• Title/Summary/Keyword: Player satisfaction

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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.

The Effect of Use Value and Benefit Attributes of Mobile Online Games on Use Satisfaction of Chinese Users (모바일 온라인 게임의 이용 가치 및 편익 속성이 중국 이용자의 이용 만족도에 미치는 영향)

  • Liu, Bing;Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.261-270
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    • 2022
  • For mobile online games, this study examines how use pursuit propensity, use interest, use, service quality, and system quality, which are attributes that evaluate the use value and benefit for Chinese users, have an effect on use satisfaction. Empirical analysis results; all composing factors of four attribute had a positive effect, and the degree of effect was different according to game types in use interest and use, service quality. In terms of use pursuit, there was no difference between game types, and innovation pursuit and relationship pursuit were found to be similarly important effecting factors. In terms of use interest, there was a difference between game types. Sense of solidarity in single-player game and sense of achievement in multi-player game was found to be the most important effecting factor. In terms of service quality, there was a difference between game types. Easy of game in single-player game and function of game in multi-player game was the most important effecting factor. In terms of system quality, use convenience was found the most important effecting factor without difference between game types. Based on these results, this study suggested a strategy to enhance game development and loyalty to companies in the game industry.

Similar services, different perceptions: The gaps of satisfaction based on the level of recreation specialization

  • Hwang, Sun-Hwan;In, Sangwoo
    • International Journal of Contents
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    • v.9 no.1
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    • pp.71-80
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    • 2013
  • The golf industry has become the center of attention for recreational activities in the participant sport market; however, there has been little effort made to understand golf consumer and their consumption behavior using the concept of 'recreational specialization' which segments the golfers based on level of specialization in golf. The purpose of this study was to explore the differences in the relationships among perceived service quality, price of playing golf, overall customer satisfaction with the course, and a player's intention to revisit the same golf course based on the magnitude of recreation specialization in golf. Four public and two private golf courses from the southeastern state of the United States were randomly chosen from a list in a golf magazine. The 365 surveys among 417 participants were ultimately analyzed. Multiple group analysis was conducted in order to investigate differences in relationships among service quality, price, customer satisfaction, and revisit intentions between groups based on the level of recreation specialization. The key findings were 1) for more specialized golfers, satisfaction with price did not affect overall customer satisfaction or revisit intention, however, service quality significantly influenced both overall customer satisfaction and revisit intention, 2) for less specialized golfers, satisfaction with price significantly influenced overall customer satisfaction but did not affect revisit intention. Knowledge about which the determinants of satisfaction are different between more and less specialized golfers could provide a better understanding of how different marketing strategies should be implemented for different specialized levels of golfers.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

Analysis of the Importance and Satisfaction of Viewing Quality Factors among Non-Audience in Professional Baseball According to Corona 19 (코로나 19에 따른 프로야구 무관중 시청품질요인의 중요도, 만족도 분석)

  • Baek, Seung-Heon;Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.123-135
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    • 2021
  • The data processing of this study is focused on keywords related to 'Corona 19 and professional baseball' and 'Corona 19 and professional baseball no spectators', using text mining and social network analysis of textom program to identify problems and view quality. It was used to set the variable of For quantitative analysis, a questionnaire on viewing quality was constructed, and out of 270 survey respondents, 250 questionnaires were used for the final study. As a tool for securing the validity and reliability of the questionnaire, exploratory factor analysis and reliability analysis were conducted, and IPA analysis (importance-satisfaction) was conducted based on the questionnaire that secured validity and reliability, and the results and strategies were presented. As a result of IPA analysis, factors related to the image (image composition, image coloration, image clarity, image enlargement and composition, high-quality image) were found in the first quadrant, and the second quadrant was the game situation (support team game level, support player game level, star). Player discovery, competition with rival teams), game information (match schedule information, player information check, team performance and player performance, game information), interaction (consensus with the supporting team), and some factors appeared. The factors of commentator (baseball-related knowledge, communication ability, pronunciation and voice, use of standard language, introduction of game-related information) and interaction (real-time communication with the front desk, sympathy with viewers, information exchange such as chatting) appeared.

A Study on the Customer Satisfaction for Smart Audio's Concept Features through the Kano Model (카노모델(Kano Model)을 이용한 스마트 오디오 컨셉 기능의 고객만족에 관한 연구)

  • Shin, HoonChul;Kim, Jonghak;Park, Young-Taek
    • Journal of Korean Society for Quality Management
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    • v.44 no.4
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    • pp.951-963
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    • 2016
  • Purpose: This study was conducted to analyze the potential customer's satisfaction for the concepts of smart audio features and utilize the results when developing the customer-oriented products. Methods: 16 different features were derived via the market research and professionals' interviews. The most satisfactory features were selected through "Kano model", the relative importance of Customer Satisfaction Coefficient, and respondents' preferences from 339 valid survey answers. Results: 15 out of the 16 features were categorized as attractive attribute. "'User Recognizing' and 'Strengthen Linking' groups", such as Auto connection with Smart-phone music player, Synchronization of TV & Audio, and Volume control situational awareness, were shown to provide higher satisfactions to those potential customers. On the other hand, Group 'Integrating Function', such as Aromatherapy and Auto lighting reaction, was shown to be relatively least preferred features. Conclusion: This study enabled which features could lead to the customer satisfaction. Nevertheless, it still requires extensive analyses in different countries and diverse cultures to target the global market. The audio product planners and R&D professionals are expected to learn useful information from such studies.

