• 제목/요약/키워드: model compensation

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온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 - (The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity -)

  • 이종호;정윤희
    • 마케팅과학연구
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    • 제18권2호
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    • pp.147-187
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    • 2008
  • 온라인 게임에서의 경험을 설명하는 대부분의 이전 연구들이 플로우의 역할을 강조하고 있으며, 플로우의 선행요인과 결과요인을 밝히는데 초점을 두었다. 플로우는 온라인상의 몰입경험을 설명하는데 타당한 것으로 기존 연구에서 검증되었고 성과와 직결된다는 점에서 중요한 변수임은 분명하지만, 쾌락적 경험으로서의 온라인 게임을 설명하는 데 있어서는 부족하다. 이러한 기존 연구의 부족한 점을 보완하고자, 본 연구는 음악과 영화분야에서 연구된 쾌락적 반응 연구를 온라인 게임에 적용하여 온라인 게임에서의 다차원적인 경험과정을 보여주고자 하였다. 또한 기존에 쾌락적 반응에 관한 연구를 보완하여 감각적 반응, 상상적 반응, 분석적 반응이 감정적 반응에 주는 영향을 검증하였으며, 플로우를 대신해 쾌락적 반응들이 게임 만족에 주는 영향, 게임 만족이 충성도에 주는 영향을 규명하고자 하였다. 그리고 쾌락적 선호를 조절하거나 매개하는 변수로 알려진 지각된 복잡성에 따른 조절 영향을 확인함으로써, 자극의 차이에 따른 쾌락적 반응의 영향차이를 보지 않았던 기존연구를 확장하였다. 연구결과, 감각적 반응, 상상적 반응, 분석적 반응의 감정적 반응에 대한 유의한 영향, 각각의 쾌락적 반응의 만족에 대한 유의한 영향, 만족의 충성도에 대한 영향이 검증되었다. 그리고 이러한 영향은 지각된 복잡성이 다른 집단 별로 달랐는데, 예상한 바대로 지각된 복잡성이 높은 집단에서는 분석적 반응이 전반적으로 강한 영향을, 그리고 낮은 집단에서는 감각적 반응이 감정과 만족에 강한 영향을 주는 것으로 밝혀졌다. 연구 마지막에는 이러한 결과들에 대한 요약 및 해석, 시사점 및 한계점이 논의되었다.

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4-, 6-, 10-MV X-선원에서 공기동이 흡수선량에 미치는 효과 : 후두모형 (Air Cavity Effects on the Absorbed Dose for 4-, 6- and 10-MV X-ray Beams : Larynx Model)

  • 김창선;양대식;김철용;최명선
    • Radiation Oncology Journal
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    • 제15권4호
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    • pp.393-402
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    • 1997
  • 목적 : 공기동을 포함한 병소 부위에 X-선원을 조사할 경우 공동과 근접한 영역에서의 저흡수선량 효과는 잘 알려져 있다. 공기-연조직 사이의 불균질면의 한 예로 후두 모형 즉, 조직 둥가물질과 그 사이에 삽입되어 있는 공기동을 만들었다. 본 연구에서는 방사선의 선질 조사면의 크기 공기동의 크기에 따른 공동 가까이에서의 흡수선량의 변화를 살펴보았다. 대상 및 방법 : 4-, 6-, 10-MV X-선원을 이용하여 2cm(폭)$\times$L(cm, 길이)$\times$2cm(높이)인 공기동을 포함한 후두 모형의 아크릴 팬톰에 대하여 흡수선량을 측정하였다. 흡수선량의 측정장비로 평행판전리함과 전리계를 이용하였다. 제작한 후두의 기하학적 치수는 상부 연조직$\cdot$공기동$\cdot$하부 연조직의 두께가 각각 4-, 2-, 4-cm이었다. 공기동이 없이 균일한 연조직 팬톰에 대한 공기동이 있는 경우의 흡수선량의 비(O/E)를 공기 공동-연조직의 경계로부터 거리를 변화시키면서 측정하였다. 표준화된 중강곡선과 최대흡수선량에 대한 입사면 반대쪽 표면에서의 흡수선량의 비를 초사면의 크기를 변화시키면서 측정하였다. 공기동의 크기에 따른 효과를 알기 위하여 여러 가지 조사면에 대하여 투영된 크기가 4cm(폭)$\times$L인 공기동의 높이(Z)를 변화시켜서 측정하였다. 결과 : 4-MV선원에서 $5cm\times5cm$ 이상의 조사면에서는 저흡수선량 효과가 없었다. 6-이나 10-MV선원에서 작은 조사야 즉, $4cm\times4cm$$5cm\times5cm$에서는 후두에 저흡수선량 부위가 나타났으며 $6cm\times6cm$ 이상의 조사면에서는 이 효과가 관찰되지 않았다. 선원의 선질이 증가할수록 저흘수선량인 조직층이 증가하였고 이때 표면 흡수선량의 크기는 변하지 않았다. 조사면의 크기가 $4cm\times4cm$에서 $8cm\times8cm$로 증가할 때 최대흡수선량에 대한 입사면 반대쪽의 공기동의 표면 선량은 4-, 6-, 10-MV 선원에서 각각 0.95, 0.92, 0.91에서 0.99로 증가하였다. 6-이나 10-MV 선원에서 공기동 표면에서의 흡수선량은 $5cm\times5cm$ 조사면에 있어서 예상값보다 각각 2-, 3-퍼센트의 감소가 있었고 또 4-MV에서는 감소효과를 발견할 수 없었다. $4cm\timesL\timesZ$ 공기동에서 그높이(Z)를 0.6에서 4.8cm까지 변화시켰을 때 조사면의 크기가 $8cm\times8cm$에서 공동의 크기에 무관하게 O/E>1.0이 관찰되었다. 결론 : 조사면내 공기동에 의한 저흘수선량 효과는 방사선의 선질$\cdot$조사면의 크기$\cdot$공기동의 크기에 의존된다. 이상의 연구 결과에서 고선질 선원이 공동을 포함한 병소 특히, 종양이 공기동의 표면까지 미치는 부위에 조사될 째 특별한 주의가 필요함을 알 수 있다. 이 경운 가능하면 조사되는 부위가 저전량이 되지않도록 저선질의 선원(예를 들면, 4-MV)을 쓰고 또 조사면을 넓혀야한다. 6-이나 10-MV 등의 고선질의 X-선을 쓰는 경우에는 조사면의 부위에 저선랸 부위가 생기므로 한번의 추가 조사를 더 시행할 필요가 있다.

