• 제목/요약/키워드: User Reviews

검색결과 331건 처리시간 0.023초

FPS게임의 사용자 현존감과 플레이어 경험에 대한 키워드 연구 - Steam 리뷰와 게임 이용 시간을 중심으로 (Key words research of players' experience and presence in FPS genre-focusing on game play time and Steam reviews)

  • 최영우;유승호
    • 한국게임학회 논문지
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    • 제21권6호
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    • pp.13-30
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    • 2021
  • 본 논문은 스팀(Steam)의 리뷰 데이터를 활용하여 게임이용시간에 따른 FPS에서의 사용자 현존감 경험과 플레이어 경험을 분석했다. Python을 활용하여 크롤링을 통해 데이터를 얻었다. 분석 결과 게임 이용 시간이 적은 집단에서는 통제 가능한 물리적 현존감과 통제 불가능한 사회적 현존감에 관한 이슈가 나왔고 게임이용시간이 많은 집단에서는 이전 집단에 있던 물리적 현존감 요인이 통제 가능한 사회적 현존감으로 변화한 것을 알 수 있었다. 더 나아가 플레이어 경험 분석을 통해 게임 플레이 요인인 "반동(recoil)"이란 키워드가 중요하다는 것을 알 수 있었다.

The Role of Wearable Devices for the Success of the Healthcare Business: Verification from PRISMA Approach

  • KIM, Ji-Hye;KANG, Eungoo
    • 융합경영연구
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    • 제10권4호
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    • pp.13-24
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    • 2022
  • Purpose: Although numerous research has covered content on trends in the adoption and use of wearable devices, their uses across several sectors such as healthcare, gaming, and fashion, there seems to be a considerable paucity with regard to empirical research focusing on the solutions for factors that undermine the effectiveness of wearable devices in healthcare. The present research aims to highlight what has been covered on wearable devices in healthcare while highlighting the limitations for future research. Research design, data, and methodology -The present authors conducted one of the most famous qualitative literature approach which has been called as PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) statement. The selecting criteria for eligible prior studies was estimated by whether studies are suitable for the current research, identifying they are peer-reviewed and issued by notable publishers between 2017 and 2022. Result - Our results indicated that (1) Increasing the Affordability and User Education on Wearable Devices in Healthcare (2) Tackling the Technological Issues in Wearable Devices to Promote Healthcare Delivery (3) Solving Security and Privacy Issues Associated with Wearable Devices (4) Promoting Standards and Appropriate Regulations for Wearable Devices. Conclusion - To add, resolving the technological issues associated with wearable devices in healthcare will ensure that the new devices in the market will have longer battery life, multiple functions, and enhanced accuracy, thus ensuring that patients receive better care. Necessary interventions are taken on time to avoid any deleterious consequences such as proliferating mortality rates among the different patient groups.

메타버스 문화와 지적재산 (Metabus culture and intellectual property.)

  • 석현선;김수동;김덕민;배신훈;정형원
    • 통합자연과학논문집
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    • 제15권1호
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    • pp.27-36
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    • 2022
  • Metabus, currently represented by Second Life on the Internet, is the next-generation 3DCG Internet world in which the 2D Internet world has evolved, and has grown as a new ICT culture of mankind that can replace real society with virtual society. As such, the reason why the world of metabus has rapidly expanded is that the era of 3D Internet has arrived due to the evolution of the Internet, which only used information, and the spread of 5G communication in user-participating WEB. However, there are many situations in which laws do not exist in this virtual world and various illegal acts occur. As the Internet culture developed earlier, illegal activities by users began to appear, and as the legal responsibility of Internet providers was discussed, mankind quickly passed the Millennium Copyright Act or introduced new copyright protection measures such as technical protection, transmission rights, and rights management information. Therefore, this paper reviews and studies how to accept and further grow this new metabus culture, including the viewpoint of intellectual property.

