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.
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.