• Title/Summary/Keyword: Player Experience

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Systematic improvement method depending on analysis of inductive contents on university volunteers'satisfaction & dissatisfaction on participating in stipulated PGA pro-golf competitions (대학생 자원봉사자의 PGA 정규 투어 프로골프대회 참여 만족·불만족 귀납적 내용분석에 따른 제도적 개선 방안)

  • Nam, Jae-Jun;Jung, Seong-Un
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.3
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    • pp.526-542
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    • 2020
  • The purpose of this study was to examine contents through inductive analytic method and make systematic improvement method on satisfaction & dissatisfaction of university students participating in stipulated PGA pro-golf competitions as volunteers. The objects of this study were university students participating in 2019 The CJ Cup@Nine Bridges as volunteers. Excluding 76 copies judged to be disloyal out of 300 collected copies, the researcher analyzed the contents of 224 copies. To begin with, the contents were categorized in 10 detailed areas & 5 general areas by implementing the 2nd inductive categoric analysis mainly on the basis of 408 raw materials, the overall detailed areas of satisfaction on participation. Checking specifically, first, "satisfaction on experience in golf competition" was divided into golf competition, golf information, golf course. Second, "satisfaction on player" was divided into direct watching and famous player. Third, "satisfaction on environment" was divided into satisfaction on place & satisfaction on facilities. Fourth, "satisfaction on participation" was divided into satisfaction on service & satisfaction on competence. Finally, "satisfaction on interpersonal relation" was divided with application same to that of detailed area. In the case of dissatisfaction on participation, the contents were categorized in 10 detailed areas & 3 general areas by implementing the 2nd inductive categoric analysis mainly on the basis of 369 raw materials, the overall detailed areas. Checking specifically, first, dissatisfaction on competition operating system was detailedly divided into dissatisfaction on job system, dissatisfaction on operating system, dissatisfaction on delivery system. Second, dissatisfaction on treatment for volunteers was divided into dissatisfaction on treatment for volunteers & dissatisfaction on work hours. Third, dissatisfaction on welfare for volunteers was divided into dissatisfaction on food & beverage, dissatisfaction on costumes and dissatisfaction on incidental facilities.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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An Empirical Study on How the Moderating Effects of Individual Cultural Characteristics towards a Specific Target Affects User Experience: Based on the Survey Results of Four Types of Digital Device Users in the US, Germany, and Russia (특정 대상에 대한 개인 수준의 문화적 성향이 사용자 경험에 미치는 조절효과에 대한 실증적 연구: 미국, 독일, 러시아의 4개 디지털 기기 사용자를 대상으로)