소셜미디어 뉴스를 이용한 관심 이슈 연구 (A Study on Interest Issues Using Social Media New)

  • 곽노영;이문봉
    • 한국정보시스템학회지:정보시스템연구
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    • 제32권2호
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    • pp.177-190
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    • 2023
  • Purpose Recently, as a new business marketing tool, short form content focused on fun and interest has been shared as hashtags. By extracting positive and negative keywords from media audiences through comment analysis of social media news, various stakeholders aim to quickly and easily grasp users' opinions on major news. Design/methodology/approach YouTube videos were searched using the YouTube Data API and the results were collected. Video comments were crawled and implemented as HTML elements, and the collection results were checked on the web page. The collected data consisted of video thumbnails, titles, contents, and comments. Comments were word tokenized with the R program, comparing positive and negative dictionaries, and then quantifying polarity. In addition, social network analysis was conducted using divided positive and negative comments, and the results of centrality analysis and visualization were confirmed. Findings Social media users' opinions on issue news were confirmed by analyzing and visualizing the centrality of keywords through social network analysis by dividing comments into positive and negative. As a result of the analysis, it was found that negative objective reviews had the highest effect on information usefulness. In this way, previous studies have been reaffirmed that online negative information has a strong effect on personal decision-making. Corporate marketers will analyze user comments on social network services (SNS) to detect negative opinions about products or corporate images, which will serve as an opportunity to satisfy customers' needs.

OTT 서비스 이용자의 구전의도에 영향을 미치는 요인에 관한 연구: 감정요인을 중심으로 (A Study on the Precedent Factors of WOM Intention in the Context of OTT Service: Focusing on Emotional Factors)

  • 김유정
    • 한국정보시스템학회지:정보시스템연구
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    • 제32권2호
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    • pp.63-85
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    • 2023
  • Purpose According to a recent survey, more than 90% of customers make purchase or use decisions for their products and services, primarily based on word-of-mouth(WOM) information (reviews, recommendations, ratings, etc.). However, few studies have explored what factors influence user's WOM intention in the context of OTT service. To address this gap, this study investigates the antecedent factors of WOM intention by adopting stimulus-organism-response (SOR) theory and pleasure arousal dominance (PAD) theory as a theoretical basis. Design/methodology/approach The research model consists of stimulus factors (diversity of original content, aesthetics, interactivity, personalization quality), emotional factors (pleasure, excitement, dominance), and behavioral factor (WOM intention). The research hypothesis was tested using the survey data collected from OTT service users of 305. Findings The result reveals that diversity of original content significantly affects on pleasure and arousal whereas it is not associated with dominance. Findings indicate that aesthetics positively influences pleasure, and interactivity is not associated with arousal. It is also proven that personalization quality has a positive effect on dominance. In addition, pleasure, arousal, and domination are proven to be positively and significantly related to WOM intention.

구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석 (User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling)

  • 이철;정재은
    • Human Ecology Research
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    • 제61권3호
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    • pp.475-492
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    • 2023
  • This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-relevant topics were identified: microtransactions, developer issues, real money trade (RMT), random number generator (RNG) upgrade system, game content, and collectibles & adventure. The first four topics were classified as being "not recommended". However, the proportions of microtransaction-related topics were relatively lower than the other topics. Additionally, this study did not extract keywords related to unfairness and unethical issues in previous microtransaction research. The last two topics, game content, and collectibles & adventure were "recommended" topics, indicating positive functions of microtransactions such as enhancing the game experience by purchasing virtual items. Moreover, it was found that players who do not engage in microtransactions can still be satisfied through continuous game content updates. Additionally, an examination of the interaction effect between time and recommendation status revealed that while the frequency with which the six microtransaction-related topics were mentioned increased over time in the reviews, the ratio of recommendations to non-recommendations varied differently. This study contributes to game-related research by revealing players' authentic opinions on microtransactions in freemium MMORPGs, thereby providing practical implications for game companies.

