• Title/Summary/Keyword: Player Experience

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Phenomenological Study on Burnout Experience of Clinical Nurses Who have Turnover Intention (이직의도가 있는 임상간호사의 소진경험에 관한 현상학적 연구)

  • Kim, Jeung-Im;Son, Haeng-Mi;Park, In Hee;Shin, Hee Jin;Park, Ji hyun;Cho, Mi Ock;Kim, Seongui;Yu, Mi Ock
    • Women's Health Nursing
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    • v.21 no.4
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    • pp.297-307
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    • 2015
  • Purpose: This study was aimed to understand the meaning and essentials of the experience of burnout for hospital nurses with turnover intention. Methods: The design was a qualitative research of phenomenological study. Participants: Seven hospital nurses who had worked over three years and had experiences of turnover intention in a hospital with over 400 beds were included. Results: Nine meaningful themes related to burnout experiences and four theme clusters of 1) battery warning sounds almost out; 2) the player who hit the drum and double-headed drum; 3) the target flying arrow without a break; and 4) the pendulum swaying to turn over. Registered nurses (RNs) felt burnout with an overload of work and by the thought that it was illegal action for registered nurses to receive insufficient rewards for their work. RNs also experienced there were no problem solving strategies to verbal violence by patient and medical team. Conclusion: The findings show that burnout experiences for those who had turnover intention was developed from the insight that insufficient training to do work independently with over-load for nurses was not ethical. It suggests that it is necessary to rethink training systems for nursing and hospitals to relieve turnover intention.

KEPCO's Overseas Transmission Business Strategy and Goals (한국전력의 송전분야 해외사업 진출전략과 과제)

  • Byun, Gang;Lee, Hyoung-Han;Min, Byeong-Wook;Yang, Joon-Cheol;Kim, Jong-Hwa
    • Proceedings of the KIEE Conference
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    • 2003.11a
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    • pp.14-16
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    • 2003
  • For four decades now KEPCO has experienced an incredible growth rate of over 10% per year in each year. This growth led to the fast development of new facilities, especially in the transmission systems field, and we also managed to gain an enormous amount of experience and technology in the construction and design. With this experience and technology we curbed the electricity demand. Experts now predict that we will enter a new phase in which our growth rate will stagnate and eventually level off. This isn't what KEPCO or any company wants. We are looking for continued growth. In the last decade KEPCO began selling its technology in the generation sector of the electricity business to overseas markets. Sales in the generation sector have been a great success. This decade marks another milestone for KEPCO as overseas sales in the transmission sector began. Our first project, "Myanmar Power System Development Study" and its subsequent successful completion gave us the ammunition necessary to expand in this line of business. This success has also given birth to this paper. KEPCO is still the People's company, but with a new vision. It now hopes to not only sustain a high growth level but to also increase the growth of domestic companies by sharing with them a piece of the proverbial pie, as it ventures forth to be a Global player on the international stage.

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Analysis of RPG Characters' Personality Performance (RPG게임 캐릭터에서 개성 표현 요소에 관한 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.403-408
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    • 2021
  • From the perspective that RPG games give players a sense of reality, the characterization of game characters can be said to be at the heart of design behavior. The personality of a unique character enhances the player's concern and commitment, allowing players to experience a variety of experiences. Through theoretical research and case analysis, this paper analyzes the expression of individuality in RPG game character design. In the RPG game, the way to express the character's individuality is first based on the game's time-space background, plot, task, etc. to inform the character's general gender, race, occupation, and skills. In line with the application and use of the characters, the roles will be developed in a concrete and rich way, and the shapes, movements, colors, costumes and weapons will be more refined. The purpose of this study is to obtain the main factors that influence RPG character's personality design from the viewpoint of perceptual design theory. In addition, it is proposed that the RPG game character personality design method should be adopted.

The effect of randomness in the game on negative emotions of defeated players (게임 내 무작위성이 패배한 플레이어의 부정적 감정에 미치는 영향)

  • Kweon, Yong-Jun;Park, Chang-Hoon
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.43-54
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    • 2021
  • This study deals with the changes in negative emotions a player feels upon defeat according to the intensity of randomness. By changing the interface related to randomness, we checked how the interaction between the user and the game affects the user's experience. The subjects of this study were 30 students of the Dept. of Game Engineering. The research tool used randomness and negative emotion measurement tools. For the experiment, a board game called "12Janggi" was used, and randomness was added to the 'board' and 'piece' of the game. The analysis shows that proper randomness reduces negative emotions, but excessive randomness increases negative emotions. Although randomness can reduce the negative emotion of defeat, it can be seen that it should be applied to the context of the game.

