• 제목/요약/키워드: Flow Experience

검색결과 651건 처리시간 0.033초

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • 유통과학연구
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    • 제17권8호
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    • pp.35-44
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    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.

디지털 콘텐츠 몰입경험: 온라인게임 사례를 중심으로 (Flow Experience of Digital Contents: Focusing on the Case of Online Games)

  • 엄명용;김태웅
    • 한국콘텐츠학회논문지
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    • 제10권8호
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    • pp.209-216
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    • 2010
  • 본 논문의 목적은 디지털 콘텐츠에 대한 사용자의 몰입경험(flow experience)을 탐색하는 것이다. 구체적으로, 본 논문은 디지털 콘텐츠에 대한 몰입경험을 온라인게임 사례(case)에 적용하여 도전감과 숙련도가 사용자의 몰입경험에 어떠한 영향을 주는가를 실증적으로 분석하였다. 연구결과 도전감과 숙련도의 수준(낮음, 보통, 높음)에 따라 디지털 콘텐츠(온라인게임) 사용자의 몰입경험은 유의한 차이를 보였다. 또한, 몰입경험에 대한 도전감과 숙련도 사이의 상호작용(interaction effect)은 존재하지 않는 것으로 나타났다. 본 논문의 결과는 향후 디지털 콘텐츠를 개발하고 디자인하는 IT기업에게 유용한 시사점을 제공하리라 본다.

도전감과 능력이 플로우에 미치는 영향 -20 쇼핑몰과 30 쇼핑몰을 중심으로- (Effects of Challenges and Skills on Flow-focused on a 2D Shopping Mall and a 3D Shopping Mall)

  • 양희순;이유리
    • 한국의류학회지
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    • 제32권4호
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    • pp.573-585
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    • 2008
  • Flow has attracted more interests in consumer behaviors, with pleasure and fantasy getting more important in shopping. "Flow" means the experience with which consumers feel as pleased and satisfied as in playing pleasantly, and the optimal experience they feel when they are indulged in an activity. The purpose of this study is to investigate the relationships among challenges, skills, flow experience, and future behavioral intention in online shopping malls. In addition, a 3D shopping mall and a 2D shopping mall were selected as the stimuli in order to examine the differences in flow experience in accordance with web site types. A survey questionnaire was developed and 700 data(2D group: n=380, 3D group: n=320) were used for analysis. Data were analyzed through structural equation model to explore effects of challenges and skills on flow. The results of this study are summarized as follows. First, the perception of higher challenges and skills led to positive flow experience and higher time distortion. Second, the higher the level of time distortion was, the higher the flow experience was. This means that a shopping mall will increase flow experience, if it is interesting enough to be unaware of time passing. Third, flow experience had a positive influence on future behavioral intention. Finally, in all variables except skills, the impact of 3D shopping mall is greater than that of 2D shopping mall, which means that web site types affect flow experience.

Antecedents and Consequences of Flow Experience in Online Movie Information Sharing Behavior: An Empirical Study of Young Chinese Moviegoers Living in Korea

  • Zhu, Zong-yi;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • 제9권1호
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    • pp.141-153
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    • 2020
  • This study aims to understand the antecedents and consequences of flow experience in online movie information sharing behavior of young Chinese moviegoers residing in Korea to explore a potential market. We followed the Stimulus-Organism-Response (S-O-R) theory and flow theory approaches for developing measures of constructs and investigated previous related studies. This study collected 186 data from Chinses students who attend Korean university. Statistical analysis revealed that information seeking behavior and telepresence are related to online flow experience. In addition, the online flow experience affected consumer satisfaction and information sharing behavior. Flow experience also has been predicted the mediation effect between stimulus information seeking behavior, telepresence and satisfaction and information sharing behavior. Our research findings offer insights for marketers in the movie distribution business who are interested in a better understanding of the behaviors of Chinese moviegoers residing in Korea

패션쇼 연출을 위한 패션모델들의 몰입 체험 (The Flow Experience of Fashion Models' for Fashion Show Production)

