$\require{mediawiki-texvc}$

연합인증

연합인증 가입 기관의 연구자들은 소속기관의 인증정보(ID와 암호)를 이용해 다른 대학, 연구기관, 서비스 공급자의 다양한 온라인 자원과 연구 데이터를 이용할 수 있습니다.

이는 여행자가 자국에서 발행 받은 여권으로 세계 각국을 자유롭게 여행할 수 있는 것과 같습니다.

연합인증으로 이용이 가능한 서비스는 NTIS, DataON, Edison, Kafe, Webinar 등이 있습니다.

한번의 인증절차만으로 연합인증 가입 서비스에 추가 로그인 없이 이용이 가능합니다.

다만, 연합인증을 위해서는 최초 1회만 인증 절차가 필요합니다. (회원이 아닐 경우 회원 가입이 필요합니다.)

연합인증 절차는 다음과 같습니다.

최초이용시에는
ScienceON에 로그인 → 연합인증 서비스 접속 → 로그인 (본인 확인 또는 회원가입) → 서비스 이용

그 이후에는
ScienceON 로그인 → 연합인증 서비스 접속 → 서비스 이용

연합인증을 활용하시면 KISTI가 제공하는 다양한 서비스를 편리하게 이용하실 수 있습니다.

MMORPG 아바타 커스터마이징의 변형 과정에서 플레이어 태도 연구
Study of Player Attitudes Regarding MMORPG Avatar Customization in the Transformation Stage 원문보기

한국게임학회 논문지 = Journal of Korea Game Society, v.17 no.3, 2017년, pp.7 - 20  

백철호 (홍익대학교 게임학부)

Abstract AI-Helper 아이콘AI-Helper

MMORPG users can create their own identity that they will use to act through in the virtual world utilizing the avatar creation system. The MMORPG customization process, divided into the creation and transformation stages, provides a sandbox for the identity play by users. In this study, analysis of...

주제어

AI 본문요약
AI-Helper 아이콘 AI-Helper

* AI 자동 식별 결과로 적합하지 않은 문장이 있을 수 있으니, 이용에 유의하시기 바랍니다.

제안 방법

  • The self-images and gender perceptions projected by an avatar, which are expansions of the images that are physiologically distinguished from reality, provide a way to understand a user’s ideas and values. Accordingly, this study employed Q methodology to objectively measure subjectivity in an in-depth investigation of user values. The use of the Q methodology is appropriate considering its ability to analyze unconscious behaviors that the user neither recognizes nor describes.
  • Utilizing the ‘Thinking Aloud’ usability assessment technique, the subjects verbally expressed what they thought while categorizing during the experiment. If the subject made a gesture of sympathy or wonder while looking at a certain card, an additional inquiry in the interview format was conducted to determine the source of these reactions.
  • The interpretation of the Q analysis data was based on the previously conducted preliminary study, interviews, and basic inquiries to improve objectivity and validity.
  • The nine game developers were recruited during the initial study, including the director of AION, the subject of this study. The nine game developers, consisting of two planners, one game user interface designer, one background designer, one sales representative, one client programmer, one 3D modeler, one sound designer, and one 2D designer, participated in three group meetings over a three-week period and two additional group meetings that were intended to analyze the results of the experiment.
  • Utilizing the ‘Thinking Aloud’ usability assessment technique, the subjects verbally expressed what they thought while categorizing during the experiment.

대상 데이터

  • Ultimately, 64 statements on attitudes during the modification stage were selected for an evaluation of major behavioural patterns. A total of 29 users in their 20s and 30s (minimum age: 22 years, maximum age: 39 years, median age: 28.7 years) who reached the level cap (level 60) of the MMORPG AION were selected as the P-Set (people). The gender composition was 20 males and 9 females.
  • For the Q statements in this study, a total of 204 statements were obtained from interviews and group meetings with one MMOPRG AION director, eight game development experts, and eight MMORPG users over two months. The nine game developers were recruited during the initial study, including the director of AION, the subject of this study.
  • For the Q statements in this study, a total of 204 statements were obtained from interviews and group meetings with one MMOPRG AION director, eight game development experts, and eight MMORPG users over two months. The nine game developers were recruited during the initial study, including the director of AION, the subject of this study. The nine game developers, consisting of two planners, one game user interface designer, one background designer, one sales representative, one client programmer, one 3D modeler, one sound designer, and one 2D designer, participated in three group meetings over a three-week period and two additional group meetings that were intended to analyze the results of the experiment.

