• Title/Summary/Keyword: Player satisfaction

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A Study of Factors Influencing Customer Satisfaction and Loyalty of MP3-Player (MP3-Player 고객 만족 및 충성에 미치는 요인에 관한 연구)

  • Kim, Sang-Hyun;Kim, Tae-Hoon;Kim, Pan-Soo
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.30 no.2
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    • pp.15-22
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    • 2007
  • By the early 20 century, "workman" introduced by SONY was the leading portable analog sounder. However, at the same century, workman was pushed out from the portable sounder by iRiver developed by MPMAN.COM. This portable digital sounder is called MP3-Player (MP3P), and has become the most popular portable digital sounder in the current market. This study combined two customer satisfaction models, mobile internet customer satisfaction model (Yu, 2002), and portable communication customer satisfaction model (Bae, 2003), in order to empirically test consumption of MP3P and its satisfaction. The proposed model tested four constructs, company's image, product price, product design and product function, influencing customer satisfaction, which leads to affect customer loyalty. 267 survey responses were analyzed by using structural equation modeling (SEM). The results show that all constructs had significant impact. This study suggests a good understanding of consumer satisfaction and loyalty of MP3P and the future direction of MP3P research regarding to consumer satisfaction.

Impact of Player Motivations in FPS Online Game on Flow, Satisfaction and Loyalty (FPS 온라인 게임 이용 동기가 몰입, 만족 및 충성도에 미치는 영향)

  • Lee, June-Young;Lee, Je-Sung
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.81-88
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    • 2017
  • In this study, the influence of player motivations in FPS(First Person Shooter) online game on flow, consumer satisfaction and loyalty was analyzed. Research results show that player motivations can be classified into five factors: control, relationship, boasting, de-stress, and interest. The most influential factor that affects flow is interest, and control, relationship, and de-stress are following. In terms of consumer satisfaction, relationship, interest, and control are most positive factors. When it comes to consumer loyalty, relationship, control, and interest are most positive factors. Flow has a strongly positive influence on both consumer satisfaction and loyalty.

Judo Leader Leadership Influence on The Player Satisfaction and Performance (유도지도자 리더십이 선수만족도와 경기력에 미치는 영향)

  • Shin, Seok-Min;Kim, Seung-Ryoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2527-2536
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    • 2015
  • This study of the data of the high school judo player is subject to induction leader leadership athletes to analyze the impact on the player satisfaction and performance - a man of 290 people 121 people (41.7%), female 169 people (58.3%) was used as a target sample of the study. Behavioral training and instruction to improve player satisfaction for the leadership of the induction leadership, democratic behavior, social support behavior, reward positive behaviors, and configure the survey on the leaders of the overall leadership behavior. The results showed that leadership is influencing the player satisfaction, appeared to reap good results in performance enhancement, the leader of the social support behavior, influenced by the order of the overall behavior of the leader, the higher the better player satisfaction will reap the results. In addition, the director of leadership training and instruction of the leaders in the impact on the play ability behavior, democratic behavior, social support act, the overall behavior was found to affect the performances. Therefore, if the progress is erected lead dozens of leaders exercise planning and career planning under an agreement rather than a coercive players and make a lot of good results to enhance the player experience and improve performances.

Effects of coach confidence on athlete satisfaction and perceived performance in throwers (투척선수의 지도자 신뢰가 선수만족 및 인지된 경기력에 미치는 영향)

  • Lee, Myung-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.9
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    • pp.4054-4060
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    • 2011
  • The purpose of this study was to investigate the effects of coach confidence on member satisfaction and perceived performance in throwers. The participants were 198 throwers who were competed in the 40th National Athletics Championship. To analyze the data, multiple regression was performed using SPSS 18.0 ver Windows. The results showed that coach confidence of throwers affected significantly on the athlete satisfaction(p<0.05). In other words, the subfactor of coach confidence such as integrity, ability, consistency, sacrifice, and openness affected the subfactor of player satisfaction such as technical analysis, teaching ability, and coaching qualification. And also, coach confidence of throwers affected significantly on the perceived performance(p<0.05). The subfactor of coach confidence such as integrity, ability, consistency, sacrifice, and openness affected the subfactor of player satisfaction such as victory will and skill exhibition. It was concluded that the coach confidence of throwers may affect player satisfaction and perceived performance.

