• Title/Summary/Keyword: potential game

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The Effect of Gamification on Employee Behavior: The Mediating Effects of Culture and Engagement

  • HAMZA, Ibrahim;SAROLTA, Tovolgyi;SHATILA, Khodor
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.5
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    • pp.213-224
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    • 2022
  • In recent years, gamification has been a hot issue due to its positive impact on organizational success. The proper application of game elements in an organizational context is required for gamification implementations. Gamification remains an area of active research for its behavior molding potential. Employee engagement is a critical component in assessing employee behavior and is considered crucial for organizational success. Research questionnaires were completed online between March 2021 and February 2022. Our targeted sample encompassed low and mid-level personnel of Asian and Middle eastern employees working in Hungary. The questionnaire was introduced using google forms. Our sample size consisted of 203 respondents (N = 203). Research results indicated gamification's significance in increasing employees' intrinsic motivation and therefore boosting organizational engagement levels. Gamification improved employees' task performance and the overall quality of work. Organizational culture had a mediating role between gamification and employees' behavior. Organizational culture and employee behavior are in close correlation. Research findings also proved engagements' mediating effect on employees' behavior. The results of the research showed that gamification in human resources has risen in popularity, especially in terms of its impact on employee behavior and performance. The study's findings demonstrated that gamification has a positive impact on organizational performance and collaboration.

ESTABLISHMENT OF CONSTRUCTION INDUSTRY CREDIT GUARANTEE SYSTEM-BASED ON TAIWAN'S CONSTRUCTION INDUSTRY

  • Ting-Ya Hsieh;Tsung-Shi Liu
    • International conference on construction engineering and project management
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    • 2011.02a
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    • pp.399-406
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    • 2011
  • Various construction bonds and warranties critically burden the general contractor. Also, sporadic or cumulative delays of progress payment by the owner can further trap the contractor in a financial quagmire. Facing the possibility of cash flow deficiency and callous response from the banks, most construction firms may become financially incapable of market competition, and attractive project tenders become a bidding game among few deep-pocket players. The downside of such market environment is that the depth of pocket, rather than that of professional competency dictates the choice of market winners. In Taiwan, this has been a potential crisis to the construction industry after the financial crisis which started out since 2008. To encounter this problem, this research will examine the means to better manage the construction industry. Essentially, a credit guarantee system (CGS) is the prime solution to strengthen a bank's confidence in any particular construction firm. Thus establishing a national platform which evaluates and rewards a construction firm's overall credibility is pivotal, and this third-party rated credit can help a bank to render a loan more wisely. Finally, this paper will propose the ideal operating schemes of construction-specific CGS in Taiwan and a credit scoring prototype model for construction industry, as reference for the government and banks, respectively.

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Factors Influencing on the Intention to Use Serious Games for Healthcare: The Perspective of Valence Framework (건강 기능성 게임의 수용에 영향을 주는 요인: 감정가 프레임워크 관점)

  • Yong-Young Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.97-112
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    • 2024
  • In order to verify the factors affecting the acceptance of Serious Games for Healthcare (SGHs), this study developed a hierarchical model of general and specific benefit and risk factors affecting the intention to use SGHs based on the valence framework. As a result based on 199 samples, it was revealed that perceived customization and perceived schedule flexibility had a positive effect on the perceived benefits, which, in turn, had a positive effect on the intention to use SGHs. However, among the specific risk factors, only privacy risk had a positive effect on perceived risk, but it did not have a effect on SGHs usage intention. The results related to the fact that the survey respondents were potential users of SGHs and the bias that may overestimate the benefits provided by SGHs called optimistic bias. Based on these findings, some implications were presented such as the spread and distribution of SGHs to the ordinary persons, improvement of negative perceptions of games, and the need for data-based services to refine customized services for SGHs.

