• 제목/요약/키워드: fun factor

검색결과 129건 처리시간 0.028초

외식상품의 소셜네트워킹서비스 특성이 지각된 사용 용이성·유용성과 온라인 구전의도에 미치는 영향 (The Effect of Social Network Service Characteristics on perceived Ease of Use and Usefulness)

  • 오왕규
    • 한국식품영양학회지
    • /
    • 제29권6호
    • /
    • pp.1050-1057
    • /
    • 2016
  • SNS (Social network service) characteristics are perceived to simplify use. We carried out empirical studies on these parameters to observe the impact on the image of catering SNS online by word-of-mouth. The subjects of the study were as follows: 32.3% (392 persons) 19 years old, 67.7% (821 persons) over 19 years, 51.0% (619 persons) in their 20s, 22.1% (268 persons) in their 30s, 17.6% in their 50s, and 9.3% (112 persons) over 50 years. After verifying the hypothesis proposed that SNS characteristics perceived the ease of use, the significant factor identified in usability were connectivity Speed (${\beta}=0.213$), playfulness (${\beta}=0.246$), information (${\beta}=0.115$), and reciprocity (${\beta}=0.357$). Dual reciprocity had the most impact. It was observed that a longer impact of these significant factors improved the feel and fun of use. If SNS companies cater to, quick and easy, diverse, reliable and latest information, they can increase the ease of use, and availability, depending on the goals. Also, significant factors in the SNS features and online word of mouth was playfulness (${\beta}=0.312$), information (${\beta}=0.207$), reciprocity (${\beta}=0.066$) and perceived ease of use, and usefulness (${\beta}=0.293$), double playfulness had the maximum impact. These features provided more fun, reliable information, and could quickly deliver the latest information. The more the perceived usefulness, and ease of use, higher was the online word-of-mouth effect. SNS usage characteristics of connectivity Speed did not show any statistical significance in online word-of-mouth. Thus, catering businesses need to find ways to increase the ease of use, make the usefulness multifaceted, constantly checking the catering information on the SNS and ensuring to get the latest information is from diverse and reliable sources. This would increase the fun for the customer making the SNS to actively be utilized as a marketing tool.

의류상품 구매후기를 읽는 동기와 인터넷 점포 고객 유형화 (Motives for Reading Reviews of Apparel Product in Online Stores and Classification of Online Store Shoppers)

  • 홍희숙
    • 한국의류학회지
    • /
    • 제36권3호
    • /
    • pp.282-296
    • /
    • 2012
  • This study identified the types of motives for reading consumer reviews of apparel products for online stores and classified shoppers into the groups based on motives. Data were collected from eleven Korean women by a focus group interview and from 313 females by an online survey. Respondents were in their 20s' and 30s' with significant experience reading consumer reviews of apparel products for online stores. The seven motives found by interviews were reduced to four types of motives by factor analysis: Right product choice and judgment of product value, risk reduction, saving time and money, and fun/killing time. The motive for the right product choice and judgment of product value was the highest and the motive for fun/killing time was the lowest. Consumers were classified into four groups based on motives: Utilitarian shoppers (25.8%), shopping-task oriented shoppers (36.8%), multiple-motive shoppers (19.7%), and moderate-motive shoppers (17.7%). There were significant differences among age groups and the amount of reading reviews posted on a product and the duration of reading reviews for online stores. In addition, managerial implications were developed.

소셜네트워크 게임(SNG)에 몰입하는 원인 분석 연구 (Social Network Games (SNG) to concentrate on the analysis of causes)

  • 김태규;유석호;경병표;이완복
    • 디지털융복합연구
    • /
    • 제10권1호
    • /
    • pp.445-453
    • /
    • 2012
  • 최근 게임산업의 발전과 더불어 한편에서는 게임의 부작용에 대해서 우려를 표하고 있다. 이에 대한 일반화를 방지하기 위해서라도 게임의 다양화에 대한 노력은 필요하다. 그 일면으로 소셜네트워크 게임이라는 것이 대두되고 있다. 특히 몰입이라는 요소는 대중을 대상으로 하는 게임 개발에서는 간과에서는 안 될 중요한 요소이다. 본 연구에서는 몰입에 관한 기존 연구를 분석하고 라프코스터의 재미이론을 통해 추출된 요인을 기반으로 소셜네트워크 게임 사례분석을 통해 몰입 원인을 제시하였다.

