• Title/Summary/Keyword: Fun Experience

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Effect of SNS Sports Community participants' Perception of Sports Value on Perception of Fun and Sports Activities

  • Wei Zhong;Sunmun Park
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.416-426
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    • 2024
  • This study shows that, in a situation where the influence of the mobile Internet is increasing in all areas of modern society, SNS users' participation in sports has a significant impact on the development of the sports market and the public's exercise methods and sports awareness. Therefore, the purpose of this study is to determine the impact of awareness of sports values through SNS on participation in sports activities. In order to achieve this research purpose, the population of the study was adults who had experience participating in SNS sports communities. The sampling method used was convenience sampling, and a total of 300 people, 150 men and 150 women, were selected as research subjects through sharing the questionnaire link online and via email. The survey tool used was a questionnaire, and it was modified and supplemented for this study based on a questionnaire that had secured reliability and validity in previous studies. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 20.0 Version. The conclusions obtained in this study through data analysis according to these methods and procedures are as follows. First, SNS sports community participants' perception of sports value was found to partially affect their perception of fun. Second, SNS sports community participants' perception of sports value was found to partially affect sports activities. Third, SNS sports community participants' perception of the fun of sports partially influenced sports activities.

The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.17-28
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    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.

Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

Development and Validation of a Fun Perception Scale for the Korean Employees (직장인의 일에 대한 재미지각척도 개발 및 구성타당도 검증)

  • Cheongyeul Park ;Youngmi Sohn ;Chungwoon Kim
    • Korean Journal of Culture and Social Issue
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    • v.17 no.2
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    • pp.241-260
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    • 2011
  • This study was to develop the fun perception scale measuring what conditions employees experience fun feeling in work and to examine the construct validity of it. For this, the pre-studies(open-ended questionnaire, in-depth interviews, literature survey, pre-survey) were conducted to develop the preliminary questions of fun scale. In main study, 250 employees(male: 125, female, 125) were responded to a questionnaire consisted of 40 questions of fun perception scale extracted by pre-studies. The results were as follow. First, through the item analysis, factor analysis and reliability analysis, 7 factors composed of 29 items were extracted: 'self-determination', 'extrinsic reward', 'goal achievement', 'pleasure in the process', 'contribution to the company', 'worthless', 'challenge'. Cronbach's alpha reliability coefficient of each factor was suitable. Secondly, EFA was conducted to test the construct validity of fun scale with AMOS 16.0. Several goodness of fit indexes were used to assess model fit: X2/df, TLI, CFI, RMSEA. The results were revealed that all the indexes were acceptable with no additional modification. Based on these findings, the theoretical and the practical implications of fun perception scale were discussed.

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A Study of the Core Characteristics and Contribution of Consumer Experiential Marketing (소비자 체험마케팅의 핵심적 특성들과 기여에 대한 고찰)

  • Kim, Woo-Sung;Huh, Eun-Jeong
    • Korean Journal of Human Ecology
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    • v.16 no.1
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    • pp.89-101
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    • 2007
  • This study deals with classification of various approaches regarding consumer experience, core characteristics, and contribution of experiential marketing. This study classifies seven approaches regarding consumer experience into 4 broad views (1)experience as experiential brand concept, 2)experience as a behavior, 3)experience as a behavior focusing on an affect, 4)experience as a holistic experience. Each of these 4 views of experience as well as the seven approaches is further explained in details. Five core characteristics of experiential marketing are suggested: l)forming a deep relationship between a customer and a brand, 2)being related to personal final values, 3)holistic experience with a brand, 4)fun, pleasure, and immersion, and 5)keeping customers through customer satisfaction and giving impression to a customer. Five propositions based on these core characteristics are suggested. The contribution of experiential marketing is suggested.

