• 제목/요약/키워드: fun factor

검색결과 132건 처리시간 0.024초

정신 치료 게임의 재미 요소 향상 방안 (A Study on Improving Fun Factor of Psychotherapy Game)

  • 이면재
    • 디지털콘텐츠학회 논문지
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    • 제13권1호
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    • pp.13-20
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    • 2012
  • 게임은 대부분의 사람들에게 접근과 몰입이 우수한 미디어이다. 이러한 특성을 바탕으로 게임의 재미와 각 분야의 학습 목적이 결합된 게임들이 다양한 분야에서 개발되어지고 있다. 그러나, 이러한 게임을 개발하려고 할 경우에, 기획자들은 게임의 재미와 해당 분야의 학습 목적을 균형있게 기획해야만 한다. 본 논문에서는 면대면 치료에서의 치료의 접근성과 치료 회기의 지속을 개선하기 위하여 개발된 정신치료 게임들을 상업용 게임에서의 재미 요소로 분석한다. 그리고, 정신 치료 게임의 재미를 증가시키기 위한 방법을 기술한다. 이 논문은 보다 높은 몰입성을 갖는 정신 치료 게임을 제작하려는 개발자들에게 도움이 될 수 있다.

The Structural Relationship among Selection Attributes, Consumption Value Brand Attitude, Fun, Brand Loyalty and Quality of Life in Athleisure

  • Byun, Kyung-Won;Kim, Moo-Young
    • International journal of advanced smart convergence
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    • 제10권2호
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    • pp.138-144
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    • 2021
  • The purpose of this study is to analyze the relationship among selection attributes, consumption value brand attitude, fun, brand loyalty and quality of life. The subjects of the empirical study were selected by the Korea Fashion Industry Research Institute using the convention sampling method and the quota sampling method for 241 consumers who have purchased brands classified as "athleisure" within the past year For each variable constructed to verify reliability and validity of the measurement model, reliability tests using Cronbach' alpha were performed using IBM SPSS Win Ver. 23.0. To verify the unidimensionality of the measurements, we conducted a confirmatory factor analysis using AMOS 22.0 and a structural equation model to determine the structural relationship between variables. As a result of the study, First, both intrinsic and extrinsic attributes, which are sub-factors of selection attributes, have been shown to have a significant effect on consumption value. Second, consumption value has been shown to have a significant impact on brand attitude and fun. Third, brand attitudes have been shown to have a significant impact on brand loyalty. Finally, fun has been shown to have a significant impact on quality of life.

Relationship between Immersion and Fun Perception of Leisure Sports Participants Leisure Attitude

  • Meng Xu;Sunmun Park
    • International Journal of Advanced Culture Technology
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    • 제11권1호
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    • pp.94-102
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    • 2023
  • The purpose of this study is to identify the effects of leisure sports participants' leisure attitudes on immersion and fun perception. As of 2021, the subject of this study was set as a population of adult males and females aged 20 and over who participate in leisure sports in Gwangju and the South, and then the cluster random sampling method was used. A total of 300 people, 150 boys and 150 women, were collected. A questionnaire was used as a survey tool, and a questionnaire whose validity and reliability were recognized in previous studies was modified and secured according to this study. In addition, all questionnaires were constructed on a 5-point scale. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 21.0 Version. The conclusions obtained in this study through data analysis by such methods and procedures are as follows. First, it was found that leisure sports participants' leisure attitudes partially affect immersion. Second, leisure sports participants' leisure attitudes were found to have a partial effect on their perception of fun. Third, it was found that the immersion of leisure sports participants partially affects the perception of fun.

직장인의 일에 대한 재미지각척도 개발 및 구성타당도 검증 (Development and Validation of a Fun Perception Scale for the Korean Employees)

  • 박정열 ;손영미 ;김정운
    • 한국심리학회지 : 문화 및 사회문제
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    • 제17권2호
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    • pp.241-260
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    • 2011
  • 본 연구는 직장인들이 일의 상황에서 재미를 느끼는 요인을 측정하는 척도인 재미지각척도를 개발하고, 그것의 구성타당도를 검증하기 위해 실시되었다. 이를 위해 먼저, 문헌연구, 심층면접, 개방형설문, 사전조사 등의 예비연구를 통해 40개의 재미지각척도 예비문항을 개발하였다. 본 조사는 직장인 250명(남: 125명, 여: 125명)을 대상으로 실시되었으며, 그 결과를 정리하면 다음과 같다. 첫째, 문항분석, 요인분석, 신뢰도 분석 결과, 전체 29문항으로 구성된 7개의 요인이 추출되었는 바, 자기결정성, 외적 보상, 목표의식, 과정의 즐거움, 회사기여, 무가치성, 도전성이 그것이다. 각 요인의 내적일관성 수준도 유의미하게 높게 나왔다. 다음으로, 척도의 구성타당도 검증을 위해 AMOS 16.0을 활용하여 확인적 요인분석을 실시한 결과, 모든 적합도지수(X2/df, TLI, CFI, RMSEA)가 유의미하게 수용적인 것으로 나타나, 구성타당도가 높음을 보여주고 있다. 이상의 결과를 토대로, 재미지각척도가 갖는 의의와 후속 연구에 대한 제언에 대하여 논의하였다.

