Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.
Proceedings of the Korean Society of Medical Physics Conference
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2002.09a
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pp.119-120
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2002
The aim is to urge the need of elaborate commissioning of 3D RTP system from the firsthand experience. A 3D RTP system requires so much data such as beam data and patient data. Most data of radiation beam are directly transferred from a 3D dose scanning system, and some other data are input by editing. In the process inputting parameters and/or data, no error should occur. For RTP system using algorithm-bas ed-on beam-modeling, careless beam-data processing could also cause the treatment error. Beam data of 3 different qualities of photon from two linear accelerators, patient data and calculated results were commissioned. For PDD, the doses by Clarkson, convolution, superposition and fast superposition methods at 10 cm for 10${\times}$10 cm field, 100 cm SSD were compared with the measured. An error in the SCD for one quality was input by the service engineer. Whole SCD defined by a physicist is SAD plus d$\sub$max/, the value was just SAD. That resulted in increase of MU by 100${\times}$((1_d$\sub$max//SAD)$^2$-1)%. For 10${\times}$10 cm open field, 1 m SSD and at 10 cm depth in uniform medium of relative electron density (RED) 1, PDDs for 4 algorithms of dose calculation, Clarkson, convolution, superposition and fast-superposition, were compared with the measured. The calculated PDD were similar to the measured. For 10${\times}$10 cm open field, 1 m SSD and at 10 cm depth with 5 cm thick inhomogeneity of RED 0.2 under 2 cm thick RED 1 medium, PDDs for 4 algorithms were compared. PDDs ranged from 72.2% to 77.0% for 4 MV X-ray and from 90.9% to 95.6% for 6 MV X-ray. PDDs were of maximum for convolution and of minimum for superposition. For 15${\times}$15 cm symmetric wedged field, wedge factor was not constant for calculation mode, even though same geometry. The reason is that their wedge factor is considering beam hardness and ray path. Their definition requires their users to change the concept of wedge factor. RTP user should elaborately review beam data and calculation algorithm in commissioning.
When a pregnant woman experiences cardiac arrest, resuscitation is of the utmost importance. Cardiac arrest in pregnant women differs from cardiac arrest in the general population since both mother and fetus need to be taken into consideration. In the event of cardiac arrest, determining whether to deliver the baby is significant. Cardiopulmonary resuscitation is not always successful, and the survival rate depends on the speed and precision of the procedure. In this study, we focus on the case of a 30-year-old pregnant woman who experienced cardiac arrest and whose family was quick to perceive her condition and call the hospital. A witness performed initial cardiopulmonary resuscitation, while rescue workers performed the advanced procedure. In this case, the patient and baby received proper treatment and left the hospital after six days. It is extremely rare for a pregnant patient to achieve return of spontaneous circulation (ROSC) or receive advanced cardiac life support before reaching the hospital. However, the woman in question in this study achieved ROSC and received both cardiopulmonary resuscitation before reaching the hospital and advanced cardiac life support at the hospital. The specifics of the case are reported in the context of a literature review.
The purpose of this study is to investigate current trends and future directions of research in the area of gifted education through the analysis of published manuscripts on giftedness and gifted education between $2000{\sim}2006$. About 521 articles among 35 journals and 49 dissertations listed in the Korea Education and Research Information Service, including the journal of gifted/talented education and the journal of giftedness and gifted education, were mainly analyzed in the present study. The articles were examined by topics, domains, ages, and research methods both yearly and synthetically. The most widely researched topic was curriculum and program issues in gifted education, and the topic related to factors and development of giftedness was the second. Most studies have continuously focused on the mathematically and scientifically gifted students, and studies on gifted students in the areas of art, language, and other domains were scant. Issues on underachieving gifted students and underachievement were researched actively in 2005. More research has utilized elementary students as samples rather than middle or high school students. Young children under 7 have attracted much attention by researchers after 2004. Related to research methods, literature review was the most widely used, survey was the second, and experimental and correlational studies were the next. Implications related to results were discussed in depth.
Park, Joo Eon;Kang, Suk-Hoon;Won, Sung-Doo;Roh, Daeyoung;Kim, Won-Hyoung
Anxiety and mood
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v.11
no.2
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pp.91-105
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2015
Objectives : After disaster, some people develop posttraumatic stress sequelae such as posttraumatic stress disorder (PTSD), major depression, substance use disorders, and suicide. To date, numerous screening and assessment tools for behavioral health issues including mental health problems, psychosocial maladjustment and status of recovery after disaster have been developed. In this condition, one of important topics is to choose instruments that can quickly and accurately measure the issues. Methods : This article reviewed several self-reported scales in adults for disaster behavioral health, which were searched using academic search engines like PubMed, Scopus, KoreaMed and KISS from the earliest available date of indexing through January 31, 2015. Results : More than 40 eligible instruments evaluating the disaster behavioral health issues containing posttraumatic stress sequelae, psychological and social resources, non-disaster stress, and general functions were presented in terms of availability, effectiveness, and expeditiousness. Also, we introduced basic frame aiming on practical usage, which includes standard version and brief version of the instruments for disaster behavioral health. Conclusion : We suggest the accessibility and the applicability of assessment instruments for disaster behavioral health. The systemic review of this article will provide further directions for them.
A preliminary study on the existing attraction effect and compromise effect was started on the experiment studies about product or service and conducted on the empirical studies on things, research trips, staff recruitment process in the research and the actual US presidential election. However most studies have been limited in the theories of the frequency range and no research about combining compromise effect and attraction effect with the types of promotion. The purpose of this study verifies that how attraction effect and compromise effect in the choice option of the choice process for brand varies according to the types of promotion. This study compares the difference of choice of brand between the influence of the attraction effect and compromise effect. The independent variables among the manipulated variables are as follows : (1) Brand choice (attraction effect and compromise effect), (2) Promotion Type (price promotion/non-price promotion). This study was manipulated in between-subjects design and within-subjects design. The results of this study will be able to see the implications for the positioning strategy of offering several new products such as practical dimensions of promotion strategy because the entry of new brands rather increases market share of similar existing brands.