Product Reviews in YouTube

  • Jiyeol Kim;Cheul Rhee
    • Asia pacific journal of information systems
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    • 제30권4호
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    • pp.741-757
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    • 2020
  • The outbreak of COVID-19 has changed our lifestyle. People spend much more time on YouTube, SNS and online shopping than before. Accordingly, the number of product review videos are steeply increasing in YouTube platform. When people watched the review videos, they might search additional information if they liked the videos. This study aims to investigate how the informativeness and the degree of attention gathering of product review videos influence on the product information sourcing intention and persuasion knowledge. We also try to find whether prior YouTube experience affects the relationship between the degree of attention gathering and persuasion knowledge. We conducted an online survey on 499 participants and analyzed using partial least square methods. Results show that 1) informativeness and the degree of attention gathering towards product review videos influence on the product information sourcing intention and user's persuasion knowledge. 2) Viewers' YouTube experiences moderate the increase of the viewers' persuasion knowledge caused by increasing the degree of viewers' attention gathering. This study implies that YouTube product review videos could be created in strategic manners. Also, it could be inferred that consumers' prior YouTube experiences may reduce negative potentials of the degree of attention gathering onto persuasion knowledge.

The Study of Comparing Korean Consumers' Attitudes Toward Spotify and MelOn: Using Semantic Network Analysis

  • Namjae Cho;Bao Chen Liu;Giseob Yu
    • Journal of Information Technology Applications and Management
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    • 제30권5호
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    • pp.1-19
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    • 2023
  • This study examines Korean users' attitudes and emotions toward Melon and Spotify, which lead the music streaming market. We used Text Mining, Semantic Network Analysis, TF-IDF, Centrality, CONCOR, and Word2Vec analysis. As a result of the study, MelOn was used in a user's daily life. Based on Melon's advantages of providing various contents, the advantage is judged to have considerable competitiveness beyond the limits of the streaming app. However, the MelOn users had negative emotions such as anger, repulsion, and pressure. On the contrary, in the case of Spotify, users were highly interested in the music content. In particular, interest in foreign music was high, and users were also interested in stock investment. In addition, positive emotions such as interest and pleasure were higher than MelOn users, which could be interpreted as providing attractive services to Korean users. While previous studies have mainly focused on technical or personal factors, this study focuses on consumer reactions (online reviews) according to corporate strategies, and this point is the differentiation from others.

구글맵리뷰 텍스트마이닝을 활용한 공원 이용자의 인식 및 평가 - 서울숲, 보라매공원, 올림픽공원을 대상으로 - (Perception and Appraisal of Urban Park Users Using Text Mining of Google Maps Review - Cases of Seoul Forest, Boramae Park, Olympic Park -)

