• Title/Summary/Keyword: Fun factors

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Characteristics of mobile casual games and their effects on flow experience and customer satisfaction, loyalty (모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향)

  • Baek, Youngsuk;Lee, Ho;Lee, Dong Hyun
    • Knowledge Management Research
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    • v.16 no.4
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    • pp.17-34
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    • 2015
  • Mobile causal games have unique features differentiating itself with video or online games and a good understanding of user experience is important to save time, effort and money by focusing on key features. The purpose of this study is to empirically investigate relationships among flow experience, customer satisfaction, and customer loyalty in the context of mobile casual games. Fun, skillfulness, ease of use, instant connectivity, challenge were suggested as important characteristics of mobile casual games and included in the research model to see what factors might influence flow experience of mobile casual game users.

Consumers' Commitment and Its Multi-Dimensional Structure (소비자 관계몰입의 다차원성에 관한 연구)

  • 이수진
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.3_4
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    • pp.527-538
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    • 2004
  • Despite the importance of and the vast empirical research attention devoted to commitment in channel relationships, several unresolved issues remain. First, although the term commitment is often measured as a single trait, measuring commitment as a single dimension, is problematic for the epistemological depth and methodological sophistication of the instrument. Second, consumer research has seldom considered the complex nature of commitment in consumer markets. This study hypothesized that the multidimensionality of commitment can be separately identified and that the multidimensional factors-LY(Loyalty), ID(Identity), INT(Internalization)-interact differently from those in inter-fun relationships. A conceptualization of commitment holds LY as a central mediator between ID and INT in this study. The data was collected from 491 retail consumers. For the measurement model test, the three-factor model was selected as representing the underlying factor structure in the sample data and the multidimensionality of commitment was confirmed. The conceptualized model, holding LY as a mediator of ID and INT, performed better than the competing model with INT as mediator of ID and LY. The results provide a theoretical contribution in furthering the research on relationship marketing with consumers by suggesting that the consumer commitment structure be presented differently from the organizational commitment.

The Effect of Fashion Brand Personality on Consumer's Brand Identification and Brand Loyalty (패션브랜드 퍼스낼리티가 소비자의 브랜드 동일시 및 브랜드 충성도에 미치는 영향)

  • Jang, Soo-Jin;Rhee, Eun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.1
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    • pp.88-98
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    • 2008
  • The purpose of this study were to examine the effect of fashion brand personality on the consumer's brand loyalty and to investigate the role of brand identification as mediator. The questionnaire data from 218 women who had purchase experience of fashion luxury brands were collected. Factor analysis and multiple regression analysis were used in data analysis. The results of this study were as follows. First, the consumer's fashion brand personality was composed of eight factors; Status-oriented, appearance-oriented, trend-oriented, leisure-oriented, physical activity-oriented, self achievement-oriented, fun-oriented and relation-oriented factor. Second, brand identification had significantly influence on brand loyalty. Third, fashion brand personality significantly influenced on brand loyalty and brand identification. Especially, the status-oriented, appearance-oriented, trend-oriented and self achievement-oriented fashion brand personality was proved to have a crucial role in brand identification and brand loyalty. Fourth, the status-oriented, appearance- oriented, trend-oriented and self achievement-oriented fashion brand personality had both direct and indirect effects on brand loyalty mediated by brand identification.

An Automated Wave Generation Technique in Tower Defense Games Based on a Genetic Algorithm (유전자 알고리즘을 사용한 타워 디펜스 공격대의 자동 구성 기법)

  • Cho, Sung-Hyun;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.19-28
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    • 2011
  • Level design is one of the important factors in tower defense game development. The difficulty of tower defense game depends on its wave design. In general, it requires a lot of manual labor to generate well-balanced waves with fun. In this paper, we propose a new automated wave generation system by using a genetic algorithm. With our system, a game designer can easily generate an optimized wave by designating the difficulty level in the initial stage of game design. Our system can be useful in reducing the trial-errors in the initial level design process of tower defense game development.

Development of an Educational App for Safe Dietary Life based on Elementary School Parents' Perceptions on Pesticide Residue (초등학생 학부모들의 잔류농약 인식에 기초한 안전 식생활 교육용 앱 개발)

  • Chae, Hyeon-Ja;Kim, Jeong-Weon
    • Korean journal of food and cookery science
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    • v.29 no.2
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    • pp.161-168
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    • 2013
  • The purpose of this study was to develop an educational app that informs parents of elementary students with correct information on pesticide residue based on their awareness and information needs on pesticide residue. A survey was conducted from 918 parents living in 8 different districts of Korea. The results of the survey indicated that a majority of parents felt uncomfortable with pesticide residue and wanted to have the proper information regarding it. Based on the above results, an app named 'Perfect Conquest of Pesticide Residue' consisting of 5 main menus of 'Pesticide residue, Is it safe?', 'Safe management of pesticide residue', 'Perfect removal of pesticide residue on fruits and vegetables through washing', 'Shopping without anxiety', 'Playground' and their own sub-menus was developed. When the app was applied to 30 parents using smart phones, a majority of them were satisfied with the contents of detailed information and fun activities. Therefore, this app could be utilized as an effective educational tool for the parents of elementary students by allowing them to have proper awareness on pesticide residue. Furthermore, more apps could be developed on other food risk factors to promote safe dietary life.