Development of 2D Platformer Game with an Emphasis on Achievement Systems (업적 시스템을 강조한 2D 플랫포머 게임 개발)

  • Jeong-Won Nam;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.207-213
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    • 2023
  • Achievement systems have proliferated so quickly in gaming that it's hard to find a game that doesn't have them. However, their introduction has come with a number of drawbacks, including a lack of sense of accomplishment and immersion, and a lack of difficulty setting. There is a genre of achievement games that have managed to turn the downsides of achievement systems into unique features of their games, but they are dwindling in number. In this situation, we developed 'Achievement Run', an achievement game that can meet the needs of achievement enthusiasts by fixing the shortcomings of existing games. This paper introduces the development process of a new achievement game called 'Achievement Run' and conducts in-depth interviews with gamers to find out what kind of experience it provides, and concludes that the game's achievement system provides a generally positive player experience. Therefore, this paper will provide useful guidance not only for achievement-oriented game enthusiasts, but also for game development in general.

A Study on the Influence of Internet Game Addiction using the AHP and Statistical Analysis (AHP 및 통계분석을 이용한 인터넷 게임 중독 영향 연구)

  • Kim, Tae-Sung;Kim, Jong-Ho;Moon, Sang-Duk
    • Journal of the Korea Safety Management & Science
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    • v.10 no.2
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    • pp.33-41
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    • 2008
  • Rapid spread of the internet has made our everyday life more convenient, however it has brought some problems along with it. Especially, undergraduate student are losing their social ability as they become absorbed in the internet game, act selfishly in the cyber space and lose interest in studying. As a result, they become isolated from their friends and experience difficulty in the relationship with their parents. In this paper, the influence factors of internet game addiction is investigated using the Analytic Hierarchy Process (AHP) and statistics techniques. This study is to define the influence an important factors of internet game addiction using a questionnaire to internet game player and expert group. It is believed that this study will be more receptive to results that include the priority weights of internet game addiction among the addiction group, non-addiction group and expert group.

A Study on Valuation of Acoustic Performance for Indoor Swimming Pool utilizing Auralization (가청화를 이용한 실내수영장의 음향 성능평가에 관한 연구)

  • Jung, Chul-Woon;Kook, Jung-Hoon;Yun, Jae-Hyun;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.720-724
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    • 2007
  • Recently, in accordance with increase of the desire for Sports for All(Life Sports), the swimming pools in many areas are under construction. However, since they used many of the reflexible finish-materials on account of the characteristics of hydrophilic space, most of the Indoor Swimming Pools are generating the excessive reverberation. Such reverberation is bringing about the problem that obstructs the oral communication between the coach and the player, and the Clearness of Sound, besides the sport activity. On this viewpoint, on the object of the actually built indoor swimming pool, after the conduct of an optimized acoustics design by the remodeling through a computer simulation, and by carrying out the Psycho-Acoustics Experiment utilizing of Auralization Technique which is able to experience Virtual Sound Field at the stage of designing, then this thesis has attempted to appraise on the acoustic condition after the completion of construction. It is considered that such result of the study could be utilized as the useful data that enables to improve the curtailment effect of construction cost as well as the acoustic capability, by means of the presupposition control on the acoustic problem from the stage of design, for the occasion when the similar indoor swimming pool is planning to build, henceforth.

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Result in Tibial Stress Fracture Treatment in a Elite Soccer Player -A Case Report- (축구 선수에서 발생한 경골 피로 골절 치료에 대한 결과 -1예 보고-)

  • Lee, Kyung-Tai;Kim, Ki-Chun;Park, Young-Uk;Kim, Jun-Beom
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.9 no.2
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    • pp.114-120
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    • 2010
  • Anterior tibial diaphyseal stress fracture have a propensity for delayed union or nonunion and have risk of complete fracture after minor trauma. So, careful evaluation and optimal management are mandatory to succeed in treatment. It is also important to decide the point of time of return to full activity. We report experience of treatment for complete fracture of the delayed union of anterior tibial diaphyseal stress fracture as an athletic injury.

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Impacts of Intrinsic Motivation and Gender Difference on Video Game Genre Usage: A Multiple Group Comparison Approach (내재적 동기와 성차가 비디오 게임 장르 이용에 미치는 영향: 다중 그룹비교 접근법을 이용한 이론적 모델 검증)

  • Kim, Jung Kyu;Ahn, Jungsun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.67-76
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    • 2013
  • By integrating of intrinsic motivation theory and flow theory, this study sought to investigate the causal linkage among optimal balance of video game player's perceived skill and challenge, flow experience, intrinsic motivation and video game genre usage. A path analysis showed that the different types of video game usage were directly influenced by players' intrinsic motivations, which were also reinforced by players' flow experiences of enjoyment. However, the path model with a multiple group approach provided no strong evidence for gender differences in the relationships between the variables of interest.

Structualized Process Research of Efficiency in Background Concept Art Production (게임 배경 원화 제작의 효율성을 위한 구조화 된 제작 프로세스 연구)

  • Kim, Ju-Min;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.3-12
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    • 2020
  • This paper proposes a structure based on a production method of concept art focused on the player's experience through a module by using the game aesthetics of the MDA framework. And also a partially automated process established in concept art production by using the 'Adobe Color image color extraction' as a tool in the work production process. This paper proposed a work process of not just a personal expression but a systematic molding expression to use, and this could see as the various possibilities of game concept art productions.