• Title/Summary/Keyword: Flow Experience Theory

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A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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A Study on the Grounded Theory of Transitional Career Choice Process North Korean Defects (북한이탈주민의 전환적 진로선택과정에 관한 근거이론 연구)

  • Kim, Hye Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.240-250
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    • 2020
  • This study explores the process of transitional career choice for North Korean defectors who are successfully living their lives after transition to a different system labor market. To achieve this study purpose, what is the process of transitional career choice for North Korean defectors due to the system transition? At present, he (Ed- who is he?) has a subjective sense of success in his professional life and conducted in depth interviews with three men and eight women as objects that can explain the process of experience in rich and detailed ways. To this end, the author interviewed three men and eight women who are satisfied with their current job and analyzed them with the grounded theory method proposed by Strauss & Corbin (1998). As a result, the paradigm model was derived from the central phenomenon of 'conversion of perspective', and the core category was 'conversion of perspective and challenge new career'. The transitional career choice process was derived into four stages according to the flow of time and interaction as 'reality recognition stage', 'active change recognition stage', 'support and coping strategy stage', and 'growth stage' and positive reflections from transitional learning and potential factors of planned chance skills were found.

Activity Level of Social Participation and Quality of Life among the Elderly in Korea -Focusing on gender and age differences- (사회참여노인의 활동수준과 삶의 질 - 성별과 연령 차이를 중심으로 -)

  • Ju, Kyong Hee
    • Korean Journal of Social Welfare Studies
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    • v.42 no.2
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    • pp.5-39
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    • 2011
  • The objective of this study is to survey Social Participation of the Elderly's quality of life according to their activity levels and examine the differences by their gender and age. The subjects of this study were elderly aged 60 or older who are living in the metropolitan area and those reportedly participating in various social activities at the time of the survey. A total of 586 cases were used for the analysis. Data were analyzed through multi group analysis using a structural equation model, and AMOS 7.0 was used in statistical processing. The results of this study showed that, first, the quality of life was significantly and positively affected by flow experiences in economic participation, social fellowship participation, and self development participation. Second, the results of multi group analysis on the relations between the social participation level and the quality of life according to gender demonstrated that the there were gender differences on the full path model, and that there were significant differences in relationships between the volume of social fellowship participation and the quality of life between men and women. Third, a similar finding was found for the age group that the paths between flow experiences in economic participation and the quality of life significantly differed by age groups. Based on these findings, implications for theory and practice were discussed.

Template Restructuring of Backward design for Home Economics Instruction (가정교과 수업 적용을 위한 백워드 디자인의 템플릿 재구조화)

  • Wang, Seok-Soon
    • Journal of Korean Home Economics Education Association
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    • v.30 no.2
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    • pp.117-136
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    • 2018
  • The purpose of this study is restructuring the template to apply the 'Backward design' for Home Economics Instruction. This study reviewed the theory of Wiggins and McTighe, the advocates of backward design, and examined the template for version 2.0 of Wiggins and McTighe (2011). In addition, This study analyzed various previous researches using backward design, and drew implications for template restructuring for applying backward design on Home Economics Instruction. In addition, the validity of the template was verified through facial validity through the expert council. Through this process, the final 5 stages (1. Curriculum Analysis → 2. Instructional Design (Learning Experience Design ↔ Evaluation Design (Performance Task Planning) → 3. Instruction Flow → 4. Class guide for each class → 5. Evaluation record, and feedback)suggested templates for applying backward design. Future research will use the restructured assumptions and templates to develop teaching materials in the Home Economics areas of the 2015 revised curriculum. In future research, field research should be carried out on how the Home Economics instruction with backward design affects learners.

