• Title/Summary/Keyword: Game outcomes

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A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

AN APPROACH TO THE PROBLEM OF COMMON POOL RESOURCES THROUGH AN EXTENSION OF THE EQUILIBRIUM CONCEPT

  • Bae, Jaegug;Kim, Jongseok;Kang, Eun Sook
    • Honam Mathematical Journal
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    • v.35 no.2
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    • pp.225-234
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    • 2013
  • Many studies of experimental economics have produced outcomes which contradict the predictions of Nash equilibrium, which relies heavily upon the premise of selfishness of an individual. In the games involving contexts of social conflicts represented by the prisoners' dilemma game, the experiments yields outcomes quite different from what are predicted by the conventional wisdom. In order to fill this gap between the conventional Nash Equilibrium and experimental outcomes, non-selfish (or other-regarding) motives of human behavior are introduced and then a new equilibrium concept, RAE-equilibrium is developed. It is also proved that an RAE-equilibrium exists under quite general conditions. Then it is applied to the prisoners' dilemma game that some of the experimental outcomes can be explained.

Path Analysis of Bodily-Kinesthetic Intelligence, Linguistic Intelligence, Flow and Learning Outcomes in Motion-Capture Game-Based Learning (동작인식게임 활용학습에서의 신체운동지능, 언어지능, 몰입, 학습성과 간 경로분석)

  • Ryoo, EunJin;Kang, Myunghee
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.607-618
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    • 2017
  • Recently, there is a growing interest in learning to use games as a teaching method for digital native learners. In this study, we conducted a path analysis between bodily-kinesthetic intelligence, linguistic intelligence, flow, learning outcomes(academic achievement, persistence intention) in motion-capture game-based learning(the used game developed for elementary school history class). As a result, bodily-kinesthetic intelligence directly influenced flow and indirectly influenced learning outcomes. Linguistic intelligence did not have direct influence on flow and indirect effects on learning outcomes. Through this result, we expected that the motion-capture game-based learning facilitate learning motivation and performance of learners for higher bodily-kinesthetic intelligence.

The Effects of Sports Game Outcomes on Spectators' Ad Recall and the Moderating Role of Suspense (스포츠경기 결과가 광고효과에 미치는 영향과 서스펜스의 조절효과)

  • Yoon, Sung-Wook;Shin, Seongyeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2520-2526
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    • 2015
  • This study investigated the effects of sports game outcomes on spectators' Ad recall, and the sports game induced suspense was also investigated for its moderating effects between the variables. On the day after the 2012 London Olympic soccer games, university students (N=257) from the Busan area completed questionnaires and MANOVA was utilized for data analysis. Results of this study revealed that outcome of sports game have significant effects on recall of both brand name and contents which aired during a halftime break. In addition, significant moderating effects of sports game induced suspense were found on brand name and contents recall. Based on the results, some suggestions for marketing practitioners are discussed and future research directions are outlined.

Applying Gamification and Assessing its Effectiveness in a Tourism Context: Behavioural and Psychological Outcomes of the TripAdvisor's Gamification Users

  • Sigala, Marianna
    • Asia pacific journal of information systems
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    • v.25 no.1
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    • pp.179-210
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    • 2015
  • Despite the increasing adoption of gamification and its huge potential in tourism, research in gamification is still limited. As preliminary findings show that the effectiveness of gamification depends on the context of its application and the players' use of the gamified app, this paper fills in these gaps: by exploring and analysing the application of gamification in a specific e-commerce tourism context; and assessing the gamification's effectiveness by measuring the players' gamification usage and the latter's behavioural and psychological outcomes. The gamified TripAdvisor website and its Facebook enabled gamification app are used as the specific context of the study. Findings from a survey conducted on TripAdvisor users provide useful practical and theoretical implications to gamification designers and researchers alike on how game mechanics can be designed for enhancing the users' motivation, flow, task involvement and engagement with the 'play' tasks, and so, increasing the gamification's effectiveness.

