• Title/Summary/Keyword: Game Leadership

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A study on characteristics affecting avatar benefits os avatar users (아바타 사용자의 행동분석에 따른 연구적 고찰)

  • Jeon Kyu-Lim
    • The Journal of Information Technology
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    • v.6 no.3
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    • pp.45-51
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    • 2003
  • The purposes of this study were to identify Avatar benefits and characteristics of Avatar users. Avatars are imaginary characters that people use to represent themselves in the Cyber. The number of Netizens who want to consume avatars is increasing. It is necessary to understand about the consumption behavior of the Netizens who use Avatars. These data comes from Pollever Research Company in Korea on Oct. 2003. The factor Analysis of the data resulted in five factors that contribute to Avatar Benefits: uniqueness, response, assurance, self-expression, proxy satisfaction and affirmative. And we have found out meaningful themes, showing psychological experiences, purchasing strategies and repurchasing behavior of Avatars in the process of the consumption. The results showed a significant affect on each factor of the benefits and multiful regression analysis. Affirmative response was affected by self-esteem, fashion leadership and conspicuous value. So many Netizens were using unlimited purchasing coupons, exchanging Avatars and buying-selling-buying. Strategies for obtaining involved purchasing Avatars in order to get game points. The reason why Hangame site was No.1 of Avatar site in Korea. We have found out that Netizens needed to repurchase Avatars. Because they wanted to maintain positive psychological experiences in Avatar consumption.

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Study on co-relation of the leadership between reality and virtual world : focused on 'Goonzu Special' game (현실세계와 가상세계에서 발현되는 리더십의 상관관계에 관한 연구 : '군주Special'을 중심으로)

  • Park, Jun-Ho;Lee, Sang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.587-592
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    • 2008
  • 게임의 교육적 목적으로의 활용에 대해 관심이 늘고 있다. 이러한 흐름 속에서 최근 게임을 통한 리더십 함양이 화두가 되고 있다. 각 기업체에서는 직원들의 리더십 함양을 위해 게임을 활용하고자 다양한 시도를 꾀하고 있기도 하다. 특히 이 같은 흐름에는 무엇보다 MMORPG 게임이 두드러진다. 왜냐하면 MMORPG 에는 현실 세계와 흡사한 정치, 경제, 사회 시스템이 내재되어 다수의 플레이어와 협동, 경쟁을 하며 목표를 달성해나가는 과정이 담겨있기 때문이다. 하지만 현실과 많은 유사성을 가지고 있는 가상세계이지만 현실과 동일한 잣대로 가상세계에서의 사용자의 성향을 판단하기에는 아직 무리가 있다. 분명 게임이라는 가상공간과 현실세계는 명백한 차이점이 존재하기 때문이다. 그럼에도 불구하고 게임 내에서의 리더십 유형과 현실에서의 리더십 유형간의 직접적인 상관관계에 대한 연구가 아직 이루어지지 않았다는 점에 초점을 맞추었다. 다시 말해 게임을 통한 현실에서의 리더십 함양의 가능성을 언급하기에 앞서 근본적으로 현실과 가상공간에서의 리더십 양상의 상관성에 대한 연구가 선행되어야 한다고 생각된다. 본 연구는 우선 현실세계에서의 리더십 성향이 가상세계에서도 동일하게 적용되는지 1군주의 사용자를 중심으로 살펴본다. 그리고 군주 사용자의 심층인터뷰를 통하여 게임 내에서 리더십을 발현시킬 수 있는 여러 요소 (긍정적 요소 장애요소 등)를 살펴보고 향후 리더십 함양을 위한 게임 기획에 도움이 되고자 한다.

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The Fashion Formative Characteristics and Meanings in the Tech Fatale Types of the Post Digital Generation - Focusing on the Female Models of the Mobile Advertisements - (포스트 디지털 시대의 Tech Fatale 유형에 나타난 패션 조형특성과 내적 의미 - 휴대전화 광고의 여성모델을 중심으로 -)

  • Kim, Ha-Lim;Kwon, Gi-Young;Lee, Shin-Hee
    • Fashion & Textile Research Journal
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    • v.10 no.5
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    • pp.721-730
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    • 2008
  • The purpose of this study is to analyze the tech fatale fashion image in female models of mobile advertisements and to find the fashion characteristics. The tech fatale emerging as new culture code is a compound word of the femme fatale and technology. It is characteristics of the femme fatale, the post digital culture and the female leadership. The findings of the study were as follows : The tech fatale types were the independence, the transformation and the tradition. The independence was a self expression, appealed to visual image, was showed the coating fabric, denim, space look and street fashion and reflected the creativeness and digital generation. The transformation appealed to sexuality and was showed luster fabric, exposure, body-conscious, glam look. The voluptuous beauty represented the pride of the post digital generation. The tradition appealed to emotion and was showed pale color, simple line, soft texture fabric and a feminine Image. The meanings of tech fatale were the imagination, the public, the duality, the game, the purity and the recurrence. The formative characteristics reflect the mind of post digital generation who is against authority and pursues the human being worth such as the identity establishment and the pure emotion.

The Development of Job Basic Skill Program and e-Learning Contents for Vocational High School Students (전문계 고등학생을 위한 직업기초능력 프로그램 및 e-Learning 콘텐츠 개발 연구 -대인관계능력을 중심으로-)

  • Byun, Sook Young;Lee, Sookyoung;Lee, Yong Soon
    • 대한공업교육학회지
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    • v.34 no.2
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    • pp.42-61
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    • 2009
  • This study was to develop improving vocational basic skill program and content which are basic of instruction-learning ability for the vocational education substantiality. To pursue this goal, 'interpersonal relation capability' among vocational basic skills was developed through the research methodology and procedure. The interpersonal relation capability was selected as one of vocational basic skill areas when it was more effective by e-learning contents through literature review, expert conference etc. The interpersonal relation capability can be harmony with persons under performing business tasks. In this study, interpersonal relation capability was programmed a interpersonal scheme, a cooperative capability, a leadership capability, a conflict management, negotiation capability, a customer service capability. Especially this program was developed as a form of e-Learning contents focusing on improving problem solving under real case using multimedia strategies such as movies, simulation, game.

A Case study for Multi-Perspective Relationship Experience(MPRE) to Improve Social Communication of Soldiers (군인들의 의사소통 향상을 위한 가상현실 활용 방안 -다시점 관계 경험 프로그램 사례 연구-)

  • Lee, Youn-Soo;Lee, Joong Ho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.83-89
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    • 2022
  • Recentely, the military needs to apply various technologies for the improvement of teamwork. The government should take the non-face-to-face system due to the social interest of young military members. In this study we investigated collective cohesion by helping soldiers who have difficulty expressing their feelings and delivering messages while living in groups, or who are unable to adapt to group life due to psychological disorders such as relationship anxiety. We proposed the Multi-perspective Relationship Experience program as a new VR application. We showed feeling a sense of reality equivalent to the actual situation, interpersonal tension and social distance were significantly reduced, and communication, which was difficult to actually do, was naturally achieved. In addition, positive effects were confirmed on the sense of belonging and leadership among all participants. We will be effectively used in manpower management policies that improve the collective cohesion of soldiers and support the adaptability of the military environment in line with the rapidly changing social interaction method.