• Title/Summary/Keyword: Game engagement

Search Result 55, Processing Time 0.025 seconds

Gamified Contents Management System design for continuous and voluntary participation of Users (사용자의 지속적이며 자발적인 참여를 위한 게임화 기반의 콘텐츠 관리 시스템 설계)

  • Choi, Won-Kyum;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
    • /
    • v.18 no.6
    • /
    • pp.5-16
    • /
    • 2018
  • It is very difficult, but important, to induce and maintain voluntary user engagement in content. For example, many Internet contents provide financial rewards for the user's participation and maintenance. However, there are limitations to methods such as stimulating only external motivations, such as monetary rewards, and sophisticated design and management are needed to obtain sustained and voluntary user participation in content. For this purpose, we propose a Gamified CMS that extends the existing Content Management System (CMS) by referring to the example of the Gamified Learning Management System. This will ultimately increase the participation and commitment of users in content.

The Effects of Sports Team Performance and Social Media Operations on Fan Engagement: The Moderating Role of Fan Tokens (스포츠 구단의 경기 성적 및 소셜미디어 운영이 팬덤의 인게이지먼트에 미치는 영향: 팬 토큰의 조절 효과를 중심으로)

  • Wookyoung Kim;Yiling Li;Jeonghye Choi
    • Knowledge Management Research
    • /
    • v.24 no.4
    • /
    • pp.195-218
    • /
    • 2023
  • This study empirically analyzes the effect of a sports club's performance and social media operations on online information search volume, reflecting fan engagement. Additionally, it confirms that such effect can vary depending on the issuance of sports fan tokens. The analysis of the data resulted in the support of all four hypotheses presented in this study. The team's goal differentials during the games exhibited a significant and positive effect on the online information search volume by fans. Furthermore, the quantity of a team's social media posts also showed a significant and positive effect on the online information search volume. The aforementioned effects of the team's game-related performance and social media activity on the online information search volume appeared to be strengthened when the sports fan tokens of the team were issued. This study conducts an empirical analysis of fan engagement in sports clubs and delves into the marketing dimensions of sports fan tokens. By doing so, it broadens the research scope within sports marketing and offers practical insights for the development of marketing strategies by sports clubs.

Design and Implementation of the Image Creation System based on User-Media Interaction (사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현)

  • Song, Bok Deuk;Kim, Sang Yun;Kim, Chae Kyu
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.5
    • /
    • pp.932-938
    • /
    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

ERPs based Game Over-engagement Behavior Analysis (ERPs 기반의 게임 과몰입자 행태 분석)

  • Lee, Jae-Yoon;Kang, Hang-Bong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2014.04a
    • /
    • pp.972-974
    • /
    • 2014
  • 현대 사회에서 젊은 사람들의 인터넷 게임 과몰입 현상은 하나의 사회적 문제로 대두된다. 본 연구는 설문 결과를 이용하여 인터넷 게임 과몰입 사용자들의 생체 신호 차이를 비교하여 각 비교군들의 특징을 분석한다. 과몰입 사용자들의 CSG척도를 이용하여 분류한 각 몰입군 별로 Go/Nogo Task를 통하여 ERPs 신호를 측정, 특징을 분석한다. 이를 이용하여 각 몰입군 별 생리학적 지표를 만들고 인터넷 게임 과몰입자에게 몰입 정도를 알려주는 과몰입 진단 방법을 제안한다.

Visual Dynamics Model for 3D Text Visualization

  • Lim, Sooyeon
    • International Journal of Contents
    • /
    • v.14 no.4
    • /
    • pp.86-91
    • /
    • 2018
  • Text has evolved along with the history of art as a means of communicating human intentions and emotions. In addition, text visualization artworks have been combined with the social form and contents of new media to produce social messages and related meanings. Recently, in text visualization artworks combined with digital media, communication forms with viewers are changing instantly and interactively, and viewers are actively participating in creating artworks by direct engagement. Interactive text visualization with additional viewer's interaction, generates external dynamics from text shapes and internal dynamics from embedded meanings of text. The purpose of this study is to propose a visual dynamics model to express the dynamics of text and to implement a text visualization system based on the model. It uses the deconstruction of the imaged text to create an interactive text visualization system that reacts to the gestures of the viewer in real time. Visual Transformation synchronized with the intentions of the viewer prevent the text from remaining in the interpretation of language symbols and extend the various meanings of the text. The visualized text in various forms shows visual dynamics that interpret the meaning according to the cultural background of the viewer.

