• Title/Summary/Keyword: Public Welfare Game

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A Study on the Motivation of Public Welfare Game Users to Participate in Game Based on UTAUT Model (UTAUT모델을 기반한 공익성게임 유저의 게임 참여 동기 유발에 관한 연구)

  • Wanxin, Qian;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.67-78
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    • 2021
  • The subjects of this study are Chinese players who have participated in public welfare games. SPSS24.0 and AMOS24.0 were used to analyze the data, including reliability analysis, validity analysis, correlation analysis, structural equation model verification and so on. The hypothesis results show that Trust-Aware is the most important motivation dimension that affects players' participation in public welfare games. Under the dimension of Performance Expectancy, the main influencing factors are players' needs for self-realization and concern for vulnerable groups. Perceived Risk and Social Influence are the motivational factors that influence players' participation in public welfare games.

A Study of the Influence of The Interesting Elements of Public Welfare Games on the User's Game Experience - Focused on 'Mountaineering LightsUp' (공익성게임의 재미요소가 유저의 게임체험에 미치는 영향 분석 - <등산행동(燈山行动)>사례를 중심으로)

  • Jeon, Wan-Sin;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.323-329
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    • 2021
  • Based on the research of the Public Welfare Games 'Mountaineering LightsUp', which is the main theme of helping the disadvantaged in society, this study uses the questionnaire method to obtain user data, and collects the data by using AMOS analysis for the effect of game interest elements on the experience of players. The results showed that the interesting elements (goal, obstacles, sense of belonging, atmosphere, story, information, and player to player communication) of the game were positively influenced by the experience of the game. And the questionnaire showed that the game still had problems such as playing simple, difficulty, lack of popularity, lack of feedback, and lack of storytelling. This paper also puts forward some proposals for these deficiencies. In future research, the research sample will be expanded, the research content will be improved, and the future Public Welfare Games will be designed and developed.

A Study on the Moderating Effects of Social Support for Oiettolie Propensity Adolescent in the Process of Internet Game Addiction

  • Kim, Hyo-Soon;Kim, Seo-Yeon;Park, Hwieseo
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.10
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    • pp.149-156
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    • 2016
  • The purpose of this study is to suggest some policy and theoretical implications for the youth's internet game addiction by analyzing the moderating effects of social support in the relationship of Oiettolie propensity and game addiction behaviors. For the purpose of this study, this study set a research model about the causal relationships among the study variables by reviewing previous studies and surveyed high school students for this research. The analytical results of this study are the followings. First, lack of communication and impulsivity have significant influences on Oiettolie propensity. Second, Oiettolie propensity has a significant influence on youth's game addiction. Third, social support moderates the relationship between Oiettolie propensity and youth's internet game addition. This study suggests some implications for the youth internet game addiction.

A Study on the Relationship between Game Addiction and Social Stigma of the Youth outside school (학교 밖 청소년의 게임중독과 사회적 낙인감에 관한 상호관계 연구)

  • Moon, Jin-Young;Park, Ju-Won;Lee, Chang-Moon
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.343-355
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    • 2020
  • The purpose of this study was to analyze the relationship between game addiction and social stigma of adolescents outside school. After examining the previous research focusing on the Public stigma & Self-stigma theory, We intended to examine how game addiction and social stigma affect each other over time, and the time causal relationship between the both. Using youth outside school panel 3rd, 4th, 5th data, This study analyzed the relationship between game addiction and social stigma of adolescents with school interruption longitudinally. The research method was analyzed by autoregressive cross-lagged model using two variables such as game addiction and social stigma using Amos25 program. The results showed that game addiction did not significantly affect social stigma at the next time, but social stigma had a significant effect on game addiction at the next time. Game addiction and social stigma have a strong auto-regressive effect, and the degree remains constant over time. Accordingly, this study suggested social co-prosperity, support from the local community, multidisciplinary viewpoints and cooperation between the public and private sectors.

The Role of Public Food Delivery Mobile Applications in the Food Delivery Market: A Game Theory Model

  • Bo-Hun SEO;Da-Hye SONG;Jong Woo CHOI
    • Journal of Distribution Science
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    • v.22 no.4
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    • pp.91-104
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    • 2024
  • Purpose: The study aims to assess the current status of domestic public food delivery apps and analyze the process through which sellers choose between private delivery apps and public delivery apps. This involves exploring strategiesto achieve the original purpose of public food delivery apps, which is to enhance the small business owners income and promote consumer welfare by preventing the monopoly of private food delivery apps. Research design, data and methodology: the research methodology is based on a model that introduces adjustments for non-economic effects, considering the preferences of multi-homing consumers, to more realistically reflect the benefits of sellers' choices. For data analysis, real business performance data from 'Daeguro', 'Meokkaebi', and 'Somunnan Shop' were used. Results: The study revealed that if the market share of public delivery apps within a specific region increases beyond a certain level, the benefits for small-business sellers also increase. This leads to the strategic advantage of simultaneously using both delivery apps. Furthermore, the results exhibit a tendency similar to real social phenomena. Conclusions: This analysis confirmed the role of public food delivery apps in the domestic delivery app market and presents policy recommendations, including application integration and the implementation of exclusive public interest functions, to effectively fulfill this role.