  • 유영준
    • 한국의류학회지
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    • 제37권4호
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    • pp.554-564
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    • 2013
  • This study identified the characteristic and meaning of flow experience through the experiences related to fashion models' role performance; subsequently, the following findings were obtained. First, fashion models' flow experience could be divided into characteristics such as temporality, spatiality, relationality, physicalness and pleasure. Second, the process of this flow experience ultimately led to the complete moment. The complete moment can be said to be the aesthetic experience that provides both the meaningful experience and the aesthetic pleasure; it is the experiential knowledge at the dimension of mysterious integration that their body and mind are integrated into one. The beauty that fashion models exercise at the aspect of this aesthetic experience is that of performance and is an individual physical movement where they perceive their role and exercise their inner ability to express their costume most beautifully. Accordingly, the beauty of performance can be said to mean that the fashion show was successfully held by inducing both the performer and the audience into an aesthetic response. The process of specialized planning and preparation is required for fashion models to exercise the beauty of performance at the complete movement reached through flow experience and a successful fashion show. Diverse elements of the fashion show should be more organically constituted through such a process. Fashion models should exert efforts to embody acts such as walking, posing and turning through the performance of their excellent role as well as develop a training program to complete it.

인터넷 쇼핑에서의 플로우 경험과 실용적 가치 지각이 패션상품 구매의도에 미치는 영향 (The Effect of Flow Experience and Perceived Utilitarian Value of Internet Shopping on Purchase Intention of the Fashion Merchandise)

  • 이은진;홍병숙
    • 한국의류학회지
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    • 제30권8호
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    • pp.1188-1198
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    • 2006
  • This study recognizes that individual's experience is important in change over Internet fashion consumers to Internet users, and find out fashion consumer's flow experience in Internet shopping of the fashion merchandise. Also, the purpose of this study is to analyze whether flow experience and perceived utilitarian value have an effect on Internet purchase intention of the fashion merchandise. To fulfill this objectives, a survey was conducted out from June 20 to July 30 in 2005, and an subject of study was married women aged from 20s to 30s in purchase experience of the fashion merchandise to Internet shopping malls. Data collected over the Internet, and analyzed the 306 subjects. The statistical analysis methods was frequency analysis, reliability analysis, factor analysis, multiple regression analysis. 3 hypotheses were accepted, the result of this study were as follows: First, a married women aged from 20s to 30s in purchase experience of the fashion merchandise to Internet shopping malls were skilled Internet enough to regarding Internet shopping as an easy thing, and was challenged in Internet activity. Their Internet skills, challenges and interaction had an effect on flow experience and perceived utilitarian value. Therefore, the more Internet skills, challenges. and interaction were higher, the more flow and utilitarian value about Internet shopping was higher. Second, a married women aged from 20s to 30s were high-purchased group of the fashion merchandise to Internet shopping malls, and had a repurchase intention in Internet shopping mall within the purchase experience of the fashion merchandise. Their flow experience and perceived utilitarian value had an effect on Internet purchase intention of the fashion merchandise. Therefore, the more flow experience and perceived utilitarian value were higher, the more Internet purchase intention of the fashion merchandise was higher.

인터넷 1인 게임 방송 BJ 속성이 시청자의 시청만족도에 미치는 영향 - 플로우(FLOW)경험을 매개변인으로 - (Influence of Internet One-person Game Broadcasting BJ Property on the Viewers' Satisfaction - Flow experience as a Mediator -)

  • 김종무
    • 디지털융복합연구
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    • 제16권7호
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    • pp.357-367
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    • 2018
  • 본 연구는 인터넷 1인 게임 방송 BJ 속성이 시청자의 시청만족도에 미치는 영향에 있어 플로우경험이 매개변인으로서 효과를 할 것인지를 알아보고자, 아프리카TV에서 1인 게임방송을 시청하는 총 198명의 사용자를 대상으로 설문을 실시하고 이를 분석 하였다. 분석 결과, 첫째, 즐거움 플로우경험은 친밀성 BJ 속성과 시청만족도의 관계에서 매개역할을 하였다. 둘째, 통제감플로우 경험은 BJ 속성과 시청만족도의 관계에서 매개역할을 하지 않았다. 셋째, 주의집중 플로우경험은 친밀성과 신뢰성 BJ 속성과 시청만족도의 관계에서 매개역할을 하였다. 넷째, 시간왜곡 플로우경험은 친밀성 BJ 속성과 시청만족도의 관계에서 매개역할을 하였다. 다섯째, 자아상실 플로우경험은 BJ 속성과 시청만족도의 관계에서 매개역할을 하지 않았다. 이는 게임 BJ의 친밀성 속성이 시청만족도에 미치는 영향에 있어 즐거움, 주의집중 그리고 시간왜곡 플로우경험은 매개 역할을 한다는 것을 확인하였다.