Gamification on Mobile Payment Application: Uses and Gratification Perspective

  • Mutia Fadhila Putri;Ratna Juita;Achmad Nizar Nidayanto;Dedi I. Inan
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.750-769
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    • 2022
  • Indonesia has the largest potential mobile payment (m-payment) market in Southeast Asia. The government has realised this through Government's National Non-Cash Movement to increase its adoption. This is then followed up by advocating its adoption massively. However, for this movement to be a success, ensuring its continued use is critical. Various studies have attempted to contribute to this issue. Incorporating game elements into the application that brings benefits and satisfaction to its user is envisaged as one of the most feasible ways. This study, therefore, sets out to investigate the effects of gamification on the m-payment application, which drive the intention to continued use by employing the Uses dan Gratification Theory (UGT). A total of 826 m-payment users were gathered to be analysed using Structural Equation Modelling. The results show that utilitarian, hedonic and social gratifications have significant effects on the continuance usage intention of m-payment. Theoretically, this study contributes to the literature by showing that gamification applied in the payment significantly affects the m-payment continuance usage intention. Practically, this research informs the m-payment providers to maintain the gamification elements in their applications to ensure their sustainable use. Limitations and future research directions are also discussed.

Electronic Games Appropriated for the Classrooms: A Proposal of the Questionnaire Containing 17 Questions (교실로 들어온 전자오락게임: 게임에 관한 열일곱 가지 질문)

  • Park, Sung-Bong
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.156-172
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    • 2008
  • The point of departure is the Popularity of the electronic games among the youth generation. This study attempts to make up a questionnaire containing the questions which are intended for the youth generation realistically and at the same time in a meaningful way pedagogically. Any researcher who wants to understand the youth culture at the present time is necessary to approach the youth generation in a positive attitude of learning, so asking the questions to the youth generation is as important as having the answers. That is to say, this paper is not a statistical analysis of the questionnaire, nor a empirical research of youth's reception of the electronic games. Now that the emphasis of the paper is located on the very way of approaching the youth generation concerning the electronic games, this study starts with the university students in the first place because they are in a more advantageous milieu for conversation in the classroom on the subject. To be sure, this study will be able to cover the whole area of primary, junior or senior high-school by way of some modifications. Conclusively, this paper aims at providing with practical ideas of teaching, which immediately can be appropriated into the classroom by the teachers in the actual field, and drawing attention to the potential educational contents of the cultural products. Furthermore, the questionnaire proposed in the paper is meant for the first step towards the aesthetics of the electronic games with a view to the game-imagination.

A Study on Development Direction of Public Interest Contents through Gamification Case Analyses in Domestic and Foreign Environmental Fields (국내·외 환경분야 게이미피케이션 사례분석을 통한 공익 콘텐츠 개발 방향 연구)

  • Kim, Joo Woo;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.161-182
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    • 2014
  • As environmental problems such as global warming, and ecocide have a great influence on society, the attention to environmental pollution is being expanded. To solve the environmental problems, the awareness and practice of members of society in question is required. However, it has been found that few people are participating in practising environmental protection in real life. Our main goals are to show that Gamification has great potential in delivering messages for public interest and to suggest guidelines for researchers and public contents developers who engage in designing in relation to Gamification. Based on the domestic and foreign theoretical investigations, we found that Gamification mechanism made based on psychological mechanism of users aims at public interests' value by maximizing motivations of users and spreading social relationships among people. As shown in the case study, if contents are developed by reflecting the elements which stimulate challenging of users, the elements which can express their opinions, and the elements of altruism which form the sympathy in the development of public interest contents in the future, practical participation of people to solve social problems can be expected.

The Impact of the Internet Channel Introduction Depending on the Ownership of the Internet Channel (도입주체에 따른 인터넷경로의 도입효과)

