• Title/Summary/Keyword: Factors for Game Satisfaction

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On Simulation for Normalization of Game Satisfaction Density Function (게임만족도 분포의 정규화에 관한 시뮬레이션)

  • Ham, Hyung-Bum
    • Journal of Korea Multimedia Society
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    • v.10 no.9
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    • pp.1185-1196
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    • 2007
  • To enhance competitiveness of game industry and added value, it needs scientific research and bases that suggest satisfaction standard which quantitatively evaluates satisfaction to develop games which have high satisfaction for demanders. Specially, scoring of satisfaction factors and estimation of population distribution are important task. This allows which a game have high or low satisfaction compared to other games. Also we predict improvable factors and technical aspects to promote satisfaction. For it, in this paper we discuss ways to normalization of score distribution for satisfaction factors and estimate its density function using parametric density estimation by simulation.

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On Estimation and Distribution of Game Satisfaction (게임만족도 추정 및 분포에 관한 연구)

  • Ham, Hyung-Bum
    • Journal of Korea Multimedia Society
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    • v.10 no.5
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    • pp.679-686
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    • 2007
  • Every year, although the number of game enterprises increases, every game which is developed and distributed by these enterprises do not have competitiveness. One game even increasing competitiveness and added value of game industry, we have to develop games which are satisfied with users, and for it, we need scientific research which evaluates about satisfaction. In this paper, We quantatively estimate game satisfaction by using AHP and statistical method. Also we discuss the method which derive distribution of game satisfaction. We can acquire expected effect which predicts satisfaction level and standard about games by using these methods.

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Fun Factors by Game Genre (게임의 장르별 재미 요소)

  • Park, Chan-Il;Yang, Hae-Seung;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.20-29
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    • 2007
  • The ultimate purpose of producing game is to make successful sale as making players to be fun. We have to identify fun factors of game and analyze player activities more detail to make fun game. In this paper, we compare game fun factors and select the most detailed one of them and then computed weight factors with AHP method. Based on survey of game players of the selected fun factors, we quantified satisfaction of game fun factors. The result of this paper can be used for assessment of game fun satisfaction and establish game development strategy to implement fun factors according to game genre.

The Influence of Players' Self-Esteem, Game-Efficacy, and Social Capital on Life Satisfaction Focused on Hedonic and Eudaimonic Happiness (게임 이용자들의 자아 존중감, 게임 효능감, 사회 자본이 삶의 만족도에 미치는 영향에 관한 연구: 헤도닉과 유다이모닉 행복 관점을 중심으로)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1118-1130
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    • 2015
  • The current study explores a possible mechanism through which game users' integrated sociopsychological factors lead to a higher level of life satisfaction, based on desire-fulfillment theory as well as hedonic and eudaimonic approaches to happiness. Using data from a survey of 789 game users in South Korea, we tested the relationships of psychological variables (self-esteem and game and life-efficacy), social variables (bonding and bridging social capital), and demographic variables (age and gender) with life satisfaction. Results show that self-esteem and game efficacy were an important antecedent to the degree of users' life satisfaction. Both bonding and bridging social capital increased life satisfaction. The importance of perspectives as well as their implications for game users and further associated research is explored.

The Study of Users' Satisfaction on Game AI - Focused on Blade&Soul AI by NCSoft - (게임 인공지능 초기이용자 만족에 미치는 요인 분석 - 엔씨소프트의 블레이드앤소울 AI 조기수용자를 중심으로 -)

  • Yeo, Hyang-Ran;Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.3-14
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    • 2020
  • The purpose of this paper is to analyze the factors effecting users' satisfaction on game AI for early AI diffusion. For this purpose, we interviewed 20 users who had experiences playing Blade&Soul, made by NCsoft. Interview data had been analyzed through the Semantic Network Analysis program to identify key subject words and their relations. As a result, the paper has found keywords such as patterns, contents, variety, system, and getting new users as factors effecting users satisfaction on game AI.

