.