• Title/Summary/Keyword: FUN12

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The Relationship Between Leisure Experience and Job-attitude and Organizational Citizenship Behavior; The Mediating Effect of Positive Emotion (직장 내 여가경험이 직무태도와 조직시민행동에 미치는 영향 (긍정정서의 매개효과 검증))

  • Lee, Ho-Keon;Chun, Byung-June
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.3
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    • pp.1188-1196
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    • 2011
  • The purpose of this study was to examine the relationship between leisure experience and job-attitude and organizational citizenship behavior. And this study indicates how positive emotion affects the relationship between leisure experience and job-attitude and organizational citizenship behavior. The results from this study are as follows: First, leisure experience influenced significantly the positive emotion, the positive emotion was giving positive affection to job satisfaction, organizational commitment, and organizational citizenship behavior. Second, positive emotion mediated between leisure experience and job-attitude and organizational citizenship behavior. This study was giving us implications that positive emotion from leisure experience is more important than leisure activities themselves when we plan 'fun management'.

The effect of fun factors on re-particitation intention to traditional play: Verification of the moderating effect of challenge spirit (전통놀이 참여자들의 재미요인이 재참여의사에 미치는 영향: 도전정신의 조절효과 검증)

  • Oh, Youngtaek
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.133-142
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    • 2022
  • The purpose of this study was to verify the moderating effect of the challenging spirit on the relationship between fun factors and re-participation intentions of participants in traditional play. The subjects of this study were 164 participants in the traditional play Hanmadang contest held in Jeju Special Self-Governing Province in 2021. They measured fun factors, challenging spirit, and re-particitation intention to participate. In order to analyze the collected measurement paper, the analysis was performed using SPSS18.0, PROCESS Macro(V.2.13), Interaction program. The major results were as follows. First, the interaction between promote health and challenge spirit was found to have a significant effect on re-particitation intention at high and medium levels. Second, it was found that the interaction between the foster of social and the challenge spirit did not have a significant effect on the re-particitation intention. Third, the interaction between sense of achievement and the challenge spirit was found to have a significant effect on the re-particitation intention at the high and medium levels.

The Impact of SNS Advertising and the Musical Characteristics of SNS Advertising on Advertising Performence

  • YiJie WANG;EunJu PARK;KyoungSeop CHO
    • The Journal of Economics, Marketing and Management
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    • v.12 no.1
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    • pp.77-88
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    • 2024
  • Purpose: By studying the effects of SNS advertising characteristics and SNS advertising music characteristics conducted by companies on advertising preference and advertising effects, we would like to suggest a plan for effective SNS advertising operation. Research design, data and methodology: In this study, a total of 483 surveys were collected for college student consumers in their 20s who had experience seeing advertisements on SNS, and 458 were used for the final analysis. In addition, the collected questionnaire data were analyzed using statistical programs SPSS 24.0 and AMOS 24.0, and Sobel Test was performed through structural equation modeling and regression analysis. Results: Advertising preference, purchase, and recommendation intentions increased as consumers who saw advertisements on SNS perceived the characteristics of advertisements (information, entertainment, individuality, and interactivity). However, advertising preference was not formed by SNS advertising music characteristics (fun, information delivery, unconscious stimulation, and emotional homogeneity). In addition, the higher the perception of SNS advertising music characteristics (fun, information delivery, unconscious stimulation, and emotional homogeneity), the more advertising effects such as purchase and recommendation intentions were linked, and the higher the perception of SNS advertising music characteristics (fun, information delivery, unconscious stimulation, and emotional homogeneity), the more advertising effects such as purchase and recommendation intentions could be created. Finally, it was confirmed that advertising preference had a partial mediating effect between SNS advertising characteristics and advertising effects, and between SNS advertising music characteristics and advertising effects. Conclusions: Unlike previous studies that have investigated the causal relationship of advertising effects according to sub-factors such as SNS advertising characteristics and SNS advertising music characteristics, it is significant in that it analyzes the variables used in the study as secondary factors.

A comparison of user perception between text-based and avatar-based chatting (온라인 채팅에서 아바타의 도입이 매체에 대한 사용자의 인지에 미치는 영향)

  • Park, Hee-Jung;Lee, Moon-Bong;Lee, Seong-Chul;Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.12 no.4
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    • pp.77-99
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    • 2002
  • This study compares avatar-based chatting and text-based chatting. The comparison focuses on the effect of different chatting methods on user perception such as flow, social presence, and media richness. Especially the effects of avatar are examined across varying task types-work-oriented and fun-oriented. To accomplish this objective, a laboratory experiment was conducted using 80 experienced subjects. The results indicate that avatar-based chatting was more playfulness than text-based chatting in general. However, the effects of chatting methods on user perception were quite different according to the task types. There was no significant difference between avatar-based chatting and text-based chatting in the fun-oriented task, but avatar-based chatting was perceived as a more playful, focused, telepresent, and social present method in the work-oriented task.