  • Yoo, Weon-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.19 no.1
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    • pp.37-46
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    • 2009
  • The Census Bureau of the Department of Commerce announced in May 2008 that U.S. retail e-commerce sales for 2006 reached $ 107 billion, up from $ 87 billion in 2005 - an increase of 22 percent. From 2001 to 2006, retail e-sales increased at an average annual growth rate of 25.4 percent. The explosive growth of E-Commerce has caused profound changes in marketing channel relationships and structures in many industries. Despite the great potential implications for both academicians and practitioners, there still exists a great deal of uncertainty about the impact of the Internet channel introduction on distribution channel management. The purpose of this study is to investigate how the ownership of the new Internet channel affects the existing channel members and consumers. To explore the above research questions, this study conducts well-controlled mathematical experiments to isolate the impact of the Internet channel by comparing before and after the Internet channel entry. The model consists of a monopolist manufacturer selling its product through a channel system including one independent physical store before the entry of an Internet store. The addition of the Internet store to this channel system results in a mixed channel comprised of two different types of channels. The new Internet store can be launched by the independent physical store such as Bestbuy. In this case, the physical retailer coordinates the two types of stores to maximize the joint profits from the two stores. The Internet store also can be introduced by an independent Internet retailer such as Amazon. In this case, a retail level competition occurs between the two types of stores. Although the manufacturer sells only one product, consumers view each product-outlet pair as a unique offering. Thus, the introduction of the Internet channel provides two product offerings for consumers. The channel structures analyzed in this study are illustrated in Fig.1. It is assumed that the manufacturer plays as a Stackelberg leader maximizing its own profits with the foresight of the independent retailer's optimal responses as typically assumed in previous analytical channel studies. As a Stackelberg follower, the independent physical retailer or independent Internet retailer maximizes its own profits, conditional on the manufacturer's wholesale price. The price competition between two the independent retailers is assumed to be a Bertrand Nash game. For simplicity, the marginal cost is set at zero, as typically assumed in this type of study. In order to explore the research questions above, this study develops a game theoretic model that possesses the following three key characteristics. First, the model explicitly captures the fact that an Internet channel and a physical store exist in two independent dimensions (one in physical space and the other in cyber space). This enables this model to demonstrate that the effect of adding an Internet store is different from that of adding another physical store. Second, the model reflects the fact that consumers are heterogeneous in their preferences for using a physical store and for using an Internet channel. Third, the model captures the vertical strategic interactions between an upstream manufacturer and a downstream retailer, making it possible to analyze the channel structure issues discussed in this paper. Although numerous previous models capture this vertical dimension of marketing channels, none simultaneously incorporates the three characteristics reflected in this model. The analysis results are summarized in Table 1. When the new Internet channel is introduced by the existing physical retailer and the retailer coordinates both types of stores to maximize the joint profits from the both stores, retail prices increase due to a combination of the coordination of the retail prices and the wider market coverage. The quantity sold does not significantly increase despite the wider market coverage, because the excessively high retail prices alleviate the market coverage effect to a degree. Interestingly, the coordinated total retail profits are lower than the combined retail profits of two competing independent retailers. This implies that when a physical retailer opens an Internet channel, the retailers could be better off managing the two channels separately rather than coordinating them, unless they have the foresight of the manufacturer's pricing behavior. It is also found that the introduction of an Internet channel affects the power balance of the channel. The retail competition is strong when an independent Internet store joins a channel with an independent physical retailer. This implies that each retailer in this structure has weak channel power. Due to intense retail competition, the manufacturer uses its channel power to increase its wholesale price to extract more profits from the total channel profit. However, the retailers cannot increase retail prices accordingly because of the intense retail level competition, leading to lower channel power. In this case, consumer welfare increases due to the wider market coverage and lower retail prices caused by the retail competition. The model employed for this study is not designed to capture all the characteristics of the Internet channel. The theoretical model in this study can also be applied for any stores that are not geographically constrained such as TV home shopping or catalog sales via mail. The reasons the model in this study is names as "Internet" are as follows: first, the most representative example of the stores that are not geographically constrained is the Internet. Second, catalog sales usually determine the target markets using the pre-specified mailing lists. In this aspect, the model used in this study is closer to the Internet than catalog sales. However, it would be a desirable future research direction to mathematically and theoretically distinguish the core differences among the stores that are not geographically constrained. The model is simplified by a set of assumptions to obtain mathematical traceability. First, this study assumes the price is the only strategic tool for competition. In the real world, however, various marketing variables can be used for competition. Therefore, a more realistic model can be designed if a model incorporates other various marketing variables such as service levels or operation costs. Second, this study assumes the market with one monopoly manufacturer. Therefore, the results from this study should be carefully interpreted considering this limitation. Future research could extend this limitation by introducing manufacturer level competition. Finally, some of the results are drawn from the assumption that the monopoly manufacturer is the Stackelberg leader. Although this is a standard assumption among game theoretic studies of this kind, we could gain deeper understanding and generalize our findings beyond this assumption if the model is analyzed by different game rules.