  • Lee, In-Seong;Choi, Gi-Woong;Kim, So-Lyung;Lee, Ki-Ho;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.19 no.1
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    • pp.113-145
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    • 2009
  • Recently, due to the globalization of the IT(Information Technology) market, devices and systems designed in one country are used in other countries as well. This phenomenon is becoming the key factor for increased interest on cross-cultural, or cross-national, research within the IT area. However, as the IT market is becoming bigger and more globalized, a great number of IT practitioners are having difficulty in designing and developing devices or systems which can provide optimal experience. This is because not only tangible factors such as language and a country's economic or industrial power affect the user experience of a certain device or system but also invisible and intangible factors as well. Among such invisible and intangible factors, the cultural characteristics of users from different countries may affect the user experience of certain devices or systems because cultural characteristics affect how they understand and interpret the devices or systems. In other words, when users evaluate the quality of overall user experience, the cultural characteristics of each user act as a perceptual lens that leads the user to focus on a certain elements of experience. Therefore, there is a need within the IT field to consider cultural characteristics when designing or developing certain devices or systems and plan a strategy for localization. In such an environment, existing IS studies identify the culture with the country, emphasize the importance of culture in a national level perspective, and hypothesize that users within the same country have same cultural characteristics. Under such assumptions, these studies focus on the moderating effects of cultural characteristics on a national level within a certain theoretical framework. This has already been suggested by cross-cultural studies conducted by scholars such as Hofstede(1980) in providing numerical research results and measurement items for cultural characteristics and using such results or items as they increase the efficiency of studies. However, such national level culture has its limitations in forecasting and explaining individual-level behaviors such as voluntary device or system usage. This is because individual cultural characteristics are the outcome of not only the national culture but also the culture of a race, company, local area, family, and other groups that are formulated through interaction within the group. Therefore, national or nationally dominant cultural characteristics may have its limitations in forecasting and explaining the cultural characteristics of an individual. Moreover, past studies in psychology suggest a possibility that there exist different cultural characteristics within a single individual depending on the subject being measured or its context. For example, in relation to individual vs. collective characteristics, which is one of the major cultural characteristics, an individual may show collectivistic characteristics when he or she is with family or friends but show individualistic characteristics in his or her workplace. Therefore, this study acknowledged such limitations of past studies and conducted a research within the framework of 'theoretically integrated model of user satisfaction and emotional attachment', which was developed through a former study, on how the effects of different experience elements on emotional attachment or user satisfaction are differentiated depending on the individual cultural characteristics related to a system or device usage. In order to do this, this study hypothesized the moderating effects of four cultural dimensions (uncertainty avoidance, individualism vs, collectivism, masculinity vs. femininity, and power distance) as suggested by Hofstede(1980) within the theoretically integrated model of emotional attachment and user satisfaction. Statistical tests were then implemented on these moderating effects through conducting surveys with users of four digital devices (mobile phone, MP3 player, LCD TV, and refrigerator) in three countries (US, Germany, and Russia). In order to explain and forecast the behavior of personal device or system users, individual cultural characteristics must be measured, and depending on the target device or system, measurements must be measured independently. Through this suggestion, this study hopes to provide new and useful perspectives for future IS research.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

Analyses of the Relationships among Soccer Media Involvement Experience, Purchase Intent and Continued Participation intent in Soccer Clubs (축구 동호회들의 축구 미디어 관여 경험에 관한 연구)

  • Choi, Eui-Yul;Kim, Kyoung-Hyun;Lim, Ki-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.207-216
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    • 2019
  • The purpose of this study was to analyze the relationships among soccer media involvement experience(SMIE), purchase intent(PI) and continued participation intent(CPI) in soccer clubs and provide basic data necessary for the sustainable growth of soccer clubs and related goods companies. In order to accomplish such study purposes, the study employed a survey method with a total of 327 amateur soccer players residing in G metropolitan city. The data from the survey questionnaires were validated through exploratory factor analysis and reliability test. The data were analyzed through descriptive statistics, correlation analysis and multiple regression analysis at the significance level of .05. Accordingly, following findings were derived from the current study. First, the level of interest was the highest among SMIE factors, followed by challenge and technology. Second, the level of alternative evaluation was the highest among PI factors, followed by purchase recognition, problem recognition, and information search. Third, technology factor in SMIE had a negative effect on PI. Fourth, technology factor in SMIE had a positive effect on CPI. Lastly, among PI factors, problem recognition had a negative effect and alternative evaluation had a positive effect on CPI.

Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.

Squash Athlete's Perception and Emotional Response on the Referee's Judgment (스쿼시 심판판정에 대한 선수들의 인식과 정서 반응)

  • Park, Kyoung-Shil;Kang, Ho-Seok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.497-511
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    • 2017
  • The purpose of this study was to explore players' perception and emotional reaction toward referee's judgment. The participants of this study were six players (three male and three female) in 2016 national team. The results of this study are as follows: First, the differences in referee judgement were dependant on referees' subjective view point, rapid judging capability, qualification and experience. Second, we found that the a referee's judgement less affected match's results. The countermeasures against the adverse referee judgment include excitement, appeal, flow interruption, thought conversion, and concentration. Third, there were many opinions that both the degree of influence of the referee's judgement and the countermeasures was such that athletes were "not affected". In conclusion, the major determinant of players' performance were game strategy and accuracy of skill although the referee's judgement affected player's emotional reaction both in positive and negative ways.

