• 제목/요약/키워드: WOW

검색결과 54건 처리시간 0.02초

영아(18-24개월)의 언어발달능력 지표에 관한 조사 연구 (A Study on the Indicators of Language Development Ability in Infants 18-24 Months)

  • 황경숙;김화수;이지우
    • 문화기술의 융합
    • /
    • 제9권6호
    • /
    • pp.843-848
    • /
    • 2023
  • 본 연구는 언어가 가장 많이 발달하는 18-24개월 시기의 영아의 발달에 대해 세부적으로 파악하고, 빠른 시기에 적절한 중재 설계를 촉진 시킬 수 있는 발달 평가의 새로운 규준 마련에 목적이 있다. 따라서 우리는 18-24개월 영아의 언어발달 능력 지표를 알 수 있는 선별검사, 표준화된 검사도구 등의 하위 항목들을 구문/음운, 의미, 화용의 영역으로 나누어 각 문항들을 분류하고 5점 척도로 체크리스트를 만들어 18-24개월 영아를 둔 부모를 대상으로 설문조사를 실시하였다. 현재 우리나라에서 국가적으로 시행하는 영유아 건강검진에서 언어 지연이 있는 영아 선별에 낮은 민감도, 국내 검사도구들이 표준화 된지 최소 6년에서 많게는 10년 이상으로 또래집단과 비교하였을 때 발달수준의 격차가 크다는 부모 또는 교사의 보고가 많은 실정이다. 연구 결과에서도 수용 및 표현 관련 설문 문항에서 '항상 가능하다.'와 '하기 시작했다'의 비율이 50~60% 이상이었다. 따라서 본 연구의 결과를 바탕으로 빠른 시기에 세부적으로 적절한 중재 설계를 촉진 시킬 수 있는 발달 평가의 새로운 규준이 마련되어 발달 및 언어 지연이 있는 영아의 선별에 활용되기를 바란다.

사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석 (The Analysis of the Successful Factors from User Side of MMORPG )

  • 백재용;김치호
    • 만화애니메이션 연구
    • /
    • 통권42호
    • /
    • pp.151-175
    • /
    • 2016
  • 스마트폰의 등장이후 게임 산업은 콘솔과 PC Online 게임에서 모바일 게임 중심으로 변화되었다. 이러한 환경에서 게임 산업은 게임의 본질적 재미를 사용자에게 제공하기보다 상업적 수익을 위한 수단으로 발전하며 부정적으로 변질되었다. 특히, 비슷한 플레이 방식에 그래픽만 달라진 게임들이 지속적으로 출시되며 산업을 발전시키기 위한 도전은 하지 않고 현상만 바라보는 실태이다. 또한, 사용자들의 인식 수준도 발전하였다. 온라인 환경의 발전으로 사용자들은 자신의 경험을 쉽게 공유한다. 자신들이 경험한 게임의 평가를 온라인 매체에 공유하며 게임의 질에 대한 냉철한 평가를 하고 있다. 지금 당장은 시장에서 발생하는 높은 수익으로 인하여 게임 산업 자체가 발전한 듯 보이지만, 향후 게임 산업에 콘텐츠의 부정적 발전방식을 지양하는 사용자들의 인식이 높아질수록 시장자체에 큰 악영향을 줄 것으로 판단된다. 이러한 현 상황을 바탕으로 모바일 이전 게임 산업에서 성공했던 게임콘텐츠를 사용자 측면에서 분석하고 재조명하여 사용자들이 원하는 게임콘텐츠의 질과 게임 산업의 방향성에 대해 돌이켜볼 수 있는 연구가 필요하다. 본 연구에서는 위와 같은 문제점을 해결하기 위해 모바일 이전의 게임 중 가장 대중적으로 성공한 게임을 연구대상으로 지정하고, 사용자 측면에서 분석하였다. 온라인게임 <월드 오브 워크래프트(World of Warcraft)>는 약 1200만 여명의 사용자가 즐겼던 게임으로 현재까지 꾸준히 인기를 얻고 있는 가장 성공한 MMORPG이다. 본 연구를 위해 <월드 오브 워크래프트>를 초창기부터 즐겨온 5명의 일반사용자를 전문가집단을 구성하였으며, 사용자의 오랜 지지를 유지해온 저력을 분석하기 위해 비즈니스 모델과 설문조사, 인터뷰, Jobs-to-be-done, 피쉬바인 모델과 같은 사용자 경험을 도출 가능한 UX 방법론들을 복합적으로 적용하였다. 그럼으로, 사용자 측면에서의 <월드 오브 워크래프트> 성공요인은 (1)10년에 걸쳐 완성된 '세계관'을 통해 사용자가 파고들 여지를 제공한 것. (2)사용자들의 입장(문화, 언어 등)에 맞게 '국가별 정책'을 통해 게임을 제공한 것. (3)시간의 변화에 따라 '확장팩'을 제공하며 사용자들이 끊임없이 파고들 여지를 제공한 것으로 확인되었다. 본 연구를 통해 얻은 결과는 모바일 게임 발전이후 게임콘텐츠의 질적 하락의 문제점에 도달한 현 게임 산업의 콘텐츠 지표로서 산업적으로나 학술적으로 그 가치가 높다고 판단된다.

