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NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.15 no.3, 2015년, pp.41 - 50
김시성 (한림대학교 대학원 인터랙션디자인) , 이종욱 (한림대학교 대학원 인터랙션디자인) , 노기영 (한림대학교 대학원 인터랙션디자인)
This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a si...
핵심어 | 질문 | 논문에서 추출한 답변 |
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흡연 장면이 담긴 영화와 관람객의 흡연 사이에 어떠한 관계가 형성되는지 알아보는 실험의 결과는? | 하나의 집단에는 주인공이 담배를 피우는 장면들이 들어가 있고 다른 집단은 주인공이 담배를 피우는 장면이 빠져 있었다. 연구결과 참가자 자기 자신을 영화의 주인공과 동일시하는 정도가 흡연에 중요한 요인으로 나타났고 이는 '동일시'가 그 주인공의 개성을 동경하며 그 인물처럼 되기를 원한다고 볼 수 있다. 또한 비흡연자들일지라도 영화 속 주인공과 자신을 동일시하는 정도가 높은 사람들은 흡연 행위에 강하게 영향을 받았으며, 흡연 행위를 자신의 이미지와 어울린다고 생각했다[6]. | |
실재감이란? | 실재감은 이용자가 심리학적인 공간 또는 사이버 가상공간에서 자신이 실제 공간에서처럼 존재한다고 느끼는 것을 말한다[11]. | |
Spielberger가 정의한 불안이란? | Spielberger(1983)는 특정한 환경이나 위협적이라고 스스로 판단하였을 때 발생하는 스트레스 반응을 느끼는 부정적 정서 반응을 불안이라고 정의하였다. 또한, 불안은 공포와 비슷하지만 대개 피해나 위협이 적은 상황에서 발생한다[20]. |
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Young-Dal You, "The theoretical implications of the flow model for the development of the addiction counselling program", The Korea Journal of Youth Counseling, Vol. 10, No. 2, pp. 1-3, 2002.
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Hee-Kyung Kim, "Difference of empathy depending on visual familiarity of experience object", Graduate School Seoul National University, 2007.
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