e-Learning 환경에서 영어 말하기와 듣기 학습자의 몰입경험(flow) 척도개발에 관한 탐색적 연구 (A Study on the Flow State Scale of English Speaking and Listening in the e-Learning Environment)

  • 강정화;한금옥;신동로
    • 디지털융복합연구
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    • 제6권3호
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    • pp.13-22
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    • 2008
  • The purpose of this study is to explore 'Flow Experience' of those studying English speaking and listening in the e-Learning environment. The exploration of flow experience in this study is based on the literature research of Csikszentmihalyi's flow models and other studies. There have been many studies on flow experience focusing on arts, leisure and sports in accordance with Csikszentmihalyi's original theory, however, his flow theory has recently been adapted to the educational field. Nonetheless, it is in the e-learning environment, rather than the face-to-face traditional teaming environment, that there is not enough flow state measurement scale. Therefore, it is important to develop as a stepping stone a flow state scale for those who study English speaking and listening by the cyber-native-speaker on e-Learning environment to improve their satisfaction and achievement.

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서핑참여자의 참여동기가 몰입경험 및 지속적 참여의도에 미치는 영향 (The Effects of Surfing Participants' Participation Motivation on Flow Experience and Continuous Participation Intention)

  • 권재윤;남상백;박상규;강희엽
    • 수산해양교육연구
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    • 제29권2호
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    • pp.492-502
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    • 2017
  • The purpose of this study was to verify the influences of surfing participants' participation motivation on flow experience and continuous participation intention. The study conducted a research survey through purposive sampling method after selecting 2 surfing center in Ganwon-do. 280 questionnaires distributed and 269 were selected as final valid sample by removing 11 questionnaires that have insufficient answers. Then data were analyzed through exploratory factor analysis, reliability analysis, correlation analysis, and multiple regression analysis using SPSS Window ver. 20.0. The results were as followings. First, participation motivation factors have positive effect on flow experience. Second, participation motivation factors have an influence on continuous participation intention. Third, flow experience have an influence on continuous participation intention. Fourth, leisure flow have an influence on continuous participation intention.

모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구 (A Study on the Factors Determining Experience of Flow in Mobile Social Network Games)

  • 김슬이;정용국;진메이천
    • 한국게임학회 논문지
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    • 제13권3호
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    • pp.55-68
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    • 2013
  • 본 연구는 모바일 소셜 네트워크 게임의 몰입에 영향을 미치는 요인이 무엇인지 실증적으로 살펴보았다. 인터넷과 온라인 게임의 몰입 경험에 관한 선행 연구를 기반으로 몰입의 결정요인을 콘텐츠 요인 (그래픽디자인, 도전과제, 보상), 기기요인 (접근성, 조작성), 사회적 요인 (상호작용, 커뮤니티)으로 구분하여 도출하였다. 먼저, 개별 결정 요인과 몰입의 연관성을 상관 분석을 통해 살펴보았고, 어떤 요인이 몰입에 상대적으로 강한 영향을 미치는 지를 확인하기 위해 위계적 회귀분석을 실시하였다. 상관분석과 회귀분석이 공통적으로 보여주는 결과는 그래픽 디자인, 보상, 커뮤니티 활동은 게임 이용자의 몰입을 증가시키고, 반면에 도전과제와 조작성은 몰입에 별다른 영향을 미치지 않는다는 것이다. 또한 몰입에 미치는 상대적 영향력의 크기는 그래픽 디자인, 커뮤니티 활동, 보상의 순으로 나타났다.