Research on the Influence of Game NPC Design Elements on Player Satisfaction (게임 NPC 디자인 요소가 플레이어 만족도에 미치는 영향 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Industrial Convergence
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    • v.20 no.8
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    • pp.53-59
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    • 2022
  • In order to improve players' satisfaction with the game NPC (Non Plyer Character), a Structural Equation Modeling (SEM) was made, and NPC design elements were analyzed. First, extract the design elements (entertainment, artistry, interaction, and presence) that affect player satisfaction. And it is assumed that these factors will affect the satisfaction of players, and empirical research is carried out through quantitative research ideas. The results of the analysis of the questionnaire survey data show that four elements have a meaningful impact on player satisfaction, and artistry has the greatest impact on player satisfaction. Finally, according to the analysis results, a proposal for NPC design is proposed. It is expected that this research will provide a reference frame for the design direction of NPC in the future.

eSports Fan Identity Consumer and Live Game Watching Behavior: Professional Player Fan Identity Perspective

  • Jialing Zhang;C. Michael Hall;Myung Ja Kim
    • Journal of Smart Tourism
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    • v.3 no.1
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    • pp.9-21
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    • 2023
  • This study investigated whether the Point of attachment (POA) theory can be used to measure the consumption intention on go and watch offline eSports games. The admiration for players, social interaction, and on-site consumption requirements for viewing offline eSports competitions are prioritized. In addition, eSports fans in various regions may have distinct consumption concepts and consumption patterns. Thus, this study surveyed China (n = 156) and South Korea (n = 127) eSports fans who subjectively perceive themselves to be fans of eSports player(s) and who have observed at least one offline eSports game. The results demonstrate that player attraction and socialization have positive and significant effects on offline consumption factors. There is no correlation between previous consumption behavior and satisfaction, but dining shows a significant positive effect on satisfaction. Moreover, there is a strong relationship between satisfaction and future attendance intention. In addition, effect of eSports fan attachment on future visit intentions are measured and there is no correlation between the two variables. The front end of the path in the new model's varied between Chinese and Korean supporters. Finally, theoretical and practical implications of this study are discussed.

A Study on the Player Type through Game Quest's Editability (게임 퀘스트의 편집가능성에 따른 플레이어의 유형 연구)

  • Gim, Hee-Jun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.43-52
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    • 2019
  • Advances in technology are enhancing the player's visual satisfaction in games. Reflexively, narrative satisfaction has not been highlighted. This led to a player's critical view of the absence of original games. Especially in gameplay, quests require repeat and similar content and imperative tasks. It is overlooked that a quest can cause players to produce various meanings and effects. The concept of editing ability to reorganize the designed rules of the player beyond the performance and behavioral rules is conceptualized, and the four types of players that operate the characteristics can see that the player can intensify game play and immerse himself in play saw.

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 novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

The Effect of Amateur Golfers' Passionate Behavior on Training Satisfaction and Training Performance (아마추어 골프선수의 열정적 행동이 훈련만족 및 훈련성과에 미치는 영향)

  • Joo-Won Kim
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.4
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    • pp.897-905
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    • 2023
  • This study attempted to reveal the influence of amateur golfers' passionate behavior on training satisfaction and training performance. Accordingly, according to the sample plan from April 1 to June 23, 2023, the key words were set for the first expert interview, "golf player," "golf training," and "golf match" to extract factors that meet the study, and are as follows through SPSS & AMOS 21.0. First, it was discovered that amateur golfers' harmony and obsessive passion had an impact (+) on training satisfaction, and second, passionate behavior had an impact on training performance. Third, it was found that training satisfaction affects training performance. Therefore, rather than distinguishing between success and failure in the process of converting to professional golf, the growth process and positive emotions should be equipped, and the expression of internalization in which self-determination is significant? Efficiency in training? The results are expected to vary depending on how it is handled.