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NTIS 바로가기디지털융복합연구 = Journal of digital convergence, v.14 no.1, 2016년, pp.387 - 398
김용영 (건국대학교 경영경제학부) , 김미혜 (충북대학교 컴퓨터공학과)
The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday ...
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핵심어 | 질문 | 논문에서 추출한 답변 |
---|---|---|
200년대 들어 국내 게임시장 규모는 어느정도인가 | 2000년대 들어 꾸준히 성장한 국내 게임시장 규모는 10조 원 대 진입을 눈앞에 두고 있다. 게임 시장의 규모만 커진 것이 아니라 온라인 게임의 사용 행태도 변하고 있다. | |
온라인 게임의 사용 행태는 어떻게 변화고 있는가? | 게임 시장의 규모만 커진 것이 아니라 온라인 게임의 사용 행태도 변하고 있다. 전통적인 비디오 게임과 다르게 온라인 게임은 인터넷을 통해 사회적 상호작용을 허용한다. 온라인 게임은 일상적인 활동이 되었고, 사회적 상호작용은 큰 영향을 미치고 있다. 사회적 상호작용이 긍정적인 영향만을 미치는 것이 아니라 이로 인해 온라인 게임을 과도하게 이용하는 경우도 발생하고 있다. | |
온라인 게임의 몰입과정은 어떻게 되는가? | 사회적 상호작용은 전통적인 컴퓨터 게임과 구별되는 가장 중요한 요소이다[2, 3]. 온라인 게임은 많은 게이머가 동시에 이용할 수 있도록 개발되었고, 이곳에서 게이머들은 아바타를 통해 서로 상호작용을 하면서, 게임에 몰입할 수 있다[4]. 시간이 흐르면서 온라인 게임은 사회적 활동의 일종으로 여겨지고 있다[5, 6]. |
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