A Study on the Use Attributes of Watching Game: Focusing on the Relationship between Adolescent's Motivation, Satisfaction and Intention to Use (보는 게임의 이용 속성에 관한 연구: 청소년의 이용동기와 만족, 게임 이용의도와의 영향 관계를 중심으로)

  • Kim, Hyoung-Jee
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.95-108
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    • 2021
  • This study explored the motivation for adolescents to watching games and analyzed the relationship between motivation, satisfaction, and intention to use. The study surveyed 274 middle and high school students, and the results of the analysis are as follows. First, five motivations for adolescents to watching games were extracted: 'Acquire Information', 'Social Relations/Multitasking', 'Gamer/Creator Preference', 'Escape/Habit', and 'Vicarious Satisfaction/Fun'. Second, 'Vicarious Satisfaction/Fun' motivation influenced the satisfaction and the intention to use of game. Lastly, Groups based on usage showed differences in motivation. The findings could be used as data to explore the factors of adolescents's game motivation and viewed the game markets.

Relationship Based Customer Satisfaction by the Development of Information Technology in Sports Industry (정보기술 발전에 의한 관계 기반 고객 만족도 개발을 위한 연구)

  • Yum, Jihwan
    • Journal of Information Technology Applications and Management
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    • v.20 no.4
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    • pp.207-219
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    • 2013
  • The study examined relational marketing in terms of transaction specific satisfaction and cumulative satisfaction in the professional sport industry. The study evaluated the motivation of spectators visiting professional baseball games in 2012 and the satisfaction factors of relationship marketing. In this study, the satisfactions were considered in terms of single satisfaction associated with transaction and gradual satisfaction associated with customer loyalty. The relationship marketing was established considering each factor of marketing strategies, facility, game performance and entertainment. The study categorized the factors for customers to visit games as facility, game performance and entertainment with marketing strategies. The study found out that the customer satisfaction was related with both transaction specific satisfaction and cumulative satisfaction where cumulative one is longer term related. Moreover, cumulative satisfaction will be more related with the long term team financial performance.

Towards the Determinants of On-Line Game Sites (온라인 게임사이트 성공요인에 관한 연구)

  • Son, Dal-Ho;Jang, Kyung-Ho
    • The Journal of Information Systems
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    • v.20 no.4
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    • pp.73-101
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    • 2011
  • This study tried to find the source of the success of on-line game sites and the way how the absorption and the satisfaction would have the relationship with the intention-to-use of on-line game sites. The primary purpose of this study is to establish the empirical model on the determinants of on-line game sites. The research model of this study will have insights which are trigger to the higher dimensions on the model and to the importance of the evaluation criterions of game sites. The suggestions of the study are as follows. First, the precedent factors of research model were tested for the commonality with explorative factor analysis and then tried the confirmative factor analysis. Thus, the determinants in this model will be used for further study without an evaluation. Second, the factors which have a most significant effect on the mediating factor like the absorption are a skill of user and an activity of community. Furthermore, the information quality of game sites was most significant in the satisfaction of user. Third, the most factors which included in the research model were significant to intention-to-use, however, the system quality did negatively significant.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

A Comparative Study on Players' Satisfaction, Trust toward Game Publishers, and Roles of Community in Korean and Japanese Online Game markets (한국과 일본 온라인 게이머의 게임 만족도, 신뢰도, 온라인 게임커뮤니티 인식에 관한 실증적 비교연구: 멀티그룹 공분산 구조분석을 중심으로)

  • Um, Myoung-Yong;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.1
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    • pp.103-125
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    • 2006
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30million in Japan in 2005. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little theory has been developed about which factors influence online gamers' behavioral intentions (i.e., loyalty, satisfaction, words of mouth, etc.) in this area. The purpose of this research is to investigate the relationships among the gamers' satisfaction, trust toward game publishers, the role of online game community, social reputation, and the managerial support of game publishers. We also examine the differences between Korean and Japanese gamers concerning the relationships of these key success factors. The structural model is tested with the data from entire data samples (i.e., Korean and Japanese gamers pooled together) and each of the sub-samples (i.e., Korean and Japanese gamers taken separately). Properties of the causal paths, including standardized path coefficients, the significance of difference, and variance explained for Trust and Satisfaction in the hypothesized model, are presented. Following the model test, we conduct a test of the differences in path coefficients between Korean and Japanese gamers. Statistical results show that, compared to Japanese gamers, Korean gamers had a greater salient effect on Social Reputation in determining. Trust, in addition to placing a greater emphasis on Support of Game Publishers in determining Social Reputation. Other interesting results concerning game Publishers' strategy are also presented.