• Title/Summary/Keyword: Fun Factor

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An Analytical Study on the Importance and Performance of Factors of Online Video Usage: Focusing on the Comparison of Chinese and Korean Platforms

  • So-Hyun Park;Seung-Chul Kim;Tae-Won Lee
    • Journal of Korea Trade
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    • v.26 no.7
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    • pp.145-166
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    • 2022
  • Purpose - The field of online videos has seen rapid changes in information and communications technology (ICT) development. Despite active academic research on the use of online platforms, few studies have analyzed the relative importance among the factors determined. In this study, the relative importance of factors found in previous studies was identified for users of online video platforms in China and Korea. Through this, factors that should be considered first in research on online video use were derived. In addition, the quality level of online video platforms currently used in China and Korea was measured and used for analysis. The analysis results can provide information for companies to enter Chinese and Korean markets and also be useful to platform providers aiming to increase usage. Design/methodology - Among the factors of Online Video Usage identified in previous studies, 13 factors to be studied were selected through focus group interviews and hierarchized into 2 layers. For the analytic hierarchy process (AHP), each factor was designed as a pairwise comparison questionnaire. The survey included questions on the quality of online video platform currently in use. Data collection was conducted on 16 platforms in China and 11 platforms in Korea, and the relative importance of factors and user perspectives was compared and analyzed using importance performance analysis (IPA). In the analytical process, platforms were divided into over-the-top (OTT) group and Creator group according to the weight of user-generated content, and data analysis focused on these groups. Findings - As a result of AHP, China and Korea showed both "Fun" and "Interests" factors at the top, while the importance of the Entertainment factor "Vicarious satisfaction" was very different for China and Korea. "Relationship with content creators" was the most important factor in China, but it ranked the lowest in Korea. The IPA showed that the factors with high importance and performance were fun, interests, and easy accessibility for both China and Korea. In contrast, the factors that showed low performance compared to high importance in China were relationship with content creators, relationship with acquaintances/friends, and trustworthiness. As for Korea, vicarious satisfaction was observed; thus, this study has raised the need for academic and industrial interest in vicarious satisfaction. The results show that fun, interests, vicarious satisfaction, and easy accessibility of the platform are factors that must be included in further studies on online videos. Originality/value - Existing studies related to the use of online platforms have derived factors or focused on the influence relationship between factors and performance. However, few studies have analyzed the relative importance among the determined factors. This paper explores factors to be considered in future studies by deriving the relative importance between these factors from the perspective of users in China and Korea.

The Effect of Social Network Service Characteristics on perceived Ease of Use and Usefulness (외식상품의 소셜네트워킹서비스 특성이 지각된 사용 용이성·유용성과 온라인 구전의도에 미치는 영향)

  • Oh, Wang-Kyu
    • The Korean Journal of Food And Nutrition
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    • v.29 no.6
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    • pp.1050-1057
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    • 2016
  • SNS (Social network service) characteristics are perceived to simplify use. We carried out empirical studies on these parameters to observe the impact on the image of catering SNS online by word-of-mouth. The subjects of the study were as follows: 32.3% (392 persons) 19 years old, 67.7% (821 persons) over 19 years, 51.0% (619 persons) in their 20s, 22.1% (268 persons) in their 30s, 17.6% in their 50s, and 9.3% (112 persons) over 50 years. After verifying the hypothesis proposed that SNS characteristics perceived the ease of use, the significant factor identified in usability were connectivity Speed (${\beta}=0.213$), playfulness (${\beta}=0.246$), information (${\beta}=0.115$), and reciprocity (${\beta}=0.357$). Dual reciprocity had the most impact. It was observed that a longer impact of these significant factors improved the feel and fun of use. If SNS companies cater to, quick and easy, diverse, reliable and latest information, they can increase the ease of use, and availability, depending on the goals. Also, significant factors in the SNS features and online word of mouth was playfulness (${\beta}=0.312$), information (${\beta}=0.207$), reciprocity (${\beta}=0.066$) and perceived ease of use, and usefulness (${\beta}=0.293$), double playfulness had the maximum impact. These features provided more fun, reliable information, and could quickly deliver the latest information. The more the perceived usefulness, and ease of use, higher was the online word-of-mouth effect. SNS usage characteristics of connectivity Speed did not show any statistical significance in online word-of-mouth. Thus, catering businesses need to find ways to increase the ease of use, make the usefulness multifaceted, constantly checking the catering information on the SNS and ensuring to get the latest information is from diverse and reliable sources. This would increase the fun for the customer making the SNS to actively be utilized as a marketing tool.

