Recently, social media has changed not only how the consumers interact with brands, but also how they increase their brand loyalty. With the expansion of the IT infrastructures and the development of the technology, blog has grown into a most effective tool for publicizing personalities and opinions for individuals and companies (or products, services, and brands) along with the social network services (SNS). In particular, blogs are far much more effective and natural for companies to communicate naturally with their customers and to communicate information because SNSs such as Facebook and Instagram offer a much more in-depth information and scalability. The purpose of this research is to identify the role of brand voice prior to establishing brand identity as one of the key success factors that companies need to achieve the purpose of blog management, and further suggest effective marketing methods.
In the past few years, the suicide rate of youth in Korea has risen rapidly, and it is recognized as a social problem. It is known that the happiness index of Korean youth is the lowest among OECD countries. Adolescents are exposed to a lot of stress such as academic burden, conflict in peer relations, and family problems, and psychological disorders such as depression, obsessive-compulsive disorder, and anxiety disorder are known to increase the suicide rate of adolescents. In the West, many studies have been reported using meditation apps for psychological health of adults. In particular, psychotherapy methods based on mindfulness meditation are being developed and commercialized as meditation apps or psychotherapy apps. This study aims to dynamically implement mind management contents by adding music/movements corresponding to art therapy to complement the limitations of existing static meditation techniques and boring meditation music and make them friendly to adolescents. To this end, we will analyze the existing meditation app interface design case and present a design concept guideline for the meditation app Koala for youth.
Nowadays, The need for game research has been highlighted by the growth and popularity of the game industry domestically and internationally, and the game research is steadily growing in Korea. While pointing towards the issues of the existing game research, arguments for a new research paradigm have emerged. In this paper, we attempt to find an analytical method based on the unique characteristics of game, not an analytical framework of other studies, as a reach to find a critical analysis method of the digital games. By applying this model directly to the game analysis, we aim to find an analytical model focusing on the game play rather than the existing narrative analysis, particularly in analyzing the adventure games with powerful storylines.
Recently, games has grown into not only as a function of simple entertainment but also as an industry that everyone enjoys the play culture as a certain form of leisure regardless of sex and age. The game industry has been developing globally, driven by the growth of the mobile game market and the digital download game market. Serious games were initially used for military purposes, but nowadays, they are diversifying and expanding the genre of the game industry, mainly with purposeful games such as education, training, and treatment. With the spread of serious games, the negative perception of games has been resolved and they contributed to the development of a sound game culture, so the interest of the game industry is on the rise. The purpose of this study is to create a game that is a type of serious games which can be enjoyed by the whole family. Especially, we want to develop a soccer game to prevent drowsy driving, which is suitable for the mobile environment and easy to play for all ages.
Recently, in addition to school violence, which has become a social issue among adolescents, problem behaviors such as self-harm is increasing, and it is pointed out that it threatens the mental health of adolescents. This study proposes a meditation app (tentative name: Koala) for the improvement of adolescents' mental health. In order to complement the limitations of the existing meditation apps for adults, such as static meditation and boring meditation music, and to make them friendly to teenagers, we want to dynamically implement mind management contents by adding music/movements corresponding to art therapy. To this end, as an essential element of the meditation app service design, a reward system such as a level system and badge was built to increase user participation, and it was designed to recognize and manage the emotional state of the youth through management of the meditation diary and seed system. In particular, we propose a character and UX/UI design that can bring out the immersion, activeness, and interest that cannot be given by general content to young people with low concentration through synesthetic experiences.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.