$\require{mediawiki-texvc}$

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.

[국내논문] 구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석
User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling 원문보기

Human ecology research : HER, v.61 no.3, 2023년, pp.475 - 492  

이철 (성균관대학교 소셜이노베이션융합전공) ,  정재은 (성균관대학교 소비자학과)

Abstract AI-Helper 아이콘AI-Helper

This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-...

Keyword

참고문헌 (30)

  1. Connelly, R., Playford, C. J., Gayle, V., & Dibben, C. (2016). The role?of administrative data in the big data revolution in social science?research. Social Science Research, 59, 1-12. 

  2. Constantiou, I., Legarth, M. F., & Olsen, K. B. (2012). What are users'?intentions towards real money trading in massively multiplayer?online games?. Electronic Markets, 22, 105-115. 

  3. Grundy, D. (2008). The presence of stigma among users of the MMORPG?RMT: A hypothetical case approach. Games and Culture, 3(2), 225-247. 

  4. Hamari, J., Alha, K., Jarvela, S., Kivikangas, J. M., Koivisto, J., &?Paavilainen, J. (2017). Why do players buy in-game content? An?empirical study on concrete purchase motivations. Computers in?Human Behavior, 68, 538-546. 

  5. Hart, C. B. (2017). Considering the interaction of functional factors?in video game design influencing the economic effectiveness of?microtransactions. In C. B. Hart (Ed.), The evolution and social impact?of video game economics (pp. 61-80), Lexington Books. 

  6. Hu, N., Zhang, T., Gao, B., & Bose, I. (2019). What do hotel customers?complain about? Text analysis using structural topic model. Tourism?Management, 72, 417-426. 

  7. Jin, H. J. (2018). A study on game items as the object of the property?crime - An examination of the property crime about the stealing, the?destruction, and the receiving stolen goods of game items -. Yonsei?Law Journal, 32, 133-160. 

  8. Johnson, M. R., & Brock, T. (2020). The 'gambling turn'in digital game?monetization. Journal of Gaming & Virtual Worlds, 12(2), 145-163. 

  9. Josh Bycer. (2014). Mobile vs. PC and microtransaction psychology.?Retrieved fromhttps://www.gamedeveloper.com/business/mobile-vspc-and-microtransaction-psychology 

  10. Jung, M., Lee, Y. L., & Chung, J. E. (2023). Cross national consumer?research using structural topic modeling: Consumers' approach?avoidance behaviors. International Journal of Consumer Studies.?https://doi.org/10.1111/ijcs.12923 

  11. Lehdonvirta, V. (2009). Virtual item sales as a revenue model: Identifying?attributes that drive purchase decisions. Electronic Commerce?Research, 9, 97-113. 

  12. Lelonek-Kuleta, B., Bartczuk, R. P., & Wiechetek, M. (2021). Pay for play-?Behavioural patterns of pay-to-win gaming. Computers in Human?Behavior, 115, 106592. 

  13. McCaffrey, M. (2019). The macro problem of microtransactions: The selfregulatory challenges of video game loot boxes. Business Horizons,?62(4), 483-495. 

  14. Mordorintelligence. (2021). MMORPG gaiming Market - Growth, trends,?COVID-19 impact, and forecasts (2022-2027). Mordor Intelligence.?Retrieved fromhttps://www.mordorintelligence.com/industry-reports/mmorpg-gaming-market 

  15. Neely, E. L. (2021). Come for the game, stay for the cash grab: The ethics?of loot boxes, microtransactions, and freemium games. Games and?Culture, 16(2), 228-247. 

  16. Noh, Y., Jeong, S., & Kim, H. K. (2021). Trading behind-the-scene:?Analysis of online gold farming network in auction house system.?IEEE Transactions on Game, 14(3), 423-434. 

  17. Oh, G., & Ryu, T. (2007, September). Game design on item-selling based?payment model in Korean online games. Paper presented at the?DiGRA Conference (pp. 650-657). Tokyo, Japan. 

  18. Palmeira, M. (2021). The interplay of micro-transaction type and amount?of playing in video game evaluations. Computers in Human Behavior,?115, 106609. 

  19. Park, I. H., Park, Y. M., Lee, C., Sun, J. E., Hu, W., & Chung, J. E. (2022).?A comparative study of dietary related zero-waste patterns and?consumer responses before and after COVID-19. Family and?Environment Research, 60(1), 21-38. 

  20. Pelletier-Gagnon, J. (2018). 'Very much like any other Japanese RPG?you've ever played': Using undirected topic modelling to examine the?evolution of JRPGs' presence in anglophone web publications. Journal?of Gaming & Virtual Worlds, 10(2), 135-148. 

  21. Petrovskaya, E., Deterding, S., & Zendle, D. I. (2022, April). Prevalence?and salience of problematic microtransactions in top-grossing mobile?and PC games: A content analysis of user reviews. Paper presented at?the 2022 CHI Conference on Human Factors in Computing Systems?(pp. 1-12), LA, United States. 

  22. Roberts, M. E., Stewart, B. M., & Tingley, D. (2019). Stm: An R package for?structural topic models. Journal of Statistical Software, 91, 1-40. 

  23. Schofield, A., Magnusson, M., Thompson, L., & Mimno, D. (2017).?Understanding text pre-processing for latent Dirichlet allocation.?Paper presented at the 15th Conference of the European Chapter of?the Association for Computational Linguistics, Valencia, Spain. 

  24. Shin, J. Y., Suk, J., & Chung, J. E. (2023). Consumer Responses to?fashion in the metaverse: A text-mining analysis on online news?comments. Paper presented at the 2023 Future of Information?and Communication Conference (FICC), https://saiconference.com/Conferences/FICC2023. 

  25. Steam. (2023). Lost Ark news. Retrieved from https://steamcommunity.com/app/1599340/allnews/ 

  26. Steamdb. (2022). Lifetime concurrent players on Steam. Retrieved from?https://steamdb.info/app/1599340/graphs/ 

  27. Tinati, R., Halford, S., Carr, L., & Pope, C. (2014). Big data: Methodological?challenges and approaches for sociological analysis. Sociology, 48(4),?663-681. 

  28. Tomic, N. (2017). Effects of micro transactions on video games industry.?Megatrend Revija, 14(3), 239-257. 

  29. Tomic, N. Z. (2018). Economic model of microtransactions in video?games. Journal of Economic Science Research, 1(1), 17-23. 

  30. Zendle, D., Meyer, R., & Ballou, N. (2020). The changing face of desktop?video game monetisation: An exploration of exposure to loot boxes,?pay to win, and cosmetic microtransactions in the most-played?Steam games of 2010-2019. PloS One, 15(5), e0232780.? 

저자의 다른 논문 :

관련 콘텐츠

오픈액세스(OA) 유형

BRONZE

출판사/학술단체 등이 한시적으로 특별한 프로모션 또는 일정기간 경과 후 접근을 허용하여, 출판사/학술단체 등의 사이트에서 이용 가능한 논문

이 논문과 함께 이용한 콘텐츠

저작권 관리 안내
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