• Title/Summary/Keyword: Performance Experience Satisfaction

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Unraveling the relationship between the dimensions of user experience and user satisfaction in metaverse: A Mixed-methods Approach (메타버스 이용자 경험요인이 만족도에 미치는 영향: 텍스트 마이닝과 계량 분석 혼합방법론)

  • Jeong, Da Hyeon;Kim, Hee Woong;Yoon, Sang Hyeak
    • The Journal of Information Systems
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    • v.32 no.3
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    • pp.19-39
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    • 2023
  • Purpose This study aims to identify user experience factors that can enhance both metaverse utilization and satisfaction based on the honeycomb model. For this we presented two research questions: first, what are the experience factors of metaverse users? Second, do metaverse user experience factors impact satisfaction? Design/methodology/approach To address these questions, a mixed-methodology approach is employed, including text mining techniques to analyze online reviews and quantitative econometric analysis to reveal the relationship between user experience factors and satisfaction. A total of 69,880 reviews and ratings data were collected. Findings The analysis revealed eight metaverse user experience factors: entertainment, operability, virtual reality, immersion, economic activity, visual performance, avatar, and sociality, all of which were found to have a positive impact on user satisfaction.

A Structural Equation Modelling of the Relationship between User Experience, Self-efficacy and Game Performance in Healthcare Serious Gam (체감형 헬스게임에서 사용자경험과 자기효능감이 게임 만족도와 성과에 미치는 영향)

  • Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.15-29
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    • 2012
  • In order to predict satisfaction and performance of sensible healthcare game using motion recognition sensor, this study analyzed the effects of flow, presence and social cognitive factor and then, it attempted to verify structural relationships thereof. Self-efficacy, being a social cognitive factor, was found to affect the level of functional satisfaction of health game but it showed no direct effect to intention of using game. Flow experience was also observed to be a meaningful predictor for the level of functional and entertainment satisfaction in the direction hypothesized. It is also shown that presence exerts a direct effect on functional satisfaction. Finally, it is discovered that functional satisfaction has meaningful influence on entertainment satisfaction as well as future intention to use. The results verifies that even in sensible healthcare game, user experience and social cognitive factor have significant effects on satisfaction and performance of a serious game.

Influence of Dental Hygienist's Job Satisfaction, Psychological Ownership, and Job Engagement on Job Performance

  • Park, Ji-Hyeon;Lim, Soon-Ryun
    • Journal of dental hygiene science
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    • v.21 no.3
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    • pp.168-177
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    • 2021
  • Background: This study is to identify the factors that affect job satisfaction, psychological ownership, and job engagement of dental hygienists on job performance and use them as basic data for manpower management of dental hygienists. Methods: The survey was conducted by 344 clinical dental hygienists working in dental medical institutions. The collected data is PASW Statistics ver. 20.0 was used to analyze. Results: The job satisfaction level of the dental hygienist was 3.38±0.52, and the question that 'I feel that my ability to solve problems has improved compared to the past.' was 3.92±0.80. There were significant differences in job satisfaction, psychological ownership, and job engagement according to general characteristics in age, marriage, education, career, current work experience, and position. There were significant differences in job performance according to general characteristics in age, marriage, education, career, current work experience, position, and number of dental hygienists. Factors influencing job performance were practical activities, income, patient relations, absorption, vigor, dedication, and the number of dental hygienists. Conclusion: Finding different ways to use psychological ownership and job engagement through the job satisfaction of a dental hygienist, and to and to utilize it as basic data for efficient manpower management through job performance.

Relationship between Degree of Clinical Satisfaction and Experience on Performance for Dental Hygiene Students (치위생(학)과 학생들의 임상만족도와 수행경험과의 관계)

  • Choi, Ok-Sun;Ahn, Gwang-Sook;Kim, Hye-Jin
    • Journal of dental hygiene science
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    • v.15 no.2
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    • pp.182-189
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    • 2015
  • The purpose of this study was to investigate the relationship between degree of satisfaction and experience on performance in accordance with the characteristics for the dental hygiene students. Dental hygiene students to 480 people from November to December 2014 and analyzed by conducting a survey. The higher grade students were more satisfied with the degree of satisfaction on experience for clinical test performance and clinical practice organization rather than the lower grade students. Also, the degree of satisfaction on major for the higher grade students has been shown as relatively higher than the lower grade students. The factors that affecting the experience for clinical performance and the degree of satisfaction for clinical practice were shown as grade, satisfaction for major and period for practice. In order to enhance the degree of satisfaction on the clinical performance for students, it should be established the system for practice management considering the characteristics of clinical practice by relevant organizations. Also, the dental hygienist who is responsible for dental education should manage his/her practice for students actively. Meanwhile, the practice organization should improve and update the content of education through the consistent alliance with colleges continuously.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • v.16 no.2
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

A Qualitative Study on Job Satisfaction of Dental Hygienists with Low Experience

  • Park, Ji-Hyeon;Lim, Soon-Ryun
    • Journal of dental hygiene science
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    • v.20 no.3
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    • pp.163-170
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    • 2020
  • Background: Job satisfaction of dental hygienists has been discussed continuously in dental hygiene research. It has been the most representative performance variable in dental and human resource management. However, in quantitative research, most of the studies have analyzed the causal relationship with variables related to dental hygienists' job satisfaction. The existing qualitative research contains only the studies that targeted dental hygienists with an experience of more than 10 years. The present study aimed to understand and to characterize the job satisfaction of dental hygienists with an experience of 2 to 10 years and to compare it with the qualitative research on dental hygienists with an experience of 10 or more years. Methods: An in-depth interview of dental hygienists with 2 to 10 years of experience working in 10 dental clinics was conducted. For data analysis, Giorgi's analysis method was used. Results: After analyzing the meaning of job satisfaction of dental hygienists, 180 semantic words and 19 subcategories were derived. The results of the interview were categorized into for central meanings: recognition and rewards, work experience and ability improvement, occupational characteristics, and work characteristics. Recognition and rewards included workplace recognition, patient recognition, self-effort and recognition, and the feeling of being rewarded. Work experience and ability improvement included various work experiences and factors relates to improving the work ability. Occupational characteristics included professional job, interest and persistence, job extensibility, and no burden of employment. Work characteristics included working conditions and separation of work and private life. Conclusion: The development of tools to measure the level of dental hygienists' job satisfaction after long-term service and to conduct follow-up research regarding ways and effects to improve job satisfaction is needed.