식재료 아웃소싱이 경제적 주방에 미치는 영향에 관한 연구 - 특1급호텔 양식조리를 중심으로 - (Study on economic effects of outsourcing of food materials on the hotel kitchen - Focus on cooking Western food in the first class hotel -)

  • 성태종
    • 한국관광식음료학회지:관광식음료경영연구
    • /
    • 제13권2호
    • /
    • pp.45-69
    • /
    • 2002
  • This study is designed to examine feasibility and limitation of outsourcing in cooking Western food in a hotel, to interpret importance of outsourcing(eg. outside order, outside procurement, outside supply) in a broad sense in order to reinforce the core capacity in the cooking department, and to know whether the cooking human power is efficiently used and how much the chefs recognize outsourcing of food materials. As many companies conduct restructuring to cut down its size, the reduction of human power led the Western food cooking in the hotel to lower core capacities, lower quality, and lower efficiency. In addition, the sagging morale of chefs undermined creativity. To change from the traditional kitchen to an economic kitchen needs to look into importance of outsourcing, cognitive attitude of chefs, relation with outside suppliers. Here suggests performance of positive changes in the structure The study examined feasibility and limitation of outsourcing in the hotel kitchen as well as chefs' cognitive attitude toward outsourcing of food materials to reinforce core capabilities of the hotel kitchen. 1. Companies of outsourcing are selected according to variability of price conditions, flexibility of contract conditions, popularity of the outsourcing company, and reputation of the outsourcing company. 2. The importance of outsourcing in the Western food cooking is divided into 4 factors such as standard of selecting outsourcing companies, policies of cooking manu, quality of cooking, and quantity of cooking. 3. The most feasible section in outsourcing of food materials is a process of kneading flour for bread, which shows that many Western-food chefs expect to put higher possibility of outsourcing on the kneading. In other words, when it comes to confectionery and bakery, there are many outside expert processing companies supplying high quality products. In the order of outsourcing feasibility, sauce is followed by processed vegetable, garnish of main dish, and soup. The least feasible section in outsourcing of food materials is appetize. Appetize includes a concept of a improvised dish and needs speed. Due to its color, freshness, and sensibility of taste, the appetize plays a key role in the Western food cooking. 4. When outsourcing is taken in place, the highest risk is to lower the inner cooking skills. Therefore chefs in charge of the Western food sequently recognize both internal problems including storage of cooking skills, unstability of layoffs, and loss of cooperation between departments, and external problems including inferior goods, difficulty of differentiating manu, delay of delivery, and expiration date. It shows that most of the Western food chefs consider risks of the internal problems at first. 5. A effective outsourcing needs appropriate selection of outsourcing companies, maintenance of credibility, active communication, check and management of hygiene. However regardless of their position or career, chefs in charge of the Western food have the same cognitive attitude toward selecting successful outsourcing companies after the outsourcing system is enforced. The core of cooking, or a final stage in the full process of so-called artistic cooking, should be treated with insourcing. Reduction of several cooking processes resulted in shortened cooking time, increased efficiency, faster cooking, cutting the waiting-lines, and finally more room for customers. The outsourcing system can reduce or eliminate the following processes in cooking: buying various food materials, checking, storing, preparing, and processing. Especially in the Western food cooking department of a hotel, the outsourcing system should be enforced to make an economic kitchen and to efficiently manage it. Wow it's time to change from the traditional kitchen to an economic kitchen in the hotel cooking department. For that, the cooking department should become a small but strong organization by outsourcing except its core work.

  • PDF

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
    • /
    • 제19권3호
    • /
    • pp.69-98
    • /
    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.