Vidyanusa Mathematic Learning Systems Based on Digital Game by Balanced Design Approach

  • Ramdania, Diena Rauda;Prihatmanto, Ary Setijadi;Kim, Myong Hee;Park, Man-Gon
    • 한국멀티미디어학회논문지
    • /
    • 제19권3호
    • /
    • pp.603-611
    • /
    • 2016
  • Educational games offer an opportunity to engage and inspire students to take an interest in every subject material in school. The "fun" obtain when playing games become a trigger for the use of games in learning. However, there are doubts whether the players actually learn while they are having fun. Vidyanusa is an Online Mathematics Education Game being developed by Crayonpedia Education Ecosystem in Indonesia. The learning goal of Vidyanusa is to engage junior high school students in learning mathematics. In this paper, we design the Vidyanusa game material Functions and Relations by using Balanced Design Approach. This approach has three models in succession; the Content Model outlines the purpose of the game, the Task Model maps out the mission, and the Evidence Model outlines student measurement. This paper will then discusses the quality of games produced in term of Usability factor for effective results and objective. The measurement of the game was carried out based on International Standard ISO/IEC 9126-1 FDIS about Software Quality Product.

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • 유통과학연구
    • /
    • 제17권8호
    • /
    • pp.35-44
    • /
    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.

노년기 여성 체형의 특성 및 유형화 (A Study on Somatotyping of Elderly Women)

  • 김경화;최혜선
    • 복식
    • /
    • 제26권
    • /
    • pp.279-288
    • /
    • 1995
  • The objective of the study was to provide fun-damental data on somatotype for elderly women by classifying the somatotype and analyzing the characteristics of their somatotype. The subjects were 368 women ages of 60∼84, they were measured direct anthropometry. In or-der to find out differences among the age groups, the 368 subjects were grouped into two age groups(Group 1 aged 60 to 69, Group 2 ; aged 70 to 84) Data were analyzed using Factor analysis, Cluster analysis, Duncan test and Analysis of variance. The results of this study were as follows. 1. The characteristics of Elderly women's somatotype were bending of the upper-torso, fat-ness of the waist and abdomen, drooping of the bust and shoulder and hip. In addition, height, girth, depth and width items were decreased in their sizes respectively. 2. Through the factor analysis, we extracted 5 factors from anthropometric measurements. Factor components were obesity, height, girth of the leg and arm, length of the upper-torso except the center front length, the center front length, we categorized by 4 clusters using 5 factor scores. And after the cluster analysis using 5 factor scores, 4 clusters were categorized. The characteristics of clusters were as follows. Type 1 was characterized by short, obesity type, and droopy bust. Type 2 was characterized by short and slender type, dropped bust, and bending somatotype from the lateral view. Type 3 was characterized by middle sized and straight somatotype from the lateral view. Type 4 was characterized by tall and obese type from the lateral view.

  • PDF

Factor-analysis based questionnaire categorization method for reliability improvement of evaluation of working conditions in construction enterprises

  • Lin, Jeng-Wen;Shen, Pu Fun
    • Structural Engineering and Mechanics
    • /
    • 제51권6호
    • /
    • pp.973-988
    • /
    • 2014
  • This paper presents a factor-analysis based questionnaire categorization method to improve the reliability of the evaluation of working conditions without influencing the completeness of the questionnaire both in Taiwanese and Chinese construction enterprises for structural engineering applications. The proposed approach springs from the AI application and expert systems in structural engineering. Questions with a similar response pattern are grouped into or categorized as one factor. Questions that form a single factor usually have higher reliability than the entire questionnaire, especially in the case when the questionnaire is complex and inconsistent. By classifying questions based on the meanings of the words used in them and the responded scores, reliability could be increased. The principle for classification was that 90% of the questions in the same classified group must satisfy the proposed classification rule and consequently the lowest one was 92%. The results show that the question classification method could improve the reliability of the questionnaires for at least 0.7. Compared to the question deletion method using SPSS, 75% of the questions left were verified the same as the results obtained by applying the classification method.