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도서관경영(圖書館經營)에 있어서의 시스팀 분석기법응용(分析技法應用)에 관한 연구(硏究) (A Study on Systems Analysis Applied to Library Management)

  • 권기원
    • 한국비블리아학회지
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    • 제2권1호
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    • pp.178-210
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    • 1974
  • It needs to put into practice the systems analysis in the analysis of some operations and status of library for the purpose of systematizing the work of reforming in the new easier form to process, to storage, to retrieve and to make use of the increasing informations and data of library. In this study, some of systems which are generally using in every library was caught in the case study of K university library. Having analyzed them with the two methods of the flowcharting and mathematical analysis, we found the obstructive factors in operation. As the result of this research, it was gained the new system as the alternative one. A. Alternative System B. Advantages of alternative systems 1. In the reference room When it converts the present system into the new system, it can profit 6.771 won/user (13.815won-7.044won=6.771 won). Therefore, a half the average required cost of the present system can be saved. If this saving would be alloted for the cost 33,000won required to make the cataloging cards, it would be taken for 94 days (33,000 won ${\div}$ 6,771 won/user=4,874users. 4,874users ${\div}$ 52users/day=94days) to get it. The saving cost/year by the new system will be 95,417 won, and in the first year the initial cost (33,000won) reduces the saving cost to 62,417won. 2. In the periodical room The average required time for using the materials of the present system is 17 minutes/user and the average required cost/user is 23.775won, while the average required time of the new system is 4 minutes and the average required cost/user is 5.33won. Therefore, the new system has profit 4 times of the present system. Accordingly, it occurs when the dispersed periodical materials get together. 3. In the classification and cataloging When one processes - the oriental books - by the Linear Programming Technique, the maximum of the process can be increased from 11.6 volumes per librarian of the present system to 12 volumes per librarian of the new system increased 0.4 volume in a day, and cataloging by the manual printer can be shorten from 3 minutes per card of the present system to 1.5 minutes per card of the new system. Consequently, we can complete the other operations (books equipment, updating of cataloging cards, etc.) with 141 minutes which are saved in the course of the afore-mentioned works. 4. In the status of collections The average growth rate of 4 years from 1968 to 1971 is 9.825 %, and that of the purchased materials is 6.2% similar to the advanced nations, but it has the different position from 215,000 volumes by the Standard Degree for Establishment of College and University, and the difference between the total collections 151,671 volumes and Dunns' growth model ($N_t=N_oe^{-at}$) claimed by Leimkuhler 155,297 volumes in 1971 is 3,626 volumes, and for the purpose of compensation the difference, we found the fact that it needs to have the increased budget of 24~30% per year, Thus, if the budget of 24~30 % per year. Thus, if the budget would be increased per year as the rate of the afore-mentioned figure, it would be reached at the Standard Degree for Establishment of College and University in 1975, and thereafter, it can be decreased to the lebel which is able to maintain the growth rate of 5~6% per year.

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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
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    • 제19권3호
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    • pp.69-98
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    • 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.