최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.19 no.5, 2019년, pp.151 - 164
김민정 (아주대학교 라이프미디어협동과정 IT 심리) , 이한가람 (아주대학교 미디어학과) , 오규환 (아주대학교 미디어학과)
In this study, we developed a visual novel game as one of the donation campaign strategies. In study 1, we developed a visual novel game for the elderly who live alone. In study 2, we also examine how game affects personal distress and empathic concern, the emotions that trigger help behavior. The r...
핵심어 | 질문 | 논문에서 추출한 답변 |
---|---|---|
상호작용적 내러티브는 게임에서 어떠한 역할을 하는가? | 전통적 정의로 봤을 때 내러티브란 시간적 연쇄로 이루어진 일련의 사건들[5]을 말하며, 상호작용적 내러티브는 사용자가 직접 참여하여 플롯을 바꿔나갈 수 있는 내러티브를 말한다. 게임에서 상호작용적 내러티브는 내용을 이끌어나가는 데 더해, 사용자의 정서를 촉발하고 등장인물에 공감하게 한다[6,7]. 이때 촉발된 정서나 공감은 도움 행동과 같은 친사회적 행동으로 이어질 수 있다[8,9]. | |
기능성 게임이란? | 이러한 가운데 기능성 게임을 활용하는 것이 하나의 길이 될 수 있다. 기능성 게임은 경영, 교육, 훈련, 헬스케어 등의 순수한 오락 이외의 목적을 가지는 게임[3]으로, 플레이어의 인지적, 학습적, 행동적, 개념적 변화를 목표로 한다[4]. 기부 광고나 캠페인의 목적 또한 개인의 태도 변화 및 사회적 메시지 전달로, 기능성 게임의 목적과도 일치한다. | |
상호작용적 내러티브는 기부활동에 어떠한 영향을 끼치는가? | 이처럼 정서를 촉발하는 것은 기부 행동을 촉구하는 중요한 요소 중 하나이다. 기부 대상을 보고 느끼는 슬픔이나 동정심, 죄책감, 심리적 불편감과 같은 정서는 대상에 대한 공감을 촉발하며, 이는 결과적으로 그들에 대한 기부 의도를 증진시킬 수 있다[10,11]. |
Charities Aid Foundation, "World Giving Index 2018", pp. 31, 2018.
Chan-Koo Yeo, Ja-Yeon Kim, Chung Hur, "The Influence of Donation Communication Factors on Donation Utility and Intention", Journal of Marketing Studies, Vol. 25, No. 2, pp. 203-218, 2017.6.
Abt, C. C., "Serious Games: The art and science of games that simulate life in industry, government and education", New York: Viking Press, 1977.
Michael, D. R. and Chen, S. L., "Serious Games: Games That Educate, Train, and Inform", Thomson Course Technology, 2006.
Cohan, S. and Shires, L. M., "Telling Stories: A Theoretical Analysis of Narrative Fiction", Routledge, 1988.
Vorderer, P., Knobloch, S. and Schramm, H, "Does Entertainment Suffer From Interactivity? The Impact of Watching an Interactive TV Movie on Viewers' Experience of Entertainment", Media Psychology, Vol. 3, No. 4, pp. 343-363, 2001.
Hand, S. and Varan, D, "Interactive Narratives: Exploring the Links between Empathy, Interactivity and Structure", EUROITV '08 Proceedings of the 6th European conference on Changing Television Environments, pp. 11-19, 2008.
Eisenberg, N. and Miller, P. A., "The relation of empathy to prosocial and related behaviors", Psychological Bulletin, Vol. 101, No. 1, pp. 91-119, 1987.
Batson, C. D., O'Quin, K., Fultz J., Vanderplas, M. and Isen, A. M., "Influence of self-reported distress and empathy on egoistic versus altruistic motivation to help", Journal of Personality and Social Psychology, Vol. 45, No. 3, pp. 706-718, 1983.
Bagozzi, R. P. and Moore, D. J., "Public service advertisements: Emotions and empathy guide prosocial behavior", Journal of Marketing, Vol. 58, No. 1, pp. 59-70, 1994.
Fisher, R. J., Vandenbosch, M. and Anita, K. D., "An Empathy-Helping Perspective on Consumers' Responses to Fund-Raising Appeals", Journal of Consumer Research, Vol. 35, No. 3, pp. 519-531, 2008.
Peng, W., "The mediational role of identification in the relationship between experience mode and self-efficacy: Enactive rol-playing versus passive observation", Cyberpsychology and Behavior, Vol. 11, No. 6, pp. 649-652, 2008.12.
Peng, W., Lee, M. and Heeter, C., "The Effects of a Serious Game on Role-Taking and Willingness to Help", Journal of Communication, Vol. 60, No. 4, pp. 723-742, 2010.12.
Ruggiero, D., "The Effect of a Persuasive Social Impact Game on Affective Learning and Attitude", Computers in Human Behavior, Vol. 45, pp. 213-221, 2015.4.
