• Title/Summary/Keyword: Nexon

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Effect of Group Cognitive Orientation to Daily Occupational Performance (CO-OP) Intervention on the Occupational Performance Skills of Children With Cerebral Palsy (인지 기반 작업수행(Cognitive Orientation to daily Occupational Performance: CO-OP) 그룹 중재가 뇌성마비 아동의 작업수행기술에 미치는 영향: 사례연구)

  • Jeon, Joo Young;Park, Jin Hee;Kim, Geon Woo
    • The Journal of Korean Academy of Sensory Integration
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    • v.20 no.1
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    • pp.1-13
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    • 2022
  • Objective : The purpose of this study was to investigate the effects of group Cognitive Orientation to daily Occupational Performance (CO-OP) on the occupational performance and social interaction skills of children with Cerebral Palsy (CP). Methods : A single-case experimental study with an ABA design was conducted from April to June 2021, targeting three children with cerebral palsy who met the study selection criteria. The baseline period consisted of 3 intervention sessions until the data were stabilized, and the intervention period consisted of 10 sessions (once a week, 60 minutes/session). For comparison before and after the intervention, motor development, visual perception, and daily life behavior were evaluated. To evaluate the quality of each session, a performance quality evaluation scale was used. Results : In all 3 subjects, the quality of work performance in the three common goal activities improved. The evaluation scores for visual perception, large and small movements, and daily activities were also improved. Conclusion : This study provided evidence that group CO-OP can improve the pre-academic skills and occupational performance of children with CP.

Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks (인공신경망을 이용한 MMORPG 설계의 핵심성공요인 식별)

  • Jung, Hoi-Il;Park, Il-Soon;Ahn, Hyun-Chul
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.23-38
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    • 2012
  • Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.