The Effect of the Leadership Style on Player Satisfaction and Exercise Flow of Athletic Players (운동선수의 지도행동유형이 선수만족 및 운동몰입에 미치는 영향)

  • Lee, Gun Chur
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.179-187
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    • 2018
  • This study purpose is to improve athletes by investigating the relation between the leadership behavior type of athletes and athlete satisfaction and exercise flow. The sampling method was non-probabilistic sampling method. The number of questionnaires was 381 for analyzing the data. SPSS/PC+ Window 21.0 version statistical program were used for analyzing the questionnaire answers. Frequency analysis, factor analysis, correlation analysis and multiple regression analysis were used. The study results are as follows. First, there were positive correlations between leadership behavior type of athletes and athlete satisfaction and exercise flow, but not between authoritative behavior of leader behavior type and exercise flow. Second, the effect of leadership behavior type of athletes on satisfaction of athletes was positive on social interaction related with training, instruction, and social support, on task execution related with training and instruction, and on coaching related with training, instruction, and positive feedback. Third, the effect of leadership behavior type of athletes on flow of exercise was positive on cognitive commitment related with training, instructions and positive feedback, and on behavioral commitment related with training, instructions, positive feedback, and social interaction. So, athletes will be able to perform good exercise skills if they come to the game in flowing exercise satisfaction and exercise.

Comparison with Service Quality Models in Coffee Shop (서비스 품질 모형 비교: 커피 전문점을 대상으로)

  • Kim, Hyojin;Kim, Byung-Gook
    • Culinary science and hospitality research
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    • v.21 no.5
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    • pp.50-58
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    • 2015
  • The purpose of this study is to identify the causal relationships between service quality, consumer satisfaction, and behavioral intention in coffee shop. Additionally, the stud aims at focusing on whether or not consumer satisfaction plays a moderating role between service quality and behavioral intention. Statistical techniques that involve frequency, reliability, exploratory factor analysis, and structural equation modeling were performed. In the third research model, consumer satisfaction was unfolded as a moderating variable that enables to be a key player between service quality and behavioral intention. Limitations and considerations of this study were discussed for future study.

The Effect of Trainer's Communication Style on Rehabilitation Ability and Rehabilitation Satisfaction of Elite Athletes

  • Seung-Jea, Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.281-289
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    • 2023
  • The purpose of this study was to objectively explore and discuss the effect of trainer's communication style on rehabilitation ability and rehabilitation satisfaction of elite athletes. we observed the relationship between rehabilitation trainers and injured athletes and found that communication between them plays an important role. In this study, we criticized that most of the studies related to rehabilitation were conducted from the point of view of natural science. The results of this study emphasized that rehabilitation-related research should broadly accept social science positions such as business administration. The main research findings are as follows. As a result of analyzing the relationship between trainer's communication style and rehabilitation ability, first, the trainer's cooperative and professional communication style affects emotional factors of injured players. Second, the trainer's cooperative and controlled communication style affects the cognitive factors of injured players. Third, the trainer's cooperative and professional communication style affects the behavioral factors of injured players. Fourth, the trainer's cooperative and professional communication style affects the rehabilitation satisfaction of injured players. Based on these results, this study was conducted to validate the necessity of discussing the trainer's communication style preference according to the individual background such as the injured player's gender, personality, and injury level, and the classification and composition of communication styles that match Korean culture and sentiment. As suggestions for follow-up research, active sharing of problems with adjacent disciplines such as sports sociology, sports education, and sports marketing, and parallel qualitative research centered on individual cases were suggested

A Study on the Authenticity, Job Satisfaction, Organizational Commitment, Quality of Life and Job Performance of the Business Sport Team Players

  • Min-Kyu, Choi;Kyung-Won, Byun
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.181-189
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    • 2022
  • The purpose of this study is to verify study models and examine a causal relationship among authenticity, job satisfaction, organizational commitment, quality of life and job achievement for amateur business team player. In order to achieve the purpose, this study conducted structural equation model analysis for study models consisting of extraneous variables after examining the authenticity(organization, leader) that amateur business players perceive and endogenous variables including job satisfaction, organizational commitment, quality of life, and job performance. The object of questionnaires in this study selected sports business team players nationwide as a population and 348 players were chosen as final effective samples by applying a convenient sampling method for offline and online questionnaires. The research tool for this study is a questionnaire. The two dimensions of authenticity were used by developing a scale. For all endogenous variables, the scales used in previous studies were modified and used according to the purpose of the study. This study analyzed the collected data, applying SPSS Win ver. 23.0 and AMOS 20.0 programs in order to analyze the characteristics of the study objects, describe questionnaires, and verify selected study hypothesis, individual hypothesis was verified after identifying the reliability and validity of measurement model, and the fitness verification of study models. In the results, all of the 8 hypothesis were adopted and the reciprocal relationship among each factors in the study model were observed.