• 제목/요약/키워드: Fun factors

검색결과 192건 처리시간 0.025초

A Study on Improving Fun Factor of Psychotherapy Game (정신 치료 게임의 재미 요소 향상 방안)

  • Lee, Myoun-Jae
    • Journal of Digital Contents Society
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    • 제13권1호
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    • pp.13-20
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    • 2012
  • Game is an excellent media to easily access and immerse for most people. According to these characteristics, many games which are combined game's fun with original educational purpose have been developing in various fields. In case of developing the game, game designer should balance game's fun and educational purpose in each filed. In this paper, we analyze psychotherapy games to improve accessibility of treatment and continuance of treatment sessions in face-to-face treatment by particularly fun factors in commercial games. And, then we present methods to increase fun of psychotherapy game. This paper can help psychotherapy game developers to increase game experience.

The Structural Relationship among Selection Attributes, Consumption Value Brand Attitude, Fun, Brand Loyalty and Quality of Life in Athleisure

  • Byun, Kyung-Won;Kim, Moo-Young
    • International journal of advanced smart convergence
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    • 제10권2호
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    • pp.138-144
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    • 2021
  • The purpose of this study is to analyze the relationship among selection attributes, consumption value brand attitude, fun, brand loyalty and quality of life. The subjects of the empirical study were selected by the Korea Fashion Industry Research Institute using the convention sampling method and the quota sampling method for 241 consumers who have purchased brands classified as "athleisure" within the past year For each variable constructed to verify reliability and validity of the measurement model, reliability tests using Cronbach' alpha were performed using IBM SPSS Win Ver. 23.0. To verify the unidimensionality of the measurements, we conducted a confirmatory factor analysis using AMOS 22.0 and a structural equation model to determine the structural relationship between variables. As a result of the study, First, both intrinsic and extrinsic attributes, which are sub-factors of selection attributes, have been shown to have a significant effect on consumption value. Second, consumption value has been shown to have a significant impact on brand attitude and fun. Third, brand attitudes have been shown to have a significant impact on brand loyalty. Finally, fun has been shown to have a significant impact on quality of life.

The effect of fun factors on re-particitation intention to traditional play: Verification of the moderating effect of challenge spirit (전통놀이 참여자들의 재미요인이 재참여의사에 미치는 영향: 도전정신의 조절효과 검증)

  • Oh, Youngtaek
    • Journal of Convergence for Information Technology
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    • 제12권4호
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    • pp.133-142
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    • 2022
  • The purpose of this study was to verify the moderating effect of the challenging spirit on the relationship between fun factors and re-participation intentions of participants in traditional play. The subjects of this study were 164 participants in the traditional play Hanmadang contest held in Jeju Special Self-Governing Province in 2021. They measured fun factors, challenging spirit, and re-particitation intention to participate. In order to analyze the collected measurement paper, the analysis was performed using SPSS18.0, PROCESS Macro(V.2.13), Interaction program. The major results were as follows. First, the interaction between promote health and challenge spirit was found to have a significant effect on re-particitation intention at high and medium levels. Second, it was found that the interaction between the foster of social and the challenge spirit did not have a significant effect on the re-particitation intention. Third, the interaction between sense of achievement and the challenge spirit was found to have a significant effect on the re-particitation intention at the high and medium levels.

The Effects of the Fun Factor and Immersion of marine Sports on Leisure Satisfaction (해양스포츠 참가자의 재미요인과 몰입이 여가만족에 미치는 영향)

  • Jang, Jae-Yong;Kwon, Oh-Ryun;Kang, Shin-Beum
    • Journal of Navigation and Port Research
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    • 제37권1호
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    • pp.101-111
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    • 2013
  • The following study holds its purpose on verifying primary fun factors of participation and satisfaction on marine sports. The results are: 1)The efficiency, effectiveness of exercise, self-satisfaction, and family support turned out to be higher in the group with longer and higher period, time, and frequency of participation than those of the control group. 2) The period of participation, speculation on engagement according to the frequency, and behavioral factors were shown to be higher in the group with longer and higher period, time, and frequency of participation than those of the control group. 3) Satisfaction on leisure on social, physical, emotional, and educational means were higher in the group with longer and higher period, time, and frequency of participation than those of the control group. 4) The fun factors of marine sports- self-satisfaction, effectiveness of excercise, efficiency, and family support- had a positive effect on increasing satisfaction in leisure. 5) The fun factors of marine sports- effectiveness of excercise, self-satisfaction, and family support- had a positive effect on increasing satisfaction in leisure. 6) The speculation of engagement in sports and the reinforcement of engagement had a positive effect on increasing satisfaction of leisure.

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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    • 제40권5호
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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.