동계스포츠 참여자의 성취목표성향이 재미요인 및 참여만족에 미치는 영향 (The Effect of Achievement Goal Orientation and Enjoyment of Winter Sports Participants on Participation Satisfaction)

  • 조석연;김대훈
    • 한국응용과학기술학회지
    • /
    • 제40권5호
    • /
    • pp.1092-1103
    • /
    • 2023
  • 본 연구는 국내 동계스포츠 참여자의 성취목표성향이 재미요인 및 참여만족에 어떠한 영향을 미치는지 규명하는 연구로서 총 326개의 설문지가 본 연구에 사용되었다. 자료처리 방법으로는 SPSS PC/Program(Version 27.0)을 사용하였으며, 통계적 방법으로는 빈도분석, 신뢰도 분석, 탐색적 요인분석, 상관관계분석, 다중회귀분석을 사용하였다. 성취목표성향, 재미요인, 참여만족의 통계적 영향을 검증한 결과는 다음과 같다. 첫째, 성취목표성향이 재미요인에 미치는 영향을 검증한 결과 성취목표성향의 하위요인 자아목표성향, 과제목표성향이 재미요인 하위요인 운동능력, 운동효용, 친목도모, 자기만족 요인에 유의한 영향을 미치는 것으로 나타났다. 둘째, 성취목표성향의 하위요인 자아목표성향, 과제목표성향이 참여만족의 하위요인 시설, 비용, 강습, 대인관계 및 건강 요인에 유의한 영향을 미치는 것으로 나타났다. 셋째, 재미요인의 하위요인 운동능력, 운동효용, 친목도모, 자기만족이 참여만족 하위요인 시설, 비용, 강습, 대인관계 및 건강 요인에 유의한 영향을 미치는 것으로 나타났다.

A Study on the Visitor's Satisfaction Decisive Factors of the Local Festival : In Case of Jeonju International Film Festival

  • Kim, Yon-Hyong
    • Journal of the Korean Data and Information Science Society
    • /
    • 제18권4호
    • /
    • pp.903-913
    • /
    • 2007
  • The purpose of this study is to measure the factor of determination on satisfaction level of the Jeonju International Film Festival. A study is analysed through research that is consisted of satisfaction factor#s items of 32 local festival visitor to study factors of determination of local festival visitor#s satisfaction level. This research data extracted 6 factors, which are access and souvenir, food/lodging, information/service, event/pastime, and convenient facilities. In conclusion, the festival is likely to attract more tourists and make them satisfied if better content of the festival is provided. There, most of the tourists need to becoming cleared to be satisfied due to its values of culture recognition through various contents of the festival, fun factors, food/lodging factors, and various programs.

  • PDF

MOBA 게임 뉴시즌 Update를 위한 게임 만족 및 밸런스 연구 (A Study on Game Satisfaction and Game Balance of MOBA Game in New Season Update)

  • 이정;조동민
    • 한국멀티미디어학회논문지
    • /
    • 제24권8호
    • /
    • pp.1161-1170
    • /
    • 2021
  • The MOBA game is updated every year with a new season, the new season update brings fun to the game users and also makes them feel unfamiliar with the new gameplay. In order to let game users better adapt to the new season, this study will extract the new season balance evaluation factors. Firstly, we used one-on-one review to collect the unbalanced factors that game users had encountered at the beginning of the new season of the MOBA game, and secondly, we organized the collected review data into a questionnaire and conducted a survey. The first step of the experiment was to filter out the lower factors through exploratory factor analysis and extract the balance evaluation factors of the MOBA game new season. The second step of the experiment was to examine the correlation between the factors through confirmatory factor analysis, as well as to confirm the appropriateness and explanatory value of the factors. The analysis resulted in "Game character experience", "Game view's expression", "Game level", and "Composition of the game setting" are the four factors. Finally, through correlation analysis, the most relevant factor for game satisfaction is the "Game character experience", and each factor is correlated with each other.