ABSTRACT

Since its launch mobile phone and wireless Internet access to perform a leading role in the market apps (applications) is taking due to the rapid growth. App-store innovative market formation and the majority of network users and providers in the communications infrastructure that is leading the growth. Therefore, the success factors of the game apps the user's preference, needs and expectations, a successful response to meet the need to develop apps and games app-developer, app-designer key design elements for these factors through the interface should be designed. To increase the satisfaction of the interface SEM (Structural Equation Model), OAT (Orthogonal Array Tables) want to be quantified, such as On customer satisfaction, an attempt and interactivity act as a critical factor for success. And It should be known that there are control of the game interface, conceptual models, reality, and a reaction factor must be existed as critical elements for design.

KEYWORD

Apps, SEM, OAT

REFERENCES(12)open

  1. [book] 김기영 / 2001 / 구조방정식모형의 분석 / 자유아카데미 : 48 ~ 49

  2. [jounal] 김정욱 / 2008 / 온라인게임에서 게이머의 개인적 특성과 환경적 특성이 충성도에 미치는 영향에 관한 연구 : 한국과 중국 온라인 게임을 중심으로 / 품질경영학회지 36 (3) : 87 ~ 101

  3. [confproc] 범경기 / 2009 / 온라인 게임의 중요속성 만족 및 전환장벽이 고객충성도에 미치는 영향 / 한국콘텐츠학회 춘계종합학술대회논문집 : p341 ~ 346

  4. [jounal] 배길웅 / 2007 / 온라인 게임속성과 여가만족에 관한 연구 : 한중 온라인 게임이용자의 이용행태적 특성을 중심으로 / 경기관광연구 10 : 27 ~ 54

  5. [jounal] 최동성 / 2001 / 고객충성도에 영향을 미치는 온라인게임의 중요요소에 대한 LISREL 모델 분석 / 경영정보학연구 11 (3) : 1 ~ 21

  6. [jounal] 함형범 / 2004 / 게임개발 전략 수립을 위한 게임만족도 평가시스템 모형 개발에 관한 연구 / 멀티미디어학회논문지 7 (11) : 1630 ~ 1638

  7. [book] 홍성수 / 2004 / A study on the interface Usability Evaluation of Digital Product Display / HYU : 54 ~ 57

  8. [book] Bickford, P / 1977 / Ineterface design: the art of developing easy-to-use software / Academic Press

  9. [book] David Loshin / 2001 / Enterprise Knowledge Management: The data Quality Approach / Morgan Kaufmann Pub : 14 ~ 16

  10. [book] Nielesn, J / 1994 / Heuristic Evaluation, In USABILTY Inspetion Methods / Jhon Wiley & Sons

  11. [jounal] Myers, D / 1990 / A Q-Study of Game Player Aesthetics / Simulation &Gaming 21 (4) : 375 ~ 396

  12. [book] Sachez-Crespo Dalmau, D / 1999 / Leam Faster to Play Better: How to Shorten the Learning Cycle / amasutra.com