A Study of Construction Duration Predicting Method for Mega Project (메가프로젝트 사업초기단계 사업기간 예측 방법에 관한 연구)

  • Woo, Yu-Mi;Lee, Seung-Hoon;Lee, Hei-Duck;Seo, Yuong-Chil
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.597-600
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    • 2008
  • Recently, Several Mega project are been performing as a multi-dimensional development project in Korea, but some problem has been revealed about deficiency of the history, experience, and skill. A multi-dimensional development project require the technology which can manage mega project to its specific at the level of program management. predicting schedule and schedule management are the most important for mega project, been performing over several years. This research shows the method of predicting and planning schedule in the early stage as a pre-study on developing a technology of schedule management. First of all, it presents the development of database considering the specific of mega project that can accumulate the history of schedule and search the schedule according to the type of single and multi building. Also it suggests the method of prediction schedule by creating scenarios according to owner requirements and cash flow, affecting schedule management in the early stage, and the shortening possibility of schedule duration using CCPM theory.

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Philosophical and Theoretical Perspectives of Five Laws of Libraries and its Influence on the Library Profession: Issues and Challenges

  • Krishnamurthy, M.
    • Journal of the Korean Society for Library and Information Science
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    • v.45 no.4
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    • pp.271-286
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    • 2011
  • The role of information in knowledge society has changed. Library refers to information centre, which is actively involved information collection and promoting use of for the development of individual and society. Modern libraries are the centres of interaction for all interested in accessing information and in participating in the marathon of the present competitive age. Information and a conducive environment of its free flow is a vital tool in all forms of human endeavour. It is the link pin of national development. For a nation to develop it needs to have and provide relevant, updated and adequate information on food security, health, democracy, population, education, family planning, youth empowerment, gender quality, environment etc. The information intermediaries are the persons to modulate these complexities and find match between the information sources and users needs to satisfaction of Ranganathan's law: Books are for use; Every reader his/her book; Every book its reader; Save the time of the reader; Library is a growing organism. The relative importance of these norms in modern context has been evident from experience, study, observations, discussions, etc., and only by scientists and technologists, but also by managers, planners, and policy makers. They recognize the usefulness of information in the performance of their needs information needs. Libraries are therefore proper management, provision and dissemination of such information. It is clearly visible in the contemporary context, that the libraries in the knowledge society are much more than the book depositories This article looks at the theory/practice divide in library and information science and particularly Ranganathan's contributions, basic statements remain as valid in substance if not in expression as -to-day as when they were promulgated, concisely representing the ideal service and organizational philosophy of libraries today.

The Study on Methodology and Flow of Discourses of Community Media Focusing on the Meta-analysis of Topics, Methods, and Issues of Academic Journals (공동체 미디어의 담론 흐름과 연구경향 학술논문의 주제, 방법, 쟁점에 대한 메타분석을 중심으로)

  • Kang, Jin Suk
    • Korean journal of communication and information
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    • v.81
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    • pp.9-39
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    • 2017
  • Online communities have become playgrounds for enjoyment and political public spheres as well as have been vitalized by participation of diverse users, which shows that users of online communities experience participatory democracy and new subjects who project the politic of everyday life eventually. The purpose of the study is to examine that how phenomenon from above have been revealed in the academic discourses and seek the ways for development of the theory and methodology of community media research. To do this, I analyze that features and tendencies of academic discourses which have historically been accumulated through applying method of meta-analysis into topics, methods, and issues in the precedence studies. Data is centered on Journals of the Korean Society for Journalism and communication Studies, Korean Association for Broadcasting and Telecommunication studies, Korean Association for Communication and Information studies, and the Cybercommunication Academic Society. The reason why I choose these journals is that they have a long history of the publication compared to other journals, thus, I can collect various related articles. Total of 53 Samples are selected after input keywords '공동체' and 'Community'. This study makes a contribution by offering the preliminary data in order to seek the ways for revitalization of local communities and for the future theories and methodologies of community media through researching on precedence studies having piled from 2001 when the first article about community media was published to November 2016.