An Observational Research on the Limitations and Side Effects of Gamification in Educating Human Resources (인력교육에서 게이미피케이션의 한계와 역효과에 대한 관찰연구)

  • Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.87-96
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    • 2015
  • Fun and happiness are the intrinsic values of the human beings. Game is one of the most efficient tools which satisfies those intrinsic values. Approaches and methods combining game and education to provide the enjoyable education environments have been increasing. As use of gamification in corporate and school education environments for human resources is increasing, significant voices of concern on the limitations and side effects of combining game and education are continuously increasing. The purpose of this paper is to energize the use of gamification in education environments by clarifying the limitations and side effects of gamification and seeking ways to overcome those factors. This paper summarizes an observational research on the limitations and side effects of gamification in education environments, and provides the interviewees' opinions on gamified classes.

Successful Case Studies of Media Conversion from Webtoon to Movie - Focusing on the Movie - (웹툰에서 영화로의 매체전환 성공 사례 연구 - 영화 <신과함께-죄와 벌>을 중심으로 -)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.2
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    • pp.61-67
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    • 2018
  • This media conversion in which webtoons are remediated to movies and dramas has taken off since the mid-2000s. Webtoons may be favorable for media conversion into movies and dramas as the story as finished and has proven to be fun with a fixed readership: however, only a small number of webtoon were successful box office hits or received high viewer ratings. Then in 2017, the movie based on the webtoon, succeed in attracting more more then 10 million viewers. In this regard, this study derived the success factors by comparing and analyzing the narrative structure and visual elements of , which was the biggest hit movie, with the original webtoon. The case analysis showed that there are two necessary elements for success: a text configuration of strategy optimized for media conversion, which is based on understanding the different media characteristics of webtoon and movie; and a configuration strategy that exaggerates the personalities of the characters and compresses the story of a webtoon which features various events and many characters in a long series, in consideration of the characteristics of movie which needs to give a big impact in 2 hours.

A Study on the Gamification Elements which Applicable to Digital Contents for Dogs (반려견을 위한 디지털콘텐츠에 적용 가능한 게임화 요소 연구)

  • Ma, Mi Yeong;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.75-86
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    • 2019
  • The fast-growing pet industry is expanding its reach to digital content for dogs. In this regard, the study aims to present game elements applicable to pet content, taking into account the sensory characteristics of dogs: visual, auditory, and olfactory. To this end, attendance and rules were drawn as factors to induce continuous use of content by pet owners, and intimacy and compensation were derived as game elements so that dogs could get positive responses by feeling fun and interesting through content. Through this study, we expect to revitalize the newly evolving dog content industry.

The Analysis for Korea Web-board Game Regulation (국내 웹보드 게임 규제 분석)

  • Song, Seung-keun;Yoon, Claire
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.183-184
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    • 2016
  • This study aims to suggest relaxed regulation plans for web-board games by analyzing regulations on gambling games with online and mobile platforms. One of the controversial issues in the South Korean game industry these days is legal regulations related to 'gambling'. Gambling is one of its ambivalent factors, which is necessary for fun of these games but has risks of overindulgence and addiction. This study analysis the web-board enforcement ordinance from Feb. 2014 and current relaxed regulation. Moreover, we find the plan which will be relaxed to regulation under what safety net. We propose the solution of web-board regulation policy which is available for an adult.

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Influence of Back Pressure of an Exhaust System on Quietness at Low-Speed Rotation (저속 회전 시 배기시스템의 배압이 정숙성에 미치는 영향)

  • Kang, Il-Seok;Yang, Sung-Mo
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.18 no.6
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    • pp.69-75
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    • 2019
  • In recent years, the driving performance and exhaust sound quality in automobiles have been recognized as important factors, as they maximize the driving fun to fulfil the demands of customers. Therefore, many automobile manufacturers are studying various exhaust pipe shapes to improve sound quality and optimize exhaust pressure. The objective of the exhaust pipe design is to maximize the engine efficiency using optimal exhaust pressure settings. In this study, an exhaust system was fabricated with different junction shapes, and the results were analyzed through various experiments. The exhaust gas pressure acting inside the exhaust pipe was measured using a pressure transducer. Meanwhile, the vibration generated in the vehicle was measured in three axial directions and analyzed. The ground noise generated in the indoor and outdoor of the vehicle was measured, and the noise generated at the maximum output was measured and analyzed.