• Title/Summary/Keyword: Music Game

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Youth and Their Parents' Experiences of Young Consumers' Problem in Mobile Phone Service and Related Variables (청소년과 부모가 경험한 청소년의 이동전화 서비스 소비자문제와 관련요인)

  • Yang, Deok-Soon;Song, In-Sook
    • Korean Journal of Human Ecology
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    • v.19 no.2
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    • pp.325-341
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    • 2010
  • A study on what kind of problems young consumers experience in buying and using mobile phone services with a comprehensive and consumers oriented perspective is needed. Through this acknowledgement, we investigated (i) the degree of consumer problems that young consumers experience in purchasing and using mobile phone services, and (ii) the related variables that affect experiences of this consumer problem. The parents of the teenagers were also included in the survey because they experience the same problems young consumers' experience in buying and using mobile phone services. Data were gathered through an internet survey (www.embrain.com) and a total of 699 samples from 350 parents and 349 youths using mobile phone services were analysed. The results are as follows. First, the teenagers and parents' experience level of young consumers' problems were generally high experiencing similar kinds of problems. Second, parents experienced more young consumers' problems than the teenagers in buying and using mobile phone services, especially in misuse and abuse of the phones. Third, among the teenagers, the monthly usage fee music or game usage, the number of changes in mobile phone service operators, the number of replacement mobile phones and the gender had a significant effect on consumers' problems of mobile phone services. Among the parents, the monthly usage fee, music or game usage, confirmation of the bill, and the gender of their child were significant consumer problems. Based on results of our survey the direction of consumer policy and education was suggested for teenagers and their parents.

The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry (온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향)

  • Kang, Sung-Min;Uhm, Gi-Heon
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea - (세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 -)

  • Chung, Su-Won
    • Journal of Arbitration Studies
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    • v.19 no.2
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    • pp.229-243
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    • 2009
  • The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.

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SOC design of augmented reality game and music player based on image processing (영상인식기반 증강현실 게임 및 Music Player의 SOC 설계)

  • Yeom, Seon-Sik;Lee, Woo-Yi;Ji, Seul-A;Hong, Ji-Hyeon;Lim, DongHa;Park, CheolHo;Yu, Yun Seop
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.357-358
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    • 2013
  • 의학의 발달로 인해 전세계적으로 인구의 고령화가 진행되어 노인 인구가 차지하는 비중이 갈수록 증가하고 있다. 본 논문은 고령자를 위한 작품으로 카메라와 FPGA Board, Touch Panel을 유기적으로 결합하여 음악감상과 운동효과를 가져올 수 있는 게임을 포함한 하드웨어기반 시스템을 소개한다. 간단히 공을 화면에 맞추는 게임과 손 모양 인식에 따라 음악을 제어할 수 있는 부분의 설계와 알고리즘을 기술하고 있다. 본 시스템은 노인들에게 편리하고 간단한 UI를 제공하여 실내에서 여가 시간을 보낼 때 부담이 가지 않는 운동을 할 수 있는 게임을 하며 음악을 들으면서 건강증진, 치매예방 및 심신을 안정시킬 수 있다. 본 시스템은 평균 77% 이상 동작인식성공률을 가진다.

A Study of design component of character that appear Mobile game (모바일게임에 나타난 캐릭터의 디자인요소에 관한 연구)

  • Choi, Tae-Jun;Ryu, Seuc-Ho;Lee, Heung-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.204-210
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    • 2006
  • Mobile phone has become one of the most essential thing in modern life. In the past, it was only means of cummunication among people. But now, the function of mobile phone is getting diversified. People listen to music, take pictures and play games with their mobile phone. According to the Research in Jan. 2005, members of Korean 3 mobile cummunication companies were 36 million. And the Research in Jan. 2006 shows that number of 2 million and 16 thousand of members are incresed in a year. (36million to 38million 16 thousands) Mobile game is the most popular fuction among teenagers. People like mobile game becase they can enjoy the mobile game anywhere with easy and simple way. So some companies are even launching dedicated phone for mobile game. And with the unification of platform, people can enjoy various kinds of mobile game now. Most of the mobile character bobies are divided into 2 parts such as 'Head parts' and 'Body parts'. If the body is divided into more than 4 parts, it is difficult to express emotions and actions of the character becase of the small screen of mobile phone. That is why most of the characters have 2 parts - divided body. I stadied how the Design Factor of Mobile Characters such as materials of characters, shape of characters and Frame of accessory's movement are used in the mobile game.