데이터처리

  • The subjects’ categorization results were recorded on the Q scoreboard and statistically processed by factor analysis using QUANL.

이론/모형

  • In the last stage of Q methodology research, the typology extracted from the results is interpreted. This interpretation is conducted by comparing and contrasting the locations of each statement using the Q categorization re-composition-determined type. To this end, the researcher relies on his or her interpretations, theories, basic research, cultural experience, and other factors[13].
본문요약 정보가 도움이 되었나요?

참고문헌 (14)

  1. N. Ducheneaut, M-H Wen, N. Yee and G. Wadley. Body and Mind: A Study of Avatar Personalization in Three Virtual Worlds. In: Proceedings of CHI'09, New York: ACM: 1151-1160, 2009 

  2. S. Turkle. Life on the screen: Identity in the Age of the Internet, New York: Simon & Schuster, 1995 

  3. T. L. Taylor. Living digitally: Embodiment in virtual worlds. In R. Schroeder(Ed.), The social life of avatars: Presence and interaction in shared virtual environments. London: Springer-Verlag: 40-62, 2002 

  4. S. Trepte, L. Reinecke and K. Behr. Creating virtual alter egos or superheroines? Gamers: strategies of avatar creation in terms of gender and sex, International journal of gaming and computer-mediated simulations, 1 (2): 52-53, 2009 

  5. Ching-I. Teng. Customization, immersion satisfaction, and online gamer loyalty, Computers in Human Behavior, 26 (6): 1541-1554, 2010 

  6. A. Vasalou and A. N. Joinson. Me, myself and I: The role of interactional context on self-presentation through avatars, Computers in Human Behavior, 25 (2): 510-520, 2009 

  7. Y. B. Kafai, D. A. Fields and M. S. Cook. Your Second Selves: Player-Designed Avatars, Games and Culture, 5 (1): 23-42, 2010 

  8. S. Turkle. The Second Self: Computers and The Human Spirit, New York: Simon & Schuster, 1984 

  9. A. N. Oppenheim. Questionnaire Design, Interviewing and Attitude Measurement, Continuum, London, 1992 

  10. R. M. Cross. Exploring attitudes: the case for Q methodology, Health Education Research, 20 (2): 206-213, 2005 

  11. A. L. Valenta and U. Wigger. Q-methodology: Definition and application in health care informatics. Journal of the American Medical Informatics Association, 4: 501-510, 1997 

  12. H. K. Kim. Q Methodology: Philosophy, Theories, Analysis, and Application, Seoul Korea: Communication Books, 2008 

  13. R. S. Rogers. Q methodology, In: Smith, J.A., Harre, R. And Van Longgenhove, I.,eds., Rethinking Methods in Psychology, London: Sage: 178-193, 1995 

  14. K. Bessiere, F. Seay and S. Kiesler. The Ideal Elf: Identity Exploration in World of Warcraft, CyberPsychology & Behavior, 10 (4): 530-535, 2007 

저자의 다른 논문 :

LOADING...

관련 콘텐츠

오픈액세스(OA) 유형

FREE

Free Access. 출판사/학술단체 등이 허락한 무료 공개 사이트를 통해 자유로운 이용이 가능한 논문

섹션별 컨텐츠 바로가기

AI-Helper ※ AI-Helper는 오픈소스 모델을 사용합니다.

AI-Helper 아이콘
AI-Helper
안녕하세요, AI-Helper입니다. 좌측 "선택된 텍스트"에서 텍스트를 선택하여 요약, 번역, 용어설명을 실행하세요.
※ AI-Helper는 부적절한 답변을 할 수 있습니다.

선택된 텍스트

맨위로