A Survey Research on Tourists' Satisfaction with Digital Technology-based Special Exhibitions: Focused on The National Museum of Korea (디지털기술을 적용한 특별기획전 관람객의 체험만족도에 관한 조사연구 : 국립중앙박물관을 중심으로)

  • Chen, Chen;Cho, Joung-Hyung
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.127-137
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    • 2020
  • This study is aimed to point out the direction for more reasonable and effective application of future digital technology in the exhibition. It's also to improve the satisfaction of visitors' overall experience through inspecting the special exhibition using digital technology in the national central museum in 2019. The relationship of visitors' expectations, experience and satisfaction are analyzed through literature investigation. Hence, four dimensions of digital experience were summarized on this basis, the content of the questionnaire was set through this research. The satisfaction of visitors to the digital technology experience was evaluated and the key contents needing to be improved were found through Importance-Performance Analysis (IPA). According to the IPA analysis, the content located in quadrant IV is analyzed emphatically, and improvement suggestions are put forward from macro-level, micro-level and viewer's inner levels. The results can be used as a reference for improving the feasibility of the current problem. In order to ensure the forward-looking and timeliness of this field, continuous research will be conducted according to the changes and developments.

The effects of consumer counselor's work training in firm work performance and satisfaction (고객상담 부서 직원의 상담업무교육이 업무수행 및 업무 만족도에 미치는 영향)

  • Huh, Kyung-Ok
    • Korean Journal of Human Ecology
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    • v.13 no.6
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    • pp.917-926
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    • 2004
  • This study examines the effects of consumer counseling education on the work performance and work satisfaction of consumer counselors, controlling the effects of other variables. The results of this study is as below: First, approximately 70% of consumer counselors have not had any education pertinent to their work. The level of work performance was highest in listening to customers' complaints, and then consistence of counseling work and explanation for counseling were next. Professionality was the last in order. Second, consumer counseling education did not affect the work performance. Instead, the number of counselors and work experience, along with whether the counselor majored in consumer studies, were more likely to increase the performance. Finally, educating counseling skills did not affect the level of work satisfaction. Instead, the work performance affected the level of work satisfaction. The number of workers and income were positively related with the level of work satisfaction.

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The Effect of Service Emotional Experience on Relational Performance in the Family Restaurant (패밀리 레스토랑의 서비스 감성체험이 관계적 성과에 미치는 영향)

  • 이은수;정원희
    • Culinary science and hospitality research
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    • v.9 no.3
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    • pp.197-211
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    • 2003
  • It is widely agreed that customers' purchase are strongly influenced by their emotions. despite the obvious importance of eliciting positive emotional responses from customers, we find no record that family restaurants have ever measured or used customers' emotions as a management tool. This study aimed to verify the importance of the customers' emotion in the relational performance of family restaurant business. In order to achieve the object of the study, the effect of emotional factors on service satisfaction, revisit, word-of-mouth were analysed. The data were collected from 450 customers who had visited five family restaurants in Seoul more than once during the last three months from September 20 to October 5, 2002. Emotional variables in service experience process were grouped as three factors; in the middle of having food, in entering and leaving restaurant and in the waiting line. It is proved that customers had different emotions in each process of family restaurant service experience. Multiple regression analysis was employed to explore the influence of three emotional factors on relational performances such as satisfaction, revisit and word-of-mouth. It was found that customers were influenced by emotional factors in entering and leaving restaurant, secondly influenced in the waiting line and least influenced in the middle of having food. Finally, the findings indicated that customers' emotional factors in whole service experience process from entering to leaving the restaurant should be successfully cared by service staff. Future research is recommended to find out which specific emotional factors affected on relational performance of family restaurant.

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Tourist Experiences Characteristics on Performance Arts -Focus on JeJu 'Nanta' as Cultural Contents- (관광객의 공연체험 특성 -문화콘텐츠'난타'를 중심으로-)

  • Jang, Hye-Won;Kim, Hyoung-Gil;Oh, Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.458-466
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    • 2011
  • JeJu Island is famous for beautiful scenery but relatively little attention was paid to social cultural attractions. My aim is to provide an alternative attraction for JeJu destination. Two main goals of this paper are to apply to the Pine and Gilmore Experience Economy Theory framework on performance arts experiences and identify causal relations among experience factor, experience satisfaction and performance loyalty. To accomplish the study object, theoretical review and empirical analysis were jointly carried out. Using samples of 280 participations in nonverbal comic performance 'Nanta' who were required to rate performance experiences, experiences satisfaction, and performance loyalty. Results of SEM(Structured Equation Model) was showed that only Entertainment factor of 4 experiences factors(aesthetics, entertainment, education, escapist) affected experiences satisfaction. While experiences satisfaction affected performance loyalty. These results support the concept of experiential Economy framework suggested by Pine and Gilmore on culture-arts products consumption.