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A study on Hangul serious mobile game for Infant based on R. Caillois's theory (로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구)

  • Lee, Sooyeon;Kim, Jaewoong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.291-312
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    • 2014
  • This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.

A Descriptive Study on Job satisfaction and its Related Factors for Clinical Nurses in Goneral Hospital (일 대학병원 간호사의 직업만족도와 그에 관련된 요인 조사연구)

  • 김조자;박지원
    • Journal of Korean Academy of Nursing
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    • v.18 no.1
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    • pp.5-18
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    • 1988
  • Herzberg and his associates concluded from their findings that job satisfaction consisted on two independent dimension ; the first dimension was related to job satisfaction, the second to job dissatisfaction. According to the Herzberg theory, the satisfiers are related to the nature of the work itself and the rewards that flow directly from the performance of that work. The dissatisfaction factors are associated with the individual's relation to the context or environment in which he works. The purpose of this study was to investigate selected factors which result in job satisfaction / dissatisfaction of nurses employed in general hospital. In a study of this nature, it is important that the population be as homogenous as possible in order to reduce the effects of the different environments and backgrounds on job satisfaction. A job satisfaction questionnaire developed by Slabitt et als. was used for this study. It contains 45 statements and utilizes a Likert type scale of 5. Participants were asked to select response which were congruent with their perceptions of the item. It was decided to conduct the study in one general hospital in Seoul. A sample of 505 clinical nurses were selected to participate in this study. The results of this study were as follows ; 1. The overall mean score for the 45 five-point scales of job satisfaction items was 2.945, showing that the subjects of this study were neither satisfied nor dissatisfied. 2. To identify the specific job related factors that result in Job satisfaction / dissatisfaction, the 45 items of job satisfaction were divided into 6 areas and the mean scores and % of agreement were compared. The specific job related factor that resulted in job satisfaction was the job status and those that resulted in job dissatisfaction were salaries, task requirements and organization requirements. But the areas of autonomy and interaction did not belong to either side of the specific job related factors. 3. To identify the relationship between the job satisfaction and the subject's general characteristic, data was analyzed using the t-test and the Pearson correlation coefficient. It was found that the relationship between the job satisfaction and the request for rotation and intention to remain on the job were statistically significant at .05 level, but the relationship between the job satisfaction and age, work experience, and educational background were nor statistically significant at the .05 level.

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Emerging New Industrial Cluster along the Cheonggyechon-ro and Its Social Capital (청계천로변 전문상가의 신산업집적체형성과 사회적 자본의 특성)

  • 남기범
    • Journal of the Economic Geographical Society of Korea
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    • v.4 no.2
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    • pp.79-96
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    • 2001
  • This paper introduces a new type of industrial cluster developed at the CBD of Seoul. Conventionally, clusters are said to be consisted of hi-tech, often If activities, manufacturing industries or artisan craft industries with increasing vertical integration and performance usually supported by venture capitals and favorable business infrastructure, not to mention governments', be it central or local, incentive plans. The study area, Cheonggyechon region has long been a traditional CBD frame of Seoul, Korea, being troubled by deterioration, traffic jams, and environmental degradation as most inner cities experience. Recently. this region has transformed to the most dynamic and productive area not by IT industries but by apparel and fashion activities. The study of the developmental trajectory and key characteristics for this kind of industrial cluster can give us insight both for the transition of inner city and for the cluster theory. This Paper firstly briefly Profiles the growth of the Cheonggyechon region over the past decade. It then shows the current spatial and business structure of the new industrial cluster, focusing on the fact that transactions costs are reduced, the creation and flow of information improves. and the local institutions are prone to be most responsive to the new cluster's specialized needs. The third section presents the key components of the customized production-distribution-shopping cluster development process, emphasizing the localized networking. social capital, spontaneous institutionalization of associational economic climate, and cultural economy based on place-specific inertia. The paper concludes with some comments about the prospects and perils of the new industrial cluster of Seoul.

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