Tae-Hyup Roh, The Business Consulting Case Study of Startup Social Enterprise for Donation Network Platform, Korean Management Consulting Reviews, Vol. 13, No. 4, pp. 409-427, 2013.12.
tree planet, http://www.treepla.net
O'Sullivan, T., Hartely, J., Saunder, D., and Fiske, J., "Key concepts in communication", London: Methuen, 1983.
Cameron, A., "Dissimulations: The Illusion of Interactivity, Millennium Film Journal: Special Issue on Interactivities, No. 28, pp. 33-47, 1995.
Yin, L., Ring, L., and Bickmore, T. W., "Using an interacitive visual novel to promote patient empowerment through engagement", FDG '12 Proceddings of the International Conference on the Foundations of Digital Games, pp. 41-48, 2012.6.
Steinmann, S. T., Iten, G. H., Opwis, K., Forde, S. F., Frasseck, L. and Mekler, E. D., "Interactive Narratives Affecting Social Change: A Closer Look at the Relationship Between Interactivity and Prosocial Behavior", Journal of Media Psychology, Vol. 29, No. 1, pp. 54-66, 2017.
Cavallaro, D., "Anime and the Visual Novel: Narrative Structure Design and Play at the Crossroads of Animation and Computer Games", Califonia: McFarland, 2009.
Muhammad, A. F., "The Effects of Conversation-gambits Visual-novel Game on Students' English Achievement and Motivation", International Electronics Symposium, Denpasar, 481-486.
Hand, S. and Varan, D., "Exploring the Effects of Interactivity in Television Drama", EurolTV 2007: Interacitve TV: a Shared Experience, pp. 57-65, Springer, 2007.
Puto, C. P. and Wells, W. D., "Informational and Transformational Advertising: The Differential Effects of Time", Advances in Consumer Research, Vol. 11, pp. 638-643, 1984.
McCarthy, J. and Wright, P. C., "Techonology as Experience", The MIT Press, 2004.
Joo-Hyun Lee, Soo-Jin Jun, "Examining the Relationships between Elements of Aesthetic Experience and Intrinsic Determinants of Charity Giving on Giving Campaign Websites, Design Convergence Study, Vol. 13, No. 3, pp. 101-116, 2014.6.
Busselle, R. and Bilandzic, H., "Measuring Narrative Engagement", Media Psychology, Vol. 12, No. 4, pp. 321-347, 2009.
Jae-seon Jeong, "Factors influencing Attitude toward Fear-Based Campaign: The Moderating Role of Anger, Social Norms, and Efficacies", Journal of Public Relations, Vol. 23, No. 3, pp. 60-83, 2019.6.
Lau-Gesk, L. and Meyers-Levy, J., "Emotional Persuation: When the Valence versus the Resource Demands of Emotions Influence Consumers' Attitudes", Journal of Consumer Research, Vol. 36, No. 4, pp. 585-599, 2009.12.
Young-Shin Sung, Jiyoun Kim, Jungsuk Kang, "An ERP study on charitable donation ad effects: Metal imagery and attention", Science of Emotion & Sensibility, Vol. 17, No. 2, pp. 3-12, 2014.6.
Batson, C. D., Fultz, J. and Schoenrade, P. A., "Distress and empathy: Two qualitatively distinct vicarious emotions with different motivational consequences", Journal of Personality, Vol. 55, No. 1, pp. 19-39, 1987.
Batson, C. D., Duncan, B. D., Ackerman, P., Buckley, R. and Birch, K., "Is Empathic Emotion a Source of Altruistic Motivation?", Journal of Personality and Social Psychology, Vol. 40, No. 2, pp. 290-302, 1981.
Okun, M. A., Yeung, E. W. H. and Brown, S., "Voluteering by older adults and risk of mortality: A meta-analysis", Psychology and Aging, Vol. 28, No. 2, pp. 564-577, 2013.
Sang-kyun Lee, Han-geun Lee, Seong-goo Ji, "The Effects of Publicizing Donation Strategies of Non-Profit Organizations on Giving Intention", Journal of Product Research, Vol. 35, No. 1, pp. 159-169, 2017.2.
Batson, C. D., O'Quin, K., Fultz, J., Vanderplas, M. and Isen, A. M., "Influence of Self-reported Distress and Empathy on Egoistic versus Altruistic motivation to Help". Journal of Personality and Social Psychology, Vol. 45, pp. 706-718, 1983.
Hayes, A. F., "Introduction to Mediation, Moderation and Conditional Process Analysis: A Regression-Based Approach", 2nd Ed., The Guilford Press, 2017.
Preacher, K. J., Rucker, D. D., and Hayes, A. F., "Addressing Moderated Mediation Hypotheses: Theory, Methods, and Prescriptions", Multivariate Behavioral Research, Vol. 42, No. 1, pp. 185-227, 2007.
Kyoung-Hee Chu, Seok-Jeong Joo, "The Effects of Need for Closure and Self Construal on the Attitude towards Mixed Emotional Donation Advertising", Journal of Product Research, Vol. 35, No. 6, pp. 71-83, 2017.12.
※ AI-Helper는 부적절한 답변을 할 수 있습니다.