• Title/Summary/Keyword: Game Satisfaction Degree

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An Assessment System Model for Game Satisfaction Degree to Establish Game Development Strategy (게임개발 전략 수립을 위한 게임만족도 평가시스템 모형 개발에 관한 연구)

  • Ham Hyung-Bum;Lee Yang-Sun;An Chang-Ho
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1630-1638
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    • 2004
  • The ultimate purpose of game production is to make a game which satisfy game players and to sell maximum of products. In this paper, we suggest an assessment system model which can evaluate game satisfaction degree quantitatively, for preparing foundations that can make games which the suppliers and demanders of game business want. For it, we computed weight of constituent factors for game with AHP method based on survey, and quantified degree of satisfaction for genre of games to score. Also we analyzed affective factors for game satisfaction by SEM using LISREL software. In result, the greatest affective factor for game satisfaction is fun. For making the game with high degree of satisfaction, we propose that constructive investment and enough technology for fun are needed.

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The Influence of Players' Self-Esteem, Game-Efficacy, and Social Capital on Life Satisfaction Focused on Hedonic and Eudaimonic Happiness (게임 이용자들의 자아 존중감, 게임 효능감, 사회 자본이 삶의 만족도에 미치는 영향에 관한 연구: 헤도닉과 유다이모닉 행복 관점을 중심으로)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1118-1130
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    • 2015
  • The current study explores a possible mechanism through which game users' integrated sociopsychological factors lead to a higher level of life satisfaction, based on desire-fulfillment theory as well as hedonic and eudaimonic approaches to happiness. Using data from a survey of 789 game users in South Korea, we tested the relationships of psychological variables (self-esteem and game and life-efficacy), social variables (bonding and bridging social capital), and demographic variables (age and gender) with life satisfaction. Results show that self-esteem and game efficacy were an important antecedent to the degree of users' life satisfaction. Both bonding and bridging social capital increased life satisfaction. The importance of perspectives as well as their implications for game users and further associated research is explored.

A Study on Residents' Satisfaction Degree of Differentiated Elements in Outdoor Space of Apartment Housing (아파트 옥외공간 차별화 요소에 대한 주민 만족도 분석에 관한 연구)

  • 서주환;김도경;최성숙;김대환
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.3
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    • pp.98-108
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    • 1999
  • The purpose of this research is to help outdoor space planning reflected real needs of apartment residents in the differentiation elements of outdoor space, by using USC trade-off game in three apartment complexes in Seoul. This game method was used to evaluate their preference, reliability of preference degree, satisfaction degree, requirement elements such as improvement, sacrifice, maintenance of present condition, and payment possibility for improving and maintaining present condition, in addition to their preference and payment possibility of differentiation of outdoor space in the apartment complex in the future. From the statical analysis, we found the following results: 1. Reliability of preference degree was valid, inasmuch as the first elements they preferred were the almost same as the last things. 2. Elements of preference were pedestrian ways, pedestrian security facilities, various athletic facilities, and variety and high-class facilities in a play ground. 3. Satisfaction degree of differentiation elements of outdoor space was low not only in total complexes but also in each complex. As a result of analysis, these elements were not satisfied with residents. 4. Most of the differentiation elements of outdoor space in three apartment complexes, except planting traditional trees, were required to improve and maintain present condition. The cost to improve and maintain these elements able to pay by them was about 2.18 million won. Through this result, these elements were not options but prerequisites for planning outdoor space in apartment complexes. 5. In the future preference elements of differentiation of outdoor space in apartment complexes were pedestrian and jogging ways, places with water, various athletic places and facilities, multi-function resting places, green spaces in experiences, pedestrian security facilities, various athletic facilities, variety and high-class facilities in a play ground, and payment possibility for these elements was about 3.20 million won.

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Children's and Adolescents' Achievement Level in Online Game, Sense of Self-efficacy, School Adjustment and Life Satisfaction (아동.청소년의 온라인게임을 통한 성취, 자기효능감, 학교적응과 삶의 만족도)

  • Kim, Tae-Yeon;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.151-162
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    • 2011
  • The purposes of this study were to find out the effect of children's and adolescents' achievement through the online game on their self-efficacy, school adjustment and life satisfaction in accordance with the degree of their online game playing. In heavy user group, children's and adolescents' achievement through the internet game had positive effect on their self-efficacy, school adjustment and life satisfaction. Also their self-efficacy mediated the relationship between their achievement through the online game and school adjustment, achievement through the online game and life satisfaction. This study investigated the fact that children's and adolescents' achievement through the online game affects their real life and found out positive possibility of the online game.

The Effect of Use Value and Benefit Attributes of Mobile Online Games on Use Satisfaction of Chinese Users (모바일 온라인 게임의 이용 가치 및 편익 속성이 중국 이용자의 이용 만족도에 미치는 영향)

  • Liu, Bing;Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.261-270
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    • 2022
  • For mobile online games, this study examines how use pursuit propensity, use interest, use, service quality, and system quality, which are attributes that evaluate the use value and benefit for Chinese users, have an effect on use satisfaction. Empirical analysis results; all composing factors of four attribute had a positive effect, and the degree of effect was different according to game types in use interest and use, service quality. In terms of use pursuit, there was no difference between game types, and innovation pursuit and relationship pursuit were found to be similarly important effecting factors. In terms of use interest, there was a difference between game types. Sense of solidarity in single-player game and sense of achievement in multi-player game was found to be the most important effecting factor. In terms of service quality, there was a difference between game types. Easy of game in single-player game and function of game in multi-player game was the most important effecting factor. In terms of system quality, use convenience was found the most important effecting factor without difference between game types. Based on these results, this study suggested a strategy to enhance game development and loyalty to companies in the game industry.