  • 이주경;손용훈
    • 한국조경학회지
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    • 제49권4호
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    • pp.15-29
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    • 2021
  • 본 연구의 목적은 Google Maps에서 제공하는 장소에 대한 리뷰를 활용하여 실제로 공원을 방문한 이용자의 인식과 평가를 파악하는 것이다. 구글맵리뷰는 Social Network Service(SNS)를 통해 장소에 대한 인식과 평가에 관한 정보를 얻는 온라인 리뷰이며, 일반 리뷰어와 구글맵의 회원으로 등록된 지역 가이드의 관점에서 장소에 대한 이해를 볼 수 있는 서비스이다. 본 연구에서는 구글맵리뷰 분석이 공원 관리에 필요한 이용자들의 인식과 평가를 추출하는데 활용될 수 있는지를 살펴보고자 하였다. 서로 다른 공간특징과 시설을 가지는 3개의 공원(서울숲, 보라매공원, 올림픽공원)을 대상으로 파이썬을 활용한 웹 크롤링을 통해서 구글맵리뷰 내용을 수집하였다. 그리고 텍스트 분석을 통해 공원별 주요 키워드 분석과 네트워크 구조에 따른 특성을 분석하고, 이와 함께 구글맵리뷰에서 제공하는 별점 평갓값과 외국인 리뷰 데이터에 대한 분석도 수행했다. 연구 결과, 3개의 공원에서 공통으로 나타나는 특성으로는 이용목적으로 '산책', '자전거', '휴식', '피크닉'이 있었으며, 동반유형으로 '가족', '아이', '애견'이, 인프라로는 '놀이터', '산책로'가 있었다. 공원별 특색을 보면 서울숲은 자연을 기반으로 하는 야외활동이 많이 나타났고 반면, 주차공간 부족과 주말 혼잡은 공원 이용자에게 부정적인 영향을 미치고 있었다. 보라매공원은 수많은 활동을 제공하는 다양한 시설을 갖춘 도시공원의 모습을 가지고 있었다. 리뷰어들은 반려견을 동반하는 이용자 그룹과 그렇지 않은 다른 이용자 그룹 간의 갈등과 공원의 복잡함에 대한 부정적인 측면을 언급했다. 올림픽공원에는 대형 복합시설이 있으며, 커뮤니티, 문화예술공연과 같은 대규모 문화 이벤트가 많이 언급되었고, 레크리에이션 기능이 강조되었다. 구글맵리뷰는 공원에 대한 이용자의 전반적 경험과 이미지에 대한 특징을 파악하는 유용한 자료라고 할 수 있다. 또한, 다른 소셜미디어 데이터와 비교할 때 특히 구글맵리뷰는 공원에 대한 이용자 평갓값과 만족 및 불만족 요인을 이해할 수 있는 데이터를 제공한다.

사용자 관점에서 본 스마트폰 애플리케이션의 특성에 관한 연구 (Exploring User Perceived Usability Characteristics of Applications on Smart Phones: A Grounded Theory Analysis of User Reviews)

  • 이정우;임헌혁;김주형;강선주;김민선
    • 한국산학기술학회논문지
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    • 제13권2호
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    • pp.615-627
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    • 2012
  • 스마트폰의 본격적인 보급은 이후 관련 산업 전반에 큰 변화를 가져왔다. 휴대폰 시장은 물론 스마트폰 애플리케이션 시장 역시 급격하게 성장하며 애플리케이션을 개발하는 소규모 개발사들 간의 경쟁이 심화되고 있다. 그러나 경쟁의 심화와 높은 시장진입 비용으로 인해 애플리케이션 개발사들은 사용자 관점에서의 접근을 바탕으로 한 애플리케이션 자체의 품질제고가 필요하다는 주장을 제기하고 있다. 그러나 스마트폰 애플리케이션 사용자 관점에 대한 연구는 아직 초기단계로 다양한 접근에서 이루어지지 못한 실정이다. 이에 따라 본 연구에서는 근거이론의 개방형 코딩방법에 따라 국내 포털사이트의 관련 커뮤니티와 블로그를 대상으로 애플리케이션에 대한 리뷰 데이터 수집을 진행하여 사용자들이 애플리케이션 사용시 중요하게 고려하는 지표들을 도출하였다. 아울러 각 지표들이 노출되는 빈도를 계산하여 지표간의 비교분석을 하였다. 연구결과 사용자들은 애플리케이션 사용시 유희성과 통제가능성, 다양성, 사용용이성 등 총 30개의 하위범주에 속하는 지표들을 중요하게 생각하고 있었으며 하위범주들은 5개의 상위 범주로 분류되었다. 상위범주는 감성, 디자인, 기술, 가격, 사회성의 다섯가지로 구성된다. 본 연구의 결과는 애플리케이션 개발사들에게 사용자 니즈를 바탕으로 개발을 할 수 있는 디자인과 개발의 가이드라인을 제시하고 있으며 추후 심화 연구를 통하여 실제 애플리케이션들의 사용성 평가 도구 개발의 근거로 활용할 수 있을 것이다.