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A Comparison of Tendencies in Male and Female Gamers Using Customization and Life Simulation

커스터마이징과 육성시뮬레이션을 이용한 남녀 게이머 성향 비교

  • Jung, Hee-Young (Graduate School, Dept. of Interaction Design, Hallym University) ;
  • Jung, In-Hoo (Graduate School, Dept. of Interaction Design, Hallym University) ;
  • Oh, Pyeong (Graduate School, Dept. of Interaction Design, Hallym University) ;
  • Kim, Sun-Jeong (Graduate School, Dept. of Interaction Design, Hallym University) ;
  • Hong, Seokmin (Dept. of Advertising and Public Relations, Hallym University)
  • 정희영 (한림대학교 인터랙션디자인) ;
  • 정인후 (한림대학교 인터랙션디자인) ;
  • 오평 (한림대학교 인터랙션디자인) ;
  • 김선정 (한림대학교 인터랙션디자인) ;
  • 홍석민 (한림대학교 광고홍보학과)
  • Received : 2016.09.07
  • Accepted : 2016.10.19
  • Published : 2016.10.20

Abstract

The market of mobile game is growing rapidly according to increasing trend of mobile market and dissemination of smart phone devices. Not only the number of male gamers, but also female gamers who are relatively playing casual games are increased and the mobile market is growing as well. Therefore, this study compared the tendencies in male and female gamers using "Link" which was based on customizing and life simulation. The results showed that female gamers had stronger affinity than male gamers in customization. Both male and female gamers showed similar interests in battle situation. This paper contributes to new perspective of mobile game developing and marketing opportunity.

모바일 시장과 스마트폰의 보급량이 증가함에 따라 모바일 게임의 시장 역시 빠르게 성장하고 있다. 이는 남성 게이머 뿐만 아니라 비교적 캐주얼게임을 즐기던 여성 게이머의 규모를 성장시켰고, 모바일 시장은 나날이 성장해가는 추세를 보여주고 있다. 따라서 본 논문은 커스터마이징과 육성시뮬레이션을 중심으로 게임 '링크(Link)'를 개발하여 남성 게이머와 여성 게이머의 성향을 분석하고자 한다. 커스터마이징과 육성시뮬레이션이 남성 게이머와 여성 게이머에게 어떤 영향을 미치는지 분석한 결과, 여성 게이머가 커스터마이징과 육성에 더 애착을 가진다는 것과 여성 게이머와 남성 게이머 모두 전투에서 비슷한 관심을 보인다는 결과를 도출해냈다. 이를 통해 새로운 모바일 게임의 개발방향 및 마케팅 기회를 창출하는데 기여하고자 한다.

Keywords

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