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VR rhythm game development using music file (음원파일을 이용한 VR 리듬 게임 개발)

  • Yun, Tae-Jin;Ham, Seok-Jin;Kim, Sang-Hoon;Jo, Woo-Hyun;Park, Jong-Yo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.439-440
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    • 2018
  • 본 논문에서는 제작한 가상현실 게임의 소개와 적용기술에 대해여 논한다. HTC VIVE를 이용하여 강력한 주요 게임 개발엔진 중 하나인 Unreal engine4를 이용하여 쉽게 접근 할 수 있는 VR 리듬게임 구현을 목적으로 한다. 플랫폼의 한계의 벗어나 HUD로 좀 더 현실감과 몰입을 요구하는 게임개발을 목표로 리듬감 증진 혹은 운동효과도 기대할 수 있다. 사운드 플러그를 이용하여 주파수별 스펙트럼을 시각화하여 재생되는 음원중 스펙트럼 값이 조건을 만족하면, 노트가 자동으로 생성되고 일정 시간이 경과한 후 사라지거나, 플레이어가 타격하여 점수를 획득 하는 방식으로 진행되며, 플레이어가 노트를 맞을 경우 체력값이 단계별로 낮아져 게임이 종료된다. 더 많은 곡과 맵을 추가하여 흥미소요를 늘릴 수 있으며, 단순타격이 아닌 조건이나 임무를 부여 다양성과 복잡함을 추가해 낮은 접근성과 높은 정복성을 가질 수 있다.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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A Study on Leisure Activity type of high school students (실업계고등 학생의 여가활동 유형에 관한 연구)

  • Kim, Seong-Taek
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.1
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    • pp.165-171
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    • 2013
  • This study elects 934 high school students in Kwangju, conducts the survey of the actual condition of the youn's leisure, and comes to a conclusion as follows. the young spend mean 9-10 hours a day on class, mean 6 hours on sieeping, and mean 1-2 hours on self-learning. their spending money is less than 30,000 won and is not enough as the past years. While 33.2% of respondents answered they were trained for leisure activities, 66.8% were not. Also thesurvey indicates that 79.9% of the young think a leisure course will be contribute to sound youth. In kinds of leisure, the young prefer computer game, watching TV, video game, or listening to music which are not active. It is required to guide them to enjoy active leisure activities together. the young think their leisure time is not enough, average(41%) and not enough(37.5%). Especially, thy cannot have enough time to enjoy leisure(62.5%). The young are not satisfied of leisure facilities.

A Study on the Improvement of Concentration through Serious Games (기능성 게임을 통한 집중력 향상에 관한 연구)

  • Cho, Seung-Ju;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.27-35
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    • 2011
  • Concentration is one of the most important factor in learning ability. It is important to improve concentration for learning ability. Most digital kids have been accustomed to addictive media like games since childhood, so traditional methods of teaching and learning has been difficult to give interests for them. Therefore introducing a new teaching methods was inevitable for students with low concentration. This is an experiment to prove the hypothesis that the concentration training by certain serious game would be helpful for improving students' concentration. Not only some serious games but also meditation by music was effective to improve concentration in the experiment. Average people is hard to immerge in meditation. but some serious games involve fun factors like curiosity, challenges, competitions and rewards. Games are not more negative to young people, will be helpful to society in various forms.

Development of Multimedia Contents System for Passenger in Train (차량 내 멀티미디어콘텐츠 시스템 구현에 관한 연구)

  • Chang, Duk-Jin;Kang, Song-Hee;Song, Dahl-Ho
    • Proceedings of the KSR Conference
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    • 2011.05a
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    • pp.1563-1571
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    • 2011
  • In the commercial trains, there are monitors hung on the ceiling which simply display broadcasted contents so a passenger in a cabin has only one choice of passively watching them or not. To lead the application of IT in railway, keep a passenger from tedious journey, or help a passenger having a productive time, an MCS(Multimedia Contents System) was analyzed, designed, and implemented. A passenger can select and use a content from a smart terminal that is attached at the passenger's seat. A smart terminal is one that has its own memory and processor to handle informations and interact with a user. In this paper, the contents, such as train schedule, transfer information, traveling information, e-book, TV, music, and game, that the MCS can provide were introduced. To validate the applicability of the MCS on a next generation high-speed train, a testing environment will be set on a pre-production car and tested. The successful installation of the MCS will boost up the competitive power of the next generation train in the world market.

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