A Study on the Application of Coding Education through Gamification for Tourism Experience - Focusing on "Computational Thinking" Factor Analysis - (관광경험 증대를 위한 게이미피케이션 코딩교육 활용 방안 - 컴퓨팅 사고력 요소 분석 중심으로 -)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.403-409
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    • 2020
  • Gamification can be more fun and interesting than boring and it can be used for variety of educational subjects. Through the fun and flow of the learner, the learner understands the meaning and context of the problem to be solved. It will be able to collect, analyze and creatively solve data in a way that computers understand. Training through gamification will be an effective and memorable coding education for the efficient learning of coding education among the newly designated compulsory education. It is considered to be highly useful as a convergence study to increase tourism experience. Currently, in the field of school, coding education is mainly conducted using entry and scratch, which are educational programming languages, and coding education using gamification is not extensively used in the current education field. It is also expected to be used to increase the tourism experience, and it can be used to enhance the learner's computational thinking ability and creativity.

Research on Gamification Incentive Mechanism of E-commerce Platform

  • Zhao, Qiu-Yue;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.973-982
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    • 2022
  • As a new marketing tool, gamification design has been used in marketing practice by e-commerce platforms, aiming to motivate consumers to participate. Based on this, by sorting out relevant domestic and foreign literature, analysis of actual business cases, in-depth interviews with users, experiments and data analysis, this study extracts and describes in detail the elements of the e-commerce platform gamification incentive mechanism. Draw conclusions through research: (1) The incentive mechanism of gamification design of e-commerce platform contains four main dimensions : The richness of symbols, The fun of gamification, The contagiousness of Social and The seduction of achievement. (2) The four elements are closely related, and these can work on a system at the same time and have significant mutual effects. (3) Achievement and fun can bring intrinsic motivation to consumers, while sociability and symbols can bring external motivation to consumers and promote internal motivation through external motivation. (4) The seduction of achievement and the richness of symbol are most closely related.

An Exploratory Case Study on Types of Teaching and Learning with Digital Textbook in Primary Schools

  • SUNG, Eunmo;JUNG, Hyojung
    • Educational Technology International
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    • v.19 no.1
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    • pp.35-60
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    • 2018
  • The purpose of this study was to analyze the types of lesson and its effectiveness with digital textbook. To address those goals, we had observed five classes of the primary school, which designated as a research pilot school for digital textbook. Based on the result of observation, 3 types of lesson with digital textbook were categorized: Teacher-directed lecture (type 1), Blended learning (type 2), and Flipped learning (type 3). Depending on the type of lesson was analyzed the positive and negative effectiveness by means of matrix analysis method. As a result, in Teacher-directed lecture (type 1), there was found out the participation of the lesson in atmosphere of stable and comfortable as positive experience, also digital textbook operating immature and boring as negative experience. In Blended learning (type 2), there was found out the fun by sharing the product and peer feedback, and flow by learning transfer as positive experience, also digital textbook operating immature and understanding the difference between assignments as negative experience. In Flipped learning (type 3), there was shown the positive attitude and ownership in the lesson as positive experience, also distracting and boring in the lesson when learner was excluded in participation as negative experience. Based on the results, we suggested some strategies for improving positive experience and protecting negative experience in the lesson with using digital textbook.

A Study on Promoting Early Reading Ability through an Explicit High-frequency Sight Word Instruction

  • Huh, Keun
    • English Language & Literature Teaching
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    • v.17 no.1
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    • pp.17-35
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    • 2011
  • The purpose of this study was to explore the effect of an explicit word instruction for EFL beginning readers and their perception on the learning experience. Data were attained from 16 fourth graders who took English class as a development activity. Data include the results of pre- and post-test of high frequency sight word recognition, oral reading ability, students' survey responses, and teacher observation. The descriptive statistics were obtained for the result of the pre- and post-test. The findings from the student survey and teacher observation were also provided and interpreted to better understand the result of project and students' perception on the learning experience. The followings are the results of this study. The word recognition ability of the students was dramatically improved after the project. The students were satisfied with the overall learning experience perceiving it as helpful and fun learning. They expressed that the explicit word instruction helped their word recognition and reading ability. The results also supported that the confidence of students on their reading ability were heightened. Several suggestions are made for teachers and researchers on the word instruction for young EFL learners who are beginning readers.

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