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Y세대의 특성과 고객지향성의 관계 연구 - 직무만족의 매개효과 검증을 포함함 - (A Study on the Relationship between Y Generational Characteristics and Customer Orientation - Including Testing Mediating Role of Job Satisfaction -)

  • 최현정
    • 한국조리학회지
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    • 제23권2호
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    • pp.23-34
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    • 2017
  • 본 연구는 국내 호텔산업에 종사하는 Y세대인 서비스담당 직원을 대상으로 상사 지원, 재미, 직무만족 및 고객지향성의 인과적 관계를 규명하고자 설계되었다. 본 연구의 목적을 달성하기 위하여 1981년에서 2000년 사이에 출생하여 Y세대라 불리는 직원만을 조사 대상으로 한정하였다. 확보된 실증자료 분석을 위해 빈도분석, 확인적 요인분석, 신뢰도 분석, 상관관계분석, 회귀분석 및 PROCESS Macro 분석이 실시되었으며, 이를 위한 분석 프로그램은 SPSS 18.0과 AMOS 18.0이 적용되었다. 분석 결과, 재미는 직무만족과 고객지향성 모두에게 긍정적인 영향을 미치는 변수로 확인되었다. 그러나 상사 지원은 직무만족에는 긍정적인 영향을 미치는 것으로 확인되었으나, 고객지향성에는 직접적인 영향을 미치지 않는 것으로 나타났다. 또한 직무만족은 고객지향성에 직접적인 영향을 미치는 것으로 나타났다. 마지막으로 직무만족은 상사 지원과 고객지향성의 관계 그리고 재미와 고객지향성의 관계에서 모두 매개 작용이 유의한 것으로 확인되었다. 본 연구를 통해 직장 내 재미와 직무에 대한 만족감이 높을수록 직원의 고객지향성 행동이 향상됨을 알 수 있었다. 또한 상사의 지원은 직무만족을 통해 직원의 고객지향성 개선에 긍정적인 영향을 미칠 수 있는 요인임을 알 수 있다.

인터넷 쇼핑에서의 의복구매행동과 라이프스타일과의 관계 연구 - 인터넷 이용자를 중심으로 - (A Study on the Clothing Purchasing Behavior in Internet Shopping and Its Relation to Life Style)

  • 송원영;이명희
    • 복식문화연구
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    • 제9권4호
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    • pp.602-615
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    • 2001
  • The purpose of this study was to investigate the relationships between life style and clothing purchase intention and purchase criteria in internet shopping-mall of male and female consumers. The subjects were 275 internet users (male: 164, female: 111). The results of the study were as follows. Five factors of life style derived by factor analysis:'Digital Orientation','Economy Orientation','Positive Activity','Fun Orientation', and'Home Orientation'. The dress types to be based on the purchase intention in internet shopping-mall was classified into four dimensions by factor analysis: Casual Wears & Single Item Clothes','Formal Wears','Miscellaneous Goods', and'Underwears & Night Clothes'. Internet users showed relatively high purchase intention in casual wears & single item clothes and miscellaneous goods. Clothing purchase intention in internet shopping correlated significantly with home orientation in males, and with digital orientation in females. Subjects high in fun orientation placed importance on design as clothing purchase criteria. Males high in positive activity placed importance on price, color, sewing, brand, and wearing appearance. Females high in digital orientation believed design, color, material, refundment condition, and fashionability were important as purchase criteria. The level of digital orientation of dress purchasers in internet shopping-mall was higher than that of non-purchasers in case of males, and that of fun orientation was higher than that of non-purchasers in case of females. The present findings suggest that life style such as digital orientation and home orientation appeared to be important in predicting the clothing purchase intention in internet shopping mall.

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어린이의 텔레비전 애니메이션 평가 요인 (Evaluation Factors of Children for Television Animation)

  • 소요환;김준수
    • 만화애니메이션 연구
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    • 통권16호
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    • pp.33-47
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    • 2009
  • 본 연구는 7세에서 11세까지 연령의 어린이들을 대상으로 텔레비전 애니메이션의 평가 요인에 대하여 분석하였다. 분석을 위해 초등학교 1학년에서 4학년까지의 어린이 120명을 대상으로 인터뷰를 실시했고, 인터뷰 내용을 근거로 설문지를 작성하여 자료를 수집하였다. 분석결과, 어린이들이 텔레비전 애니메이션에서 가장 중요하게 평가하는 요인들은 재미와 액션이었고, 다음으로 무해성, 순정성, 사실성, 이해력, 그리고 폭력성 순으로 나타났다. 각각의 샘플에서 남자 어린이들은 애니메이션의 재미와 액션을 가장 중요하게 평가하는 반면, 여자 어린이들은 무해성과 재미를 가장 중요하게 평가하는 것으로 나타났다.