The Effects of Gaming Motivations on Gaming Behaviors: A Self-Determination Theory Approach (게임사용 동기가 게임행동에 미치는 영향 : 자기결정성이론을 중심으로)

  • Lee, Yeonggeul;Jung, Hee Young;Kim, Ju-Ill
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.91-99
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    • 2018
  • A growing body of research has focused on the negative effects of Internet gaming. This issue has become an increased public health concern in Korea. However, little is known regarding the positive effect of Internet gaming and its etiology. This study examined the effects of gaming motivations on gaming behaviors based on self-determination theory. Specifically, we investigated the associations of intrinsic and extrinsic gaming motivations with adaptive and maladaptive game uses. A cross-sectional data collected from a sample of 3,000 young adults using 2016 Korean Video Gaming Survey was analyzed. Measurement model analysis and structural equation modeling were conducted as primary analyses. The findings highlight the different effects of intrinsic and extrinsic motivations on gaming behaviors, such as adaptive and maladaptive game uses. Intrinsic motivations, such as experience-seeking and achievement-seeking, were associated with adaptive game use. Meanwhile, extrinsic motivations, such as sensation-seeking and monetary reward-seeking, were associated with maladaptive game use. The findings provide a better understanding of video gaming in light of both adaptive and maladaptive game uses. The implications for practice and policy were discussed.

Utilization of Computer Pointing Game for Improving Visual Perception Ability of Children with Severe Intellectual Disability

  • Kim, Kyoung-Ju;Kim, Nam-Ju;Seo, Jeong-Man;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.41-49
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    • 2018
  • The purpose of this study is to investigate the effect of computer pointing game on the visual perception ability of children with severe intellectual disability. Based on a literature review, we developed a computer pointing game to improve visual perception ability, which consisted of three stages; catching a hamburger, catching a hamburger and a soda, and catching various foods. At each stage, different instructional models were applied by difficulty level of the contents. Experiments were performed among four children with severe intellectual disabilities for three weeks. They belonged to H public school in Kyeonggi, Korea. Their visual perceptions were quantitatively measured four times by utilizing the Korean Developmental Test of Visual Perception tool (K-DTVP-2). For qualitative evaluation, an observation assessment diary was written and analyzed. All four children at the fourth test showed better visual perception ability, compared with the ability at the first test. As a result of the analysis of the observation assessment, they were considered successful in their learning and ordinary life related to visual perception. It can be concluded that the computer pointing game may play a role in helping children with severe intellectual disabilities improve their visual perception ability.

The Impacts of Adolescent's Oiettolie Propensity on Game Addiction Behavior : Focusing on Moderating Effects of Family Stress (청소년의 은둔형 외톨이 성향이 게임중독행태에 미치는 영향 : 가족스트레스의 조절효과분석을 중심으로)

  • Kim, Hyo-Soon;Park, Hwie-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.8
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    • pp.177-185
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    • 2014
  • The purpose of this study is to suggest some policy implications for the youth through empirical study about the moderating effects of high school students' family stress in the relationship of Oiettolie propensity and game addiction behaviors including bullies, social phobia and emotional instability. For the purpose of this study, this study established a causal model about the relationships among the research variables through review of previous studies and surveyed high school students for empirical research. The results of this study shows that Oiettolie propensity impacts on youth's game addiction and brings about game addiction behaviors like bullies, social phobia and emotional instability. Especially, this study shows that Oiettolie propensity impacts on social phobia most. Also, family stress has a moderating effects for the relationships among the variables. This study presents some policy implications for the youth.

The Study of the Comparison on Factors Influencing Internet Game Addiction among Male Middle and High school students (남자 중·고등학생의 인터넷 게임중독에 미치는 영향요인 비교 연구)

  • Kwon, Jin;Park, Jee-Eun;Oh, Ji-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.75-86
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    • 2016
  • The aim of this study was to compare the factors influencing internet game addiction among middle and high school boys. The data was analysed from "Survey on the Online and Game and Family Leisure Activities of Youth and Children in 2009" conducted by the Korean Youth Policy Institute. According to the results, the average time on the weekends and average time on the holidays, and the leisure constraints had a significant effect on the internet game addiction both groups. On the other hand, there were significant differences in the communication with parents between middle and high school boys. Accordingly, this study suggests a preventive internet game addiction program be developed. In addition, it is important to improve efficient communication skills between children and parents.

Software Bundling for Competitive Advantage: Vendor Strategies and Public Policy Implications

  • Kim, Tae-Ha;Shin, Hyung-Deok;Dutta, Amitava
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.39-62
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    • 2010
  • As an engineered product, a software package has multiple dimensions that must be designed judiciously to enhance its competitive viability. Functionality, reliability and price are three such common dimensions. However, many software products are sold as bundles of individual components and the competitive impact of bundling has received less attention in the research literature. In this paper, we examine the implications of software vendors using bundling as an element of competitive strategy. A game theoretic model of the actions of an incumbent and a new entrant is developed and the impact on vendor and consumer welfare is analyzed. Numerical experiments with the model show that (i) increasing bundle size is an effective strategy for the incumbent to increase its payoff at the cost of the entrant's payoff and consumer surplus, especially when the entrant's quality is low (ii) in the presence of bundling, the entrant can still increase its own payoff and consumer surplus at the cost of the incumbent's payoff, by increasing product quality up to the level that best segments market demand with the incumbent and (iii) an increase in bundle size by the incumbent, or an increase in quality by the entrant, can both result in an increase of total surplus. Similar results are observed in a related case where the entrant offers free software bundles. Our results provide insights into how software vendors may strategically use bundling and quality as additional product dimensions in order to stay competitive in the market. These results also inform the competing vendors of the impact of bundling related public policy actions on their respective payoffs.