To examine how usage of social network services(SNS) can affect users' satisfaction through their involvement to SNS. This study first explored the usage motives on the SNS by reviewing previous studies which are from the perspectives of usage and gratification theory. The structural equation modeling(SEM) approach was used to validate the model and Lisrel was used to analyze 306 data which were collected from college students who have SNS using experiences. The results showed that the motives of information seeking and self-expression have no significant influence on affective involvement to SNS and other hypotheses were all accepted. In order to investigate the relationship of usage motives-involvement-satisfaction between different genders, path analysis in male group and female group were done respectively. The results showed that in the case of male group, the motivation of information seeking, entertainment, and self-expression have positive effect on affective involvement, while only the entertainment motive can increase the cognitive involvement. In the case of female group, socializing motive and entertainment motive have positive effect on both affective involvement and cognitive involvement, but the information seeking motive and self-expression motive can not influence the formulation of emotion in SNS.
In the highly competitive and divers world of financial market, customer is the single most important factor to company's survival. Especially, creating a relationship with valued customers is a key to success. CRM provides the mean to retain high value customers. It takes a prospect of what customers expect. Utilizing those knowledge can help the products and service meet the customers' needs, thereby maximizing customer satisfaction and company's profit. In this report, I am going to suggest a few ways to develop successful CRM in the life insurance industry. First, CRM should innovate the way of communication to keep pace with Web 2.0 era. In other words, the customer's needs should be caught by real-time communication than traditional off-line market research. Thus, the functionality and specification of products can be decided by customer's direct choice so that the customers are able to purchase the understanding and experience of the products. Second, CRM project should consider whether the initial strategy plan can promise the stable growth of customer at the first step. When planning strategy, the project needs to identify what customer wants and how to fulfill the needs with stable growth of the customer. In addition, the CRM should be developed by realizing that customer centric benefits ultimately guarantee the growth of the organization. Third, CRM systems should enhance the organization's ability to take the customer's insight in a 360 degree view and to capture the voice of the customer directly. In order to develop the best matched product package, more precise customer segmentation should be ahead of market segmentation strategy. Forth, the biggest reward from CRM will be a customer royalty program. Many successful banks are already planning and practicing customer royalty strategy. A comprehensive analysis of customers and their behavior allow organization to identify high value potential customers' needs and determine a strategy required to meet those needs. Even life insurance companies such as Prudential Korea are developing products designed for royal customers. Fifth, understanding and managing the experience of customer called Customer Experience Management also can increase customer satisfaction. Measuring only customers' experience and adapting it to marketing strategy make products position in the gap between the customers' expectation and experience not required by market. A key component of CEM is its application across all organizational functions. At last, the direction of change and development of CRM can be defined from the conceptualization of information technology represented by Ubiquitous and Web 2.0. Instead of just managing customer information, companies should take the initiative in personalized system with customer oriented strategy. Furthermore, with the regular communication between CRM stakeholders (Sales-Marketing-IT), customer's demand should be directly reflected to enterprise strategy in real time.
This paper examines the effects of compassion experienced through orchestral service activities on the psychological well-being and self efficacy of the members and empirically verifies the effects of psychological well-being and self efficacy on the dependent variables. This study also demonstrated the mediating effects of psychological well-being and self efficacy on the relationship between compassion and job performance experienced in the orchestra organization. In this study, we surveyed the orchestra members of Seoul and Gyeonggi provinces. The total number of research subjects was 300, and the survey group was composed of 8 groups, 5 groups in Seoul and 3 groups in Gyeonggi Province. The survey was conducted from September 1, 2017 to September 30, 2017 by researchers who visited each group, explored the research method and research contents to the commanders of each group, and surveyed them again. The hypothesis was verified by analyzing 292 copies of the 300 copies of the collected questionnaire, excluding 8 copies of the fraudulently responded questionnaire. The results of this study are as follows: First, it is demonstrated that the napping experience in the orchestra organization positively affects the psychological well-being and self efficacy. Second, psychological well-being and self efficacy have positive effects on job performance. Third, mediating effects of psychological well-being and self efficacy have a significant influence on the relationship between compassion and job performance.
This study was intended to examine the structural relationship between fan citizenship and sports marketing achievement. For that, 220 questionnaires were distributed to the fans of Lotte Giant in Busan region and 205 questionnaires were used finally. The hypotheses were validated by using SPSS 25.0 and Smart PLS 2.0 based on the study model. All hypotheses were adopted, except for 4 hypotheses(Hypothesis 5-3, Hypothesis 6-1, Hypothesis 6-2, and Hypothesis 6-3), among a total of 17 hypotheses. For that, the results were derived as below: First, fan citizenship had a positive(+) influence on team equity(Hypothesis 1), sponsor assets(Hypothesis 2), and community equity(Hypothesis 3) as a whole. Second, team equity had a positive(+) influence on sponsor assets(Hypothesis 4) in all respects, and furthermore, had a positive(+) influence on local image(Hypothesis 5-1) and contribution to local community(Hypothesis 5-2). Meanwhile, team equity did not have a statistically significant influence on social interchange(Hypothesis 5-3. Finally, sponsor assets and community equity were found to have the relationship as follows: No statistically significant relationship was observed between corporate image and community equity. Corporate awareness had a positive(+) influence as a whole. The results of this study are expected to provide comprehensive understanding and theoretical and practical implications of the influence that fan citizenship would have on sports marketing achievement.
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