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소비자들의 인터넷 쇼핑가치에 따른 관계품질 및 구매행동특성 - 의류제품 구매를 중심으로 - (The Characteristics of Relational Quality and Buying Behavior Depending on Consumer's Internet Shopping Value - Focused on Clothing Purchase -)

  • 지혜경
    • 한국의상디자인학회지
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    • 제11권1호
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    • pp.63-75
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    • 2009
  • This study aims to find out the dimension of consumers' shopping values in internet clothing purchase, and the relation of their relational quality with shopping malls and their shopping behavior depending on the type of their shopping values. For this purpose, this study surveyed 343 male and female consumers in their 20s or 30s for empirical analysis who have ever purchased clothing through internet shopping malls. Respondents are selected using the convenience sampling through internet survey in July 2008. For statistical analysis, descriptive statistics, factor analysis, ANOVA analysis, Duncan test, and $X^2$-test are carried out using SPSS for Windows 12.0. The results are as follows. First, consumers' shopping value dimensions in internet shopping for clothes are found 4 factors of fun, economic utility, information, and shopping convenience. Second, based on shopping value dimensions, consumers are categorized into an practicality-seeking, an economic utility/fun-seeking, a fun-seeking, and an information/fun-seeking group. Third, there are significant differences in relational quality, customer loyalty, favorable word of mouth, and repurchase intention depending on shopping value-based consumer types. In particular, the economic utility/fun-seeking and information/fun-seeking group have higher values on relational quality and shopping behavior variables than other groups. Thus internet shopping mall businesses need to recognize these group of consumers as their core customers and develop programs to maintain a long-term relationship with them.

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패션 플래그쉽 스토어에 나타난 퍼놀로지(Funology) 공간 특성연구 (A Study on Characteristics of Funology Spatial of the Fashion Flagship Store)

  • 오혜린;김개천
    • 한국실내디자인학회논문집
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    • 제26권6호
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    • pp.191-201
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    • 2017
  • In the 21st century, modern society is rapidly changing paradigm of environment with advancement of advanced technology and improving income levels. Such a paradigm reflected in modern design and emerged as a new spatial aspect through various cultural and artistic expressions, thus becoming a crucial role in commercial space. Reflecting on this phenomenon, fashion brands have expanded the concept of a variety of cultural, artistic, and experience cultures with a variety of cultural and artistic sectors in each of the world's major cities. The fashion companies began to focus on fashion programs featuring "Funology" as the fun which creates a sense of curiosity rather than a meaningless space and a fun experience. Therefore, this study analyzes the spatial characteristics of fashion flagship store sites using characteristics of fashion flagship store presented in the expressions of fashion, and analyzes the spatial characteristics of the fashion flagship store based on the spatial characteristics derived from the spatial characteristics of the fashion scene. Based on these results, we confirm the relationship between the Fashion Flagship and the Funology. Design Aspects of the Fashion Flagship Store with Elements of Fun and We expect continuous research as a strategic factor that provides limitless ideas for many design and creative activities.

Effect of SNS Sports Community participants' Perception of Sports Value on Perception of Fun and Sports Activities

  • Wei Zhong;Sunmun Park
    • International Journal of Advanced Culture Technology
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    • 제12권2호
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    • pp.416-426
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    • 2024
  • This study shows that, in a situation where the influence of the mobile Internet is increasing in all areas of modern society, SNS users' participation in sports has a significant impact on the development of the sports market and the public's exercise methods and sports awareness. Therefore, the purpose of this study is to determine the impact of awareness of sports values through SNS on participation in sports activities. In order to achieve this research purpose, the population of the study was adults who had experience participating in SNS sports communities. The sampling method used was convenience sampling, and a total of 300 people, 150 men and 150 women, were selected as research subjects through sharing the questionnaire link online and via email. The survey tool used was a questionnaire, and it was modified and supplemented for this study based on a questionnaire that had secured reliability and validity in previous studies. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 20.0 Version. The conclusions obtained in this study through data analysis according to these methods and procedures are as follows. First, SNS sports community participants' perception of sports value was found to partially affect their perception of fun. Second, SNS sports community participants' perception of sports value was found to partially affect sports activities. Third, SNS sports community participants' perception of the fun of sports partially influenced sports activities.