Exercise Adherence in Middle Aged Women with the Qualitative Theme Analysis Method (질적 주제분석 방법을 이용한 중년여성의 운동지속 경험)

  • Lee, Mi-Ok;Hah, Yang-Sook
    • Perspectives in Nursing Science
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    • 제8권2호
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    • pp.156-166
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    • 2011
  • Purpose: The purpose of this study was to understand the process of exercise adherence in middle aged women. Methods: The qualitative theme analysis method was used. The participants were 11 middle-aged women who had exercised over 6 months. Data were collected through in-depth interviews and recorded by and transcribed immediately. The data were coded with similar meaning and analysis themes with the constant comparative method. Results: The core theme was Stepping Stones Across the Stream (SSAS). The Stone means the adherence factors in exercise. The stream means the interrupting factors in exercise adherence. The subcategories were 1) feeling of developmental crisis, 2) searching for exit (from the developmental crisis), 3) finding a surprising new world (full of fun), 4) confronting the situation of dropout, and 5) adherence to exercise by SSAS. Conclusion: The predisposition of fun in middle aged women for the adherence of exercise should be explored along with more adherent factors.

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Analysis of Immersion Effects According to the Level of Map in Adventure Game

  • Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Journal of the Korea Society of Computer and Information
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    • 제20권10호
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    • pp.39-44
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    • 2015
  • In this paper, we analyze the immersion effects according to the level of map in adventure game. Computer games are actively enjoyed by many people around the world. Game players have frequently experienced the immersion which is an important aspect to be attained from games. However, it is not clear what immersion is and what kinds of factors influence to immersion. Nonetheless, in recent many researches, the elements of humanities and fun were found as factors of immersion in various digital contents such as game, virtual reality, cinema and etc. Therefore, today's games are developed on the basis of the humanities and fun theory that many researchers have been studied for a long time. In games, the balance of the level of map is related with immersion. Hence, it is important to know how the map patterns of game affect immersion of players. In this paper, we developed a 3D survival adventure game named by "1 Hour" using Unity3D in order to simulate how map patterns affect immersion of players. We also analyzed the relationship between the level of map and immersion using the game.

The Characteristics of Relational Quality and Buying Behavior Depending on Consumer's Internet Shopping Value - Focused on Clothing Purchase - (소비자들의 인터넷 쇼핑가치에 따른 관계품질 및 구매행동특성 - 의류제품 구매를 중심으로 -)

  • Ji, Hye-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • 제11권1호
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    • pp.63-75
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    • 2009
  • This study aims to find out the dimension of consumers' shopping values in internet clothing purchase, and the relation of their relational quality with shopping malls and their shopping behavior depending on the type of their shopping values. For this purpose, this study surveyed 343 male and female consumers in their 20s or 30s for empirical analysis who have ever purchased clothing through internet shopping malls. Respondents are selected using the convenience sampling through internet survey in July 2008. For statistical analysis, descriptive statistics, factor analysis, ANOVA analysis, Duncan test, and $X^2$-test are carried out using SPSS for Windows 12.0. The results are as follows. First, consumers' shopping value dimensions in internet shopping for clothes are found 4 factors of fun, economic utility, information, and shopping convenience. Second, based on shopping value dimensions, consumers are categorized into an practicality-seeking, an economic utility/fun-seeking, a fun-seeking, and an information/fun-seeking group. Third, there are significant differences in relational quality, customer loyalty, favorable word of mouth, and repurchase intention depending on shopping value-based consumer types. In particular, the economic utility/fun-seeking and information/fun-seeking group have higher values on relational quality and shopping behavior variables than other groups. Thus internet shopping mall businesses need to recognize these group of consumers as their core customers and develop programs to maintain a long-term relationship with them.

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Online Hedonic-Experiential Value in Internet Shopping: Antecedents and Consequences (온라인 쇼핑에서 헤도닉-경험가치(Hedonic-Experiential Value): 영향변수와 결과변수)

  • Park, Cheol
    • Asia pacific journal of information systems
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    • 제13권4호
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    • pp.73-96
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    • 2003
  • Shopping is a work and fun for a consumer. Retailers satisfy social and physiological needs through various experiences as well as economic and rational. Do offer online shopping malls fun and hedonic experiences that offline retailers do? This study applied the hedonic-experiential value relating to the consumption dimension of fun and excitement to online shopping. Especially, a model of online hedonic-experiential value, consisted of its antecedents and consequences, was developed and identified through a survey(n=436). As the result, graphic & multi-media, site structure & design, customer services, payment, individualization, product assortment & display, interactivity, dynamic pricing factors influence online hedonic-experiential value. Also, online hedonic-experiential value significantly related to revisiting, purchasing, and word-of mouth intention of the shopping site. The implications for online retailer are discussed and further research is suggested.

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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    • 제26권7호
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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.