Determinants of SNS Use Time Depending on SNS Motive in Youth Workers (청년층 직장인의 SNS 이용동기에 따른 사용시간의 결정요인에 대한 연구)

  • Ok, Chiho;Park, Yong Wan
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.147-158
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    • 2017
  • The purpose of this study is to investigate the determinants of the SNS usage time depending on SNS motive of the youth workers. Although previous studies revealed that there are many motivations for SNS usage, it is not known which factors determine usage time of each SNS motive. In this study, we constructed the unbalanced panel data of the Korean Education & Employment Panel data. Among three different SNS motives such as information exchange, social networking, and fun pursuit, gender, physical health, extraversion, and conscientiousness affected the usage of SNS when the motivation was information exchange. When it was personal connection, the size of organization, education, physical health, subjective happiness, job satisfaction, neuroticism, and agreeableness did. When it was fun & interest, foreign company, status of children, subjective happiness, and job satisfaction did. Based on the findings, we discussed theoretical and practical implications.

Consumer's Types of the Participation and the Motivation for the UCC Services (소비자의 UCC 참여 유형과 참여동기 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.12 no.1
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    • pp.91-105
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    • 2008
  • This study identifies key determinants and types of participation in UCC Services. The research examines the how the major factors in perception of social presence, fun and entertainment, self-expression, arousal, human relations, positive feedback, information sharing, monetary business opportunity, and user friendliness of web structure contribute to participation in UCC Services. The data used in this study were collected by a web-based survey so that 629 internet users were available for analysis. Some of the practical implications of the results are follows. We have categorized that the type of people participating in UCC Services were readers, modifiers, remixers, and creators. Digital consumers directly connected with other consumers by producing their own digital contents. Multiple regression analysis among the creators group was not included due to small sample size. Self expression, fun and joy and the convenience of the web interface showed strong positive significant impacts on the UCC Service participation of all participation types. Information sharing, other's positive reputation and arousal showed a positive significant impact on the modifiers or remixers type groups. Monetary business opportunity and human relations were not significant in any UCC type group.

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A Gamification Study for the Reading Application Development (리딩 어플리케이션 설계를 통한 게이미피케이션 연구)

  • Ahn, Duck-Ki
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.3-12
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    • 2021
  • This study is a design study to develop the reading application for English learning courses with fun elements of Gamification incorporating user's immersion. The system is focusing on the story progression of Aesop's fable "Rabbit and Tortoise", which is consisted of chapters in digital technology. We intended to apply the four elements of fun factors by grafting Gamification into the game engine system. The purpose and significance of the study is to present the guideline through evaluation of usability from prototypes by surveying the educator group.

A Convergency Study on University Freshmen's Academic Emotions towards English: Difference depending on level, team-teaching & communicative activities (우리나라 대학 신입생의 영어 학습 감정에 대한 융합적 연구: 수준별, 팀티칭, 의사소통활동유형에 따른 차이)

  • Park, Ok Hee
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.369-375
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    • 2021
  • The study explores the kinds of emotions freshmen in South Korea universities experience. Specifically, the study examines their emotional experiences on level-differentiated classes, team-teaching by native speakers and Korean professors, and communicative activities. 327 freshmen participated in the survey based on 'Academic Emotions Questionnaire (AEQ)' and the statistical results are as follows: Firstly, research showed that the participants in advanced classes feel higher negative emotions such as 'worries' and 'boredom' than those of beginner and intermediated classes (P < .05). Secondly, participants feel higher level of 'fun', 'satisfaction' and lower level for 'boredom' in the native speaker classes than those of Korean professors (P < .001). Thirdly, participants feel games are the most 'fun' and 'satisfying', while presentations are viewed as the most 'worrying' and 'boring' among the communicative activities (P < .001). Finally, the pedagogical implications and suggestions are discussed.

Flocking Implementation for NPC AI (NPC 인공 지능을 위한 무리짓기 구현)

  • Yoo, Hyun-Ji;Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.5083-5088
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    • 2010
  • An implementation of NPC AI(artifical intelligence) is similar with real world's flocking can increase fun factor of game. To this end, we design fish flocking patten of analyzed real world, implement using Ogre engine in this paper. To determine the usefulness of implemented fish flocking, we compare fish flocking in real world with implemented fish flocking. Implemented behavioral patterns of fish flocking show similar behavioral patterns of fish flocking in real world.

Design and Application of a Visual Experience Game in Game Mathematics (게임수학 시각체험 게임 설계 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1504-1512
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    • 2018
  • The purpose of this study is to design and apply a simple game that can visually experience basic concepts of game mathematics in order to teach game mathematics effectively. To do this, simple games linked with game mathematical theory are to be developed by utilizing the functions provided by Unity so that students could actively learn game mathematics. To demonstrate the plausibility of this approach, "Bouncing Ball Game" was developed to understand the concept of periodicity of trigonometric functions. As a result, students were able to effectively learn how mathematical concepts related to ball movements applied to the game.