Motives for Reading Reviews of Apparel Product in Online Stores and Classification of Online Store Shoppers (의류상품 구매후기를 읽는 동기와 인터넷 점포 고객 유형화)

  • Hong, Hee-Sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.3
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    • pp.282-296
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    • 2012
  • This study identified the types of motives for reading consumer reviews of apparel products for online stores and classified shoppers into the groups based on motives. Data were collected from eleven Korean women by a focus group interview and from 313 females by an online survey. Respondents were in their 20s' and 30s' with significant experience reading consumer reviews of apparel products for online stores. The seven motives found by interviews were reduced to four types of motives by factor analysis: Right product choice and judgment of product value, risk reduction, saving time and money, and fun/killing time. The motive for the right product choice and judgment of product value was the highest and the motive for fun/killing time was the lowest. Consumers were classified into four groups based on motives: Utilitarian shoppers (25.8%), shopping-task oriented shoppers (36.8%), multiple-motive shoppers (19.7%), and moderate-motive shoppers (17.7%). There were significant differences among age groups and the amount of reading reviews posted on a product and the duration of reading reviews for online stores. In addition, managerial implications were developed.

Social Network Games (SNG) to concentrate on the analysis of causes (소셜네트워크 게임(SNG)에 몰입하는 원인 분석 연구)

  • Kim, Tae-Gyu;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.445-453
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    • 2012
  • With the development of recent gaming industry in the production side of the game has expressed concern about. To avoid such generalizations about the diversification of the game for any effort is required. As an aspect of the game is that social networks are emerging. In particular, the element of commitment to targeting the public should not be in game development is an important factor in the liver. In this study, the analysis of previous studies on flow and Raph Koster fun theory is based on the theory extracted from the social network game cause flow through the case study is presented.

Vidyanusa Mathematic Learning Systems Based on Digital Game by Balanced Design Approach

  • Ramdania, Diena Rauda;Prihatmanto, Ary Setijadi;Kim, Myong Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.19 no.3
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    • pp.603-611
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    • 2016
  • Educational games offer an opportunity to engage and inspire students to take an interest in every subject material in school. The "fun" obtain when playing games become a trigger for the use of games in learning. However, there are doubts whether the players actually learn while they are having fun. Vidyanusa is an Online Mathematics Education Game being developed by Crayonpedia Education Ecosystem in Indonesia. The learning goal of Vidyanusa is to engage junior high school students in learning mathematics. In this paper, we design the Vidyanusa game material Functions and Relations by using Balanced Design Approach. This approach has three models in succession; the Content Model outlines the purpose of the game, the Task Model maps out the mission, and the Evidence Model outlines student measurement. This paper will then discusses the quality of games produced in term of Usability factor for effective results and objective. The measurement of the game was carried out based on International Standard ISO/IEC 9126-1 FDIS about Software Quality Product.

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • Journal of Distribution Science
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    • v.17 no.8
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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.

A Study on Somatotyping of Elderly Women (노년기 여성 체형의 특성 및 유형화)