A Study on the User Experiences of the Animal Crossing

  • Joo, Yeon-Ji;Kang, Hyun-Woong;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.71-80
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    • 2022
  • Using the TAM, this study investigates the impact of Perceived Usefulness(PU), Perceived Ease of Use(PEOU) of the Animal-Crossing users on game satisfaction(DOS), immersion(DOI), and the relationship between user's attitude and intention through the google online survey. The decorative elements of the game generate a healing effect and more than half of the survey participants share game activities with the online community in terms of PU. In the case of PEOU, the survey participants positively evaluate the technological advancement such as graphics and sounds of the game. In addition, both high degree of satisfaction and immersion in the game have significant correlations with the intention for replaying the game and intention for recommending the game to others.

A Single-Player Car Driving Game-based English Vocabulary Learning System (1인용 자동차 주행 게임 기반의 영어 단어 학습 시스템)

  • Kim, Sangchul;Park, Hyogeun
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.95-104
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    • 2015
  • Many games for English vocabulary learning, such as hangman, cross puzzle, matching, etc, have been developed which are of board-type or computer game-type. Most of these computer games are adapting strategy-style game plays so that there is a limit on giving the fun, a nature of games, to learners who do not like games of this style. In this paper, a system for memorizing new English words is proposed which is based on a single-player car racing game targeting youths and adults. In the game, the core of our system, a learner drives a car and obtains game points by colliding with English word texts like game items appearing on the track. The learner keeps on viewing English words being exposed on the track while driving, resulting in memorizing those words according to a learning principle stating viewing is memorization. To our experiment, the effect of memorizing English words by our car racing game is good, and the degree of satisfaction with our system as a English vocabulary learning tool is reasonably high. Also, previous word games are suitable for the memory enforcement of English words but our game can be used for the memorization of new words.

The effect of 'Optimal Solution' factor in utility of online sandbox game (옵티멀솔루션 요소가 온라인 샌드박스 게임효용성에 미치는 영향)

  • Tak, Yeon-Suk
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.107-116
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    • 2017
  • Sandbox game users can double their satisfaction by re-creating a variety of play patterns. This creative process is due to the expansion of play through 'customizing' and 'action autonomy'. The purpose of this study is to investigate the structural limitations of freedom of online game. In a standalone game, the scalability due to the degree of freedom gives the user a strong motivation for world persistence. On the other hand, in online sandbox games such as MMORPG, it is confirmed that the goal-oriented tendency to gain advantage is the inherent limit of the freedom and expandability of the sandbox game. In this study, it is suggested that the cause and limit of growth of online-based sandbox game can be offset by the optimal solution factor.

Development and Usability Evaluation of Hand Rehabilitation Training System Using Multi-Channel EMG-Based Deep Learning Hand Posture Recognition (다채널 근전도 기반 딥러닝 동작 인식을 활용한 손 재활 훈련시스템 개발 및 사용성 평가)

  • Ahn, Sung Moo;Lee, Gun Hee;Kim, Se Jin;Bae, So Jeong;Lee, Hyun Ju;Oh, Do Chang;Tae, Ki Sik
    • Journal of Biomedical Engineering Research
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    • v.43 no.5
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    • pp.361-368
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    • 2022
  • The purpose of this study was to develop a hand rehabilitation training system for hemiplegic patients. We also tried to find out five hand postures (WF: Wrist Flexion, WE: Wrist Extension, BG: Ball Grip, HG: Hook Grip, RE: Rest) in real-time using multi-channel EMG-based deep learning. We performed a pre-processing method that converts to Spider Chart image data for the classification of hand movement from five test subjects (total 1,500 data sets) using Convolution Neural Networks (CNN) deep learning with an 8-channel armband. As a result of this study, the recognition accuracy was 92% for WF, 94% for WE, 76% for BG, 82% for HG, and 88% for RE. Also, ten physical therapists participated for the usability evaluation. The questionnaire consisted of 7 items of acceptance, interest, and satisfaction, and the mean and standard deviation were calculated by dividing each into a 5-point scale. As a result, high scores were obtained in immersion and interest in game (4.6±0.43), convenience of the device (4.9±0.30), and satisfaction after treatment (4.1±0.48). On the other hand, Conformity of intention for treatment (3.90±0.49) was relatively low. This is thought to be because the game play may be difficult depending on the degree of spasticity of the hemiplegic patient, and compensation may occur in patient with weakened target muscles. Therefore, it is necessary to develop a rehabilitation program suitable for the degree of disability of the patient.

Internet Addiction and Life Satisfaction of Chinese Students in Korea (중국 유학생의 유학생활 만족도와 인터넷 중독에 관한 연구)

  • Fu, Wen Wen;Kim, Min Jeong
    • Korean Journal of Human Ecology
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    • v.23 no.3
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    • pp.557-569
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    • 2014
  • As the number of Chinese students in Korea has significantly increased, the problems of students' life and academic achievement has appeared obviously. Utilizing an analysis on the relationship between the life satisfaction of Chinese students in Korea and the degree of internet addiction, the purposes of this research are to improve the quality of Chinese students' life and to contribute to the growth of Chinese students in Korea. A questionnaire-type survey was conducted on 350 Chinese college students in Daegu. The results of this study are as follows: First, the used time on internet games, chat and on-line TV differs from gender, the duration of internet games and their academic performance. Second, there are significant differences by gender, Korean ability, and academic performance in the life satisfaction of Chinese students in Korea. Third, Chinese college students in Korea are more addicted in the internet than Korean or Chinese college students at their own country. Fourth, the longer playing online game, the longer watching online TV, the less communicating with the Koreans, and the less satisfying with non -study related activities, the more Chinese college students of studying in Korea are addicted in the internet.