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A study on self-expression attitude and fandom phenomenon of avatar customizing

아바타 커스터마이징의 자기표현 태도와 팬덤현상 연구

  • Received : 2018.03.11
  • Accepted : 2018.04.20
  • Published : 2018.04.20

Abstract

MMORPG started from text-based MUD in the early '80s and had developed a lot of technology to the present. As these technologies evolve, so far, the game has changed in the game centred on male enthusiasts, and the use of players with various tendencies is increasing. As a result, a new phenomenon in the MMORPG virtual space has created. In this paper, MMORPG users are divided into five factors by using Q methodology and studied play about fandom phenomenon. Through this, the player showed the self-expression phenomenon according to the level, and the characteristic that develops from the enjoyment of the gameplay itself to the fandom phenomenon further developed.

MMORPG는 80년대 초 텍스트 기반의 MUD에서 출발하여 현재에 이르러 많은 기술의 발전을 이루어냈다. 이러한 기술이 발전함에 따라 지금까지 남성 매니아층 중심의 게임에서 변화하여 다양한 성향의 플레이어의 이용이 증가하고 있다. 이를 바탕으로 MMORPG 가상공간에서의 새로운 현상이 생겨나게 되었다. 본 논문에서는 MMORPG 유저들을 Q방법론을 이용한 플레이어의 5가지 요인으로 나누어 팬덤 현상에 대해 연구하였다. 이를 통해 플레이어는 레벨에 따른 자기표현 현상이 두드러지게 나타났고, 게임 플레이 자체를 즐기는 것에서 더 발전해서 팬덤 현상으로 발전하는 특징을 알 수 있었다.

Keywords

References

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