Analysis on the Participation Motivation of Billiard Players (당구 선수들의 참여 동기에 관한 연구)

  • Park, Ji-Su;Choi, Jae-Won;Kang, Sung-Goo
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.369-378
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    • 2017
  • This study is devoted to investigating participation motivations of billiard players who join games through open-ended questionnaires, and identify the difference of participation motivations in the game according to age and experience. Thus, 696 original data on participation motivations was obtained from 267 billiard players in Gyeonggi-do based on open-ended questionnaires. Results from inductive analysis are as follows. First, their participation motivations included 10 general sectors such as interests, objective achievement motive, competition, interpersonal relationship, mental health, job, gambling, sport competence, suggestion by others, and university admission. Second, enjoyment showed the highest percents among participation motivations according to participants' age. Third, interest showed the highest percents among participation motivations in less than five years of their experiences. Objective achievement motive was the highest portion for more than five years. These outcomes will be used as a basic data to understand the relationship of billiard players who participate in the game and further create better billiard game culture.

Topophilia Convergence Science Education for Enhancing Learning Capabilities in the Age of Artificial Intelligence Based on the Case of Challenge Match Lee Sedol and AlphaGo (알파고와 이세돌의 챌린지 매치에서 분석된 인공지능 시대의 학습자 역량을 위한 토포필리아 융합과학 교육)

  • Yoon, Ma-Byong;Lee, Jong-Hak;Baek, Je-Eun
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.123-131
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    • 2016
  • In this paper, we discussed learner's capability enhancement education suitable for the age of artificial intelligence (AI) using game analysis and archival research based on the 2016 Google Deepmind Challenge match between AI that possessed the finest deep neural networks and the master Baduk player that represented the best of the human minds. AlphaGo was a brilliant move that transcended the conventional wisdom of Baduk and introduced a new paradigm of Baduk. Lee Sedol defeated AlphaGo via the 'divine move and Great idea' that even AlphaGo could not have calculated. This was the triumph of human intuition and insights, which are deeply embedded in human nature as well as human courage and strength. Convergence science education that cultivates student abilities that can help them control machines in the age of AI must be in the direction of developing diverse human insights and positive spirits embedded in human nature not possessed by AI via implementing hearts-on experience and topophilia education obtained from the nature.

A Study on Valuation of Acoustic Performance about Dome-typed Gymnastics Training Floor utilizing Auralization (가청화를 이용한 돔형 체조연습장의 음향 성능평가에 관한 연구)

  • Yun, Jae-Hyun;Ju, Duck-Hoon;Jung, Eun-Jung;Kim, Jae-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.05a
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    • pp.132-136
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    • 2007
  • In case of indoor gymnastics training floor, in view of its characteristics, since it is simultaneously required the related smooth communication between the coach and the player, also the acoustic performance regarding to the Clearness of Music, besides the sport activity, the consideration about the acoustic character has entered the stage as an indispensable element. On such viewpoint, on the object of the recently built dome-typed gymnastics training floor, after making the optimized acoustic design with the remodeling through acoustic simulation, by means of measurement and valuation on human's psychological(sensual) degree utilizing Auralization that enables to experience the virtual sound field at the stage of design, this thesis has attempted to survey of the acoustic satisfaction degree and its reaction about the gymnastics training floor. As the result of investigation about the research on the space of object, it could be known that the valuation regarding to the acoustic performance of 'After-Improvement' was distinctly more refined than that of 'Before-Improvement'. It is now considering that such result of the study can be utilized as the useful data which enables to improve the retrenchment effect of the construction cost as well as the acoustic capability, by means of the prediction control on the acoustic problem from the stage of design, for the occasion when the similar indoor sport gymnasium is planning to build for the near future.

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