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An Experimental study on the human's physiological in Smart Textile Materials by Using Medical Infrared Thermo graphic Imaging (적외선 체열 영상 진단법을 이용한 스마트 섬유소재와 휴대폰 통화량에 따른 인체 생리반응 연구)

  • Lee Tae-il;Lee Su-jeong;Lee Kyung-mi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.7 s.144
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    • pp.918-925
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    • 2005
  • The following are the results from the infrared body temperature image test to verify the changes in facial temperature according to call duration with a cellular phone. As for the body temperatures, it appears to be the mean value at the upper central point of phone's battery among 7 different points that are measured, and to be the highest at srernocleido-mastoid and scapular trapezius muscle triangle zone$(34.25^{\circ}C\; and\;34.05^{\circ}C\;each)$. The changes of body temperature according to the time duration shows that the body temperature rises according to the length of phone use because of the heat emitted from the battery. As for the temperature changes according to blocking materials, the one without processing appears to be higher in the mean temperature compared to the others that are processed, NSS(Nano Silver Silk) and NSG(Nano Silver Silk Gold) appear to be the lowest in the temperature to show the best blocking property. As for the temperature changes according to measuring points, it appears to be the highest at P4, P5 with all materials, and one with NSG to be the lowest at Pl, P2, P3, and one with NSS to be the lowest at P3, P4, P5, P6, which is due to the thermal conduction of Au and Ag. And the mean temperature at each point appears to be different according to the materials. Therefore, the study conducted with human participants requires a proper particle size of it which would not penetrate cellular tissues and a proper binder and binding treatment for it, to prevent the physical fatigues and the potential diseases. However, it is highly required for back-up researches to verify various aspects in applying nano silver to textile products.

The Evolution of Korean Social Network Service focusing on the Case of Kakao Talk (한국형 SNS의 진화 : 카카오톡 사례를 중심으로)

  • Jung, Hee-Seog
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.147-154
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    • 2012
  • I made an analysis on the case of Kakao Talk, which is Korean top mobile instant messaging service, to find the growth potential of Korean Social Network Service in the global market. First, I found that unlike the PC messenger services, Kakao Talk is not only unlimited in mobile IM service provider but also has evolving into a social network service firm. Second, attempts with a variety of social services such as photo-based Kakao Story and Marketing Platform for Mobile Game, Kakao Talk successfully landed as a SNS company. Third, with 'Plus Friends' Service, soon-to-be launched Avatar and App Market Service, Kakao Talk is evolving into social media and social platforms. The big success of Kakao Talk in Korean market is expanding and reproducing into Japanese and Southeast Asian markets through the 'Line' serviced by NHN. Line is applying the proven success stories of Kakao Talk to the Japanese and Southeast Asian markets. It means that Kakao and Line, both are mobile IM services, have raised the possibility of success in the global SNS market although online web-based SNS Cyworld has failed in the global market.

A Study on the Status of Affairs and Vision of Fashion Specialists - Focusing on the Field Related to Multi-Media - (패션스페셜리스트의 현황 및 비전에 관한 연구 - 멀티미디어분야를 중심으로-)

  • Park, Song-Ae
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.2
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    • pp.179-192
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    • 2007
  • This study is to search for a new area and a new kind of occupation for fashion in the field of multi-media such as a movie, drama, mass-culture and advertisement, as a basic investigation to improve a potential of a development of fashion in the future, to keep in step with the trend of the changes under the environment of cultural renovation. In this reports, the field and vision of new contents in fashion will be proposed. The definition and environment of multi-media were examined, and various kinds and work areas of new fashion specialists were defined. 12 professionals in each fields relative to multi-media were selected and the status of affairs, problems and requirements of fashion specialists were investigated through the in-depth interviews with them. Finally new fields and visions were suggested on it's future course. The kind of fashion-specialist on the field related to multi-media were like this: 1. Fashion-stylist, Art-director and Image-maker for star on the field of Video industry. 2. Fashion-illustrator for making animation-game character, Avatar fashion product designer and Internet shopping buyer for Online-business industry. 3. Fashion PR director, Fashion-photo stylist for Advertisement industry. 1 classified new field on the field related to multi-media as the above, and I researched the role of specialist in each field and the status of affairs and vision.

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