Search results for: Jooyeon Jin
3 Analysis on the Game-Playing Tendency of SNGs (Social Network Games) users by Gender
Authors: Jooyeon Yook, Wonjun Ko
Abstract:
As the Social network game(SNG) is rising dramatically worldwide, an interesting aspect has appeared in the demographic analysis. That is the ratio of the game users by gender. Although the ratio of male and female users in online game was 60:40% previously, the ratio of male and female users in SNG stood at 47:53% which shows that the ratio of female users is higher than that of male users. Here, it should be noted that 35% in those 53% female users are the first-time users of game. This fact suggests that women who were not interested in game previously has taken an interest in SNG. Notwithstanding this issue, there have been little studies on the female users of SNG although there are many studies that analyzed the tendency of female users- online game play. This study conducted the analyzed how the game-playing tendency of SNG gamers was manifested in the game by gender. For that, this study will identify the tendency of SNG users by gender based on the preceding studies that analyzed the online game users by gender. The subject of this study was confined to the farm and urban construction simulation games which were offered based on the mobile application platform. Regarding the methodology of study, the first focus group interview(FGI) was conducted with the male and female users who had played games on Social network service(SNS) until recently. Later, the second one-on-one in-depth interview was conducted to gain an insight into the psychological state of the subjects.Keywords: Social network Game, Gender, Play inclination, Game psychology
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17322 The Study on the Conversed Remediation between Old and New Media in Case of Smart Phone and PC in South Korea
Authors: Jinhwan Yu, Jooyeon Yook
Abstract:
After Apple's first introduction its smart phone, iPhone in the end of 2009 in Korea, the number of Korean smarphone users had been rapidly increasing so that the half of Korean population became smart phone users as of February, 2012. Currently, smart phones are positioned as a major digital media with powerful influences in Korea. And, now, Koreans are leaning new information, enjoying games and communicating other people every time and everywhere. As smart phone devices' performances increased, the number of usable services became more while adequate GUI developments are required to implement various functions with smart phones. The strategy to provide similar experiences on smart phones through familiar features based on employment of existing media's functions mostly contributed to smart phones' popularization in connection with smart phone devices' iconic GUIs. The spread of Smart phone increased mobile web accesses. Therefore, the attempts to implement PC's web in the smart phone's web are continuously made. The mobile web GUI provides familiar experiences to users through designs adequately utilizing the smart phone's GUIs. As the number of users familiarized to smart phones and mobile web GUIs, opposite to reversed remediation from many parts of PCs, PCs are starting to adapt smart phone GUIs. This study defines this phenomenon as the reversed remediation, and reviews the reversed remediation cases of Smart phone GUI' characteristics of PCs. For this purpose, the established study issues are as under: · what is the reversed remediation? · what are the smart phone GUI's characteristics? · what kind of interrelationship exist s between the smart phone and PC's web site? It is meaningful in the forecast of the future GUI's change by understanding of characteristics in the paradigm changes of PC and smart phone's GUI designs. This also will be helpful to establish strategies for digital devices' development and design.Keywords: Graphic User Interface, Remediation, Smart Phone, South Korea, Web Site
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15461 Utilizing the Analytic Hierarchy Process in Improving Performances of Blind Judo
Authors: Hyun Chul Cho, Hyunkyoung Oh, Hyun Yoon, Jooyeon Jin, Jae Won Lee
Abstract:
Identifying, structuring, and racking the most important factors related to improving athletes’ performances could pave the way for improve training system. The purpose of this study was to identify the relative importance factors to improve performance of the of judo athletes with visual impairments, including blindness by using the Analytic Hierarchy Process (AHP). After reviewing the literature, the relative importance of factors affecting performance of the blind judo was selected. A group of expert reviewed the first draft of the questionnaires, and then finally selected performance factors were classified into the major categories of techniques, physical fitness, and psychological categories. Later, a pre-selected experts group was asked to review the final version of questionnaire and confirm the priories of performance factors. The order of priority was determined by performing pairwise comparisons using Expert Choice 2000. Results indicated that “grappling” (.303) and “throwing” (.234) were the most important lower hierarchy factors for blind judo skills. In addition, the most important physical factors affecting performance were “muscular strength and endurance” (.238). Further, among other psychological factors “competitive anxiety” (.393) was important factor that affects performance. It is important to offer psychological skills training to reduce anxiety of judo athletes with visual impairments and blindness, so they can compete in their optimal states. These findings offer insights into what should be considered when determining factors to improve performance of judo athletes with visual impairments and blindness.
Keywords: Analytic hierarchy process, blind athlete, judo, sport performance.
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