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예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움과 재이용의도에 미치는 영향
변현수(Byeon, Hyeon-Su) 한국게임학회 2011 한국게임학회 논문지 Vol.11 No.1
비디오 게임을 즐기는 인구가 급속히 증가하고 있으며, 이에 따라 비디오 게임 사용자들의 즐거움과 재이용의도에 영향을 미치는 요인들에 대한 관심이 집중되고 있다. 본 연구에서는 게임의 재이용의도에 영향을 미치는 창의성과 지각된 즐거움이라는 요소에 초점을 맞추어 진행되었다. 연구결과는 실증분석을 통해 수행되어 변수들간의 인과관계를 규명하도록 하였다. 연구결과 예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움에 긍정적인 영향을 미치는 것을 확인하였다. 또한 지각된 즐거움은 게임의 재이용의도에 유의한 영향을 미치는 역할을 하였다. 특별히 창의성의 종류 중에서 예술적 창의성이 지각된 즐거움에 가장 많은 영향을 미치는 점을 발견하였다. The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.
웹사이트 사용자의 충성도 구분에 따른 서비스 품질 지각 차이
변현수(Hyeon-su Byeon) 한국인터넷전자상거래학회 2009 인터넷전자상거래연구 Vol.9 No.4
The consumers are becoming increasingly demanding and wanting with regard to their needs. In response to this, the suppliers should raise the level of service and meet the needs the customers require. These activities are related to the improvement of customer loyalty. In this study, service quality are divided into technical quality and functional quality, and customer loyalty is consisted of active loyalty and passive loyalty. Each variable are examined by empirical analysis. The result showed that active loyalty group identified functional and technical quality differently. And technical quality is higher than functional quality in the group. On the contrary passive loyalty group showed no difference between technical and functional quality because the survey results were not statistically meaningful. It is concluded that online supplies should try to provide goods and services according to the differences between each service quality and customer loyalty.
관광자원으로서의 국내외 가상박물관 서비스 품질의 구축 및 평가
변현수(Byeon, Hyeon Su),강미라(Kang, Mi Ra) 한국서비스경영학회 2014 서비스경영학회지 Vol.15 No.5
With the rapid growth of the Internet technology, virtual museums have taken one major way of learnings or leisures. However, researches on the measurement of serv-ice quality of virtual museums, have not been sufficient. In general, the evaluation of Web sites has been used to measure service quality of E-Commerce indirectly. Especially, virtual museums can fulfill their roles as tourist assets to enhance visit-ability to related nations or places. This research used MuseumQual, a uniquely developed measurement for service quality of virtual museums in Korea and other countries. According to the research re-sults, the evaluation results showed that foreign sites needed improvement with re-spect to Interactivity and Feedback, and domestic sites needed reinforcement for Presentation. Respondents recognized that Content was the most important factor among evaluation dimensions. There were also large cultural and linguistic differences among the sites.