Modeling and Analysis of Cooperative Engagements with Manned-Unmanned Ground Combat Systems (무인 지상 전투 체계의 협동 교전 모델링 및 분석)

  • Han, Sang Woo;Pyun, Jai Jeong
    • Journal of the Korea Society for Simulation
    • /
    • v.29 no.2
    • /
    • pp.105-117
    • /
    • 2020
  • Analysis of combat effectiveness is required to consider the concept of tactical cooperative engagement between manned-unmanned weapon systems, in order to predict the required operational capabilities of future weapon systems that meets the concept of 'effect-based synchronized operations.' However, analytical methods such as mathematical and statistical models make it difficult to analyze the effects of complex systems under nonlinear warfare. In this paper, we propose a combat simulation model that can simulate the concept of cooperative engagement between manned-unmanned combat entities based on wireless communications. First, we model unmanned combat entities, e.g., unmanned ground vehicles and drones, and manned combat entities, e.g., combatants and artillery, considering the capabilities required by the future ground system. We also simulate tactical behavior in which all entities perform their mission while sharing battlefield situation information through wireless communications. Finally we explore the feasibility of the proposed model by analyzing combat effectiveness such as target acquisition rate, remote control success rate, reconnaissance lead time, survival rate, and enemy's loss rate under a small-unit armor reconnaissance scenario. The proposed model is expected to be used in war-game combat experiments as well as analysis of the effects of manned-unmanned ground weapons.

Augmented-Reality Survey: from Concept to Application

  • Kim, Soo Kyun;Kang, Shin-Jin;Choi, Yoo-Joo;Choi, Min-Hyung;Hong, Min
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.11 no.2
    • /
    • pp.982-1004
    • /
    • 2017
  • The recent advances in the field of augmented reality (AR) have shown that the technology is a fundamental part of modern immersive interactive systems for the achievement of user engagement and a dynamic user experience. This survey paper presents the descriptions of a variety of the new AR explorations, and the issues that are relevant to the contemporary development of the fundamental technologies and applications are discussed. Most of the literature regarding the pertinent topics-taxonomy, the core tracking and sensing technologies, the hardware and software platforms, and the domain-specific applications-are then chronologically surveyed, and in varying detail, this is supplemented with the cited papers. This paper portrays the diversity of the research regarding the AR field together with an overview of the benefits and the limitations of the competing and complementary technologies.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
    • /
    • v.50 no.4
    • /
    • pp.429-467
    • /
    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

Analysis of User's Continuous Utilization of Social Apps Using the Model of Gamification (게이미피케이션 모델을 이용한 사용자의 소셜 앱 지속 활용도 분석)

  • Gu, Xue-ping;Lee, Hyun-Seok
    • Journal of Digital Convergence
    • /
    • v.19 no.1
    • /
    • pp.315-325
    • /
    • 2021
  • The value and importance of Gamification has intensified as the way Gamification is applied to social networking applications has added to users' interest and involvement to the product. Gamification entails the adoption of gaming techniques and modes of thinking in non-gaming domains to elicit user engagement. To this end, the paper draws on Gamification's analytical model, Octalysis, with the aim of identifying user loyalty of the three major Chinese social networking applications and extracting their characteristics. In this regard, the first task in the advancement of the study is to establish an understanding of the components and characteristics of Gamification within the context of available examples. Next, a questionnaire survey covering China's three dominant social applications, WeChat, QQ, and Xiaohongshu, is administered and their user loyalty is examined through Octalysis's eight analytical frameworks. By virtue of analysis, the results demonstrate that the three elements of game mechanics, Point, Badge, and Leadboard, which are external to the game, fail to sustain the user loyalty, but are merely a means to an end. Only by including a combination of social application features, contents and user needs can Gamification considerations be maximized to ensure that users are subjectively engaged with the product.

An Empirical Study on the Efficacy of Mindfulness Activation Tools for Psychological Stability Support: A Focus on Voluntary Groups (심리 안정을 지원하는 현존의식 활성화 도구의 효용성 연구 - 자발적 포커스그룹 중심)

  • Joong Ho Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.383-388
    • /
    • 2024
  • This study conducted voluntary focus group user observations to empirically validate the efficacy of the self-developed psychological support mobile application, "Mindful Now". The app is structured as an interactive game format, enabling individuals to activate self-awareness of mindfulness states anytime, anywhere. It consists of a 3-step process of sensory/emotional/consciousness awareness, facilitating the expression of non-judgmental awareness. To demonstrate the effectiveness of this mindful activation in enhancing psychological well-being such as happiness and stress reduction, voluntary mindfulness mobile app usage was tracked among 49 university students. The results revealed significant improvements, with a 14.4% increase in SWLS happiness index and a 17.1% decrease in PSS-10 stress levels among 12 users who used the app continuously for over 60 days to practice mindfulness awareness. Particularly, higher app engagement was observed among students who initially reported relatively lower indices before using the app. The utilization of mobile apps that promote mindful activation aligns with various therapeutic paradigms based on mindfulness and meditation, contributing to advancements in digital therapeutic interventions for psychological support.