  • 김경화;최혜선
    • Journal of the Korean Society of Costume
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    • v.26
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    • pp.279-288
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    • 1995
  • The objective of the study was to provide fun-damental data on somatotype for elderly women by classifying the somatotype and analyzing the characteristics of their somatotype. The subjects were 368 women ages of 60∼84, they were measured direct anthropometry. In or-der to find out differences among the age groups, the 368 subjects were grouped into two age groups(Group 1 aged 60 to 69, Group 2 ; aged 70 to 84) Data were analyzed using Factor analysis, Cluster analysis, Duncan test and Analysis of variance. The results of this study were as follows. 1. The characteristics of Elderly women's somatotype were bending of the upper-torso, fat-ness of the waist and abdomen, drooping of the bust and shoulder and hip. In addition, height, girth, depth and width items were decreased in their sizes respectively. 2. Through the factor analysis, we extracted 5 factors from anthropometric measurements. Factor components were obesity, height, girth of the leg and arm, length of the upper-torso except the center front length, the center front length, we categorized by 4 clusters using 5 factor scores. And after the cluster analysis using 5 factor scores, 4 clusters were categorized. The characteristics of clusters were as follows. Type 1 was characterized by short, obesity type, and droopy bust. Type 2 was characterized by short and slender type, dropped bust, and bending somatotype from the lateral view. Type 3 was characterized by middle sized and straight somatotype from the lateral view. Type 4 was characterized by tall and obese type from the lateral view.

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Factor-analysis based questionnaire categorization method for reliability improvement of evaluation of working conditions in construction enterprises

  • Lin, Jeng-Wen;Shen, Pu Fun
    • Structural Engineering and Mechanics
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    • v.51 no.6
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    • pp.973-988
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    • 2014
  • This paper presents a factor-analysis based questionnaire categorization method to improve the reliability of the evaluation of working conditions without influencing the completeness of the questionnaire both in Taiwanese and Chinese construction enterprises for structural engineering applications. The proposed approach springs from the AI application and expert systems in structural engineering. Questions with a similar response pattern are grouped into or categorized as one factor. Questions that form a single factor usually have higher reliability than the entire questionnaire, especially in the case when the questionnaire is complex and inconsistent. By classifying questions based on the meanings of the words used in them and the responded scores, reliability could be increased. The principle for classification was that 90% of the questions in the same classified group must satisfy the proposed classification rule and consequently the lowest one was 92%. The results show that the question classification method could improve the reliability of the questionnaires for at least 0.7. Compared to the question deletion method using SPSS, 75% of the questions left were verified the same as the results obtained by applying the classification method.

The Effect of Achievement Goal Orientation and Enjoyment of Winter Sports Participants on Participation Satisfaction (동계스포츠 참여자의 성취목표성향이 재미요인 및 참여만족에 미치는 영향)

  • Seok-Yeon Cho;Dae-Hoon Kim
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.5
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    • pp.1092-1103
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    • 2023
  • This study is a study to investigate how the achievement goal orientation of domestic winter sports participants has an effect on fun factors and participation satisfaction. A total of 326 questionnaires were used in this study, SPSS(Version 27.0) was used as a data processing method, and frequency analysis, reliability analysis, exploratory factor analysis, correlation analysis, and multiple regression analysis were used as statistical methods. The results of verifying the statistical effects of achievement goal tendency, fun factors, and participation satisfaction are as follows. First, as a result of verifying the effect of achievement goal orientation on fun factors, self-goal orientation and task goal propensity, which are sub-factors of achievement goal orientation, had significant effects on exercise ability, exercise utility, promotion of friendship, and self-satisfaction factors. Second, self-goal and task goal propensity, which are sub-factors of achievement goal orientation, had significant effects on facilities, costs, classes, interpersonal relationships, and health factors. Third, the sub-factors of fun factors such as exercise ability, exercise utility, promotion of friendship, and self-satisfaction had significant impacts on facilities, costs, lessons, interpersonal relationships and health factors.

A Study on the Visitor's Satisfaction Decisive Factors of the Local Festival : In Case of Jeonju International Film Festival

  • Kim, Yon-Hyong
    • Journal of the Korean Data and Information Science Society
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    • v.18 no.4
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    • pp.903-913
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    • 2007
  • The purpose of this study is to measure the factor of determination on satisfaction level of the Jeonju International Film Festival. A study is analysed through research that is consisted of satisfaction factor#s items of 32 local festival visitor to study factors of determination of local festival visitor#s satisfaction level. This research data extracted 6 factors, which are access and souvenir, food/lodging, information/service, event/pastime, and convenient facilities. In conclusion, the festival is likely to attract more tourists and make them satisfied if better content of the festival is provided. There, most of the tourists need to becoming cleared to be satisfied due to its values of culture recognition through various contents of the festival, fun factors, food/lodging factors, and various programs.

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