The Drivers of Customer Defection in Online Games across Customer Types : Evidence from Novice and Experienced Customers (온라인 게임의 고객 유형 별 이탈 요인 : 신규 고객과 기존 고객을 중심으로)

  • Son, Jungmin;Jo, Wooyong;Choi, Jeonghye
    • Journal of the Korean Operations Research and Management Science Society
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    • v.39 no.4
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    • pp.115-136
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    • 2014
  • The game industry has grown steadily and the online game has become one of the most attractive game segments for its remarkable growth. Customer management in the online game industry, however, has received little attention from the academic field. The purpose of this study is to analyze the drivers of customer defection in the online game setting and suggest not only theoretical but also managerial insights into increasing customer retention rates. Prior to empirical analysis, the authors hypothesized that 3 variables of interests (Learning, Playing, Achievement) would explain the customer defection according to preceeding researches. To demonstrate these hypotheses, the authors obtained data from one of the biggest game publishers in Korea, and the empirical analysis model was developed considering context of research settings. The results of analyses provide the following insights. First, the key behavioral variables of Learning, Playing, and Achievement play substantial roles in explaining the customer defection. Next, the effects of these variables vary between customer types: novice and experienced customers. The defection decisions by novice customers are predicted by all key behavioral variables and Playing serves as the most influential indicator of the defection decisions. However, experienced customers are influenced by Playing and Achievement, while Learning has no impact on the defection decisions. Finally, the authors investigated hypothetical customer retention strategies, using the empirical results. The market outcomes indicate that the customer retention strategies work well with novice customers and it is hard-to-impossible to prevent experienced customers from defection using their behavioral data. These findings together deliver several meaningful insights to management as follow. First, the management should support customers to get involved in Learning activities at the very first stage. Second, customer's Achievement and appropriate compensation for it would work as defection barriers. Last, to optimize the outcomes of firm's marketing investments, it is better to focus on retention of novice users not experienced ones.

Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students (온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로)

  • Choi, Byounggu;Wang, ChenWei;Lee, Jae-Nam
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

Developing a Conceptual Model for Measuring the Electronic Commerce Success of Online Game Websites (온라인게임 웹사이트의 전자상거래 성공측정모델의 개발에 관한 연구)

  • Hong, Ilyoo
    • Informatization Policy
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    • v.19 no.1
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    • pp.45-73
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    • 2012
  • Most online games today are provided via a website interface. Researchers found that various aspects of a game website importantly influence the success of the online game business. This paper aims at identifying key site-related quality factors affecting the success of online casual game websites and creating a model for measuring such success. To meet this end, we extracted basic factors from the literature and expanded them through a Delphi survey method in which domain experts were asked to identify key quality factors of online game websites. Then we performed a questionnaire survey using online game users for an empirical analysis. The results revealed that information quality, service quality, and system quality are all positively related to user satisfaction and that an increase in user satisfaction leads to an improvement in both gamer loyalty and business outcomes. However, it was found that gamers' loyalty does not necessarily increase business outcomes. The paper offers practical as well as academic implications based on the research findings.

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"Spot the differences" Game: An Interactive Method That Engage Students in Organic Chemistry Learning

  • Cha, Jeongho;Kan, Su-Yin;Chia, Poh Wai
    • Journal of the Korean Chemical Society
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    • v.62 no.2
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    • pp.159-165
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    • 2018
  • For the first time, the spot the differences (STD) game was employed in the teaching of basic organic chemistry course. Three sets of paired pictures associated with selected topics in organic chemistry were presented to the students and they were required to spot the differences between the two pictures. Based on the students' pre and post self-assessment, the STD game resulted in several positive learning outcomes as indicated in the students' reflective writing, including knowledge recall, deeper understanding of a subject, enhanced analytical skill, motivation and fun-filled learning, learning from peers and self-empowerment in learning. The STD game is a desirable teaching and learning tool, as learning in an entertaining and interactive way is highly sought after in today's classroom, especially to novice students. In the future, the STD game can be modified and implemented to cater the needs of different courses and topics.

The Impact of Government Regulations on Korean Online Game Market: A System Dynamics Approach (정부 규제가 국내 온라인 게임 시장에 미치는 영향: 시스템 다이내믹스 접근)

  • Hwang, In Young;Park, J. Hun
    • Korean System Dynamics Review
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    • v.16 no.4
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    • pp.129-153
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    • 2015
  • Mandatory shutdown policy of the juvenile protection act was enforced in December 2011 to prevent game addiction of the youth. However, the size of game market in Korea seems to be reduced significantly after implementation of the shutdown policy. The purpose of this study is to investigate the impact of current government regulations on Korean online game market. Based on empirical evidences and results from the related literature, we developed several causal loop diagrams(CLD) and system dynamics models. The CLD include sub-diagrams of innovation processes, user commitments, and operational costs. We conducted simulation analyses under various policy scenarios, adopting Normalized Unit Modelling By Elementary Relationship(NUMBER). Our results show that first, the impact of time regulation on the number of users is greater than the impact of content regulation. Second, the quality of domestic online game appears more elastic to regulations than the quality of foreign online game. The results of this study suggest that the deregulation in Korean online game market can narrow the gap in market outcomes between domestic and foreign online games. Some recommendations for future study are suggested.