Browse > Article
http://dx.doi.org/10.7583/JKGS.2016.16.5.37

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

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)
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.
Keywords
Gender Difference; Gamer; Customization; Life Simulation;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
연도 인용수 순위
1 Hyeog-In, Kwon and others, "An Exploratory Study on the Extraction of Factors of Purchase Intention of a Smart-Phone Game", Journal of the Korean society for computer, Vol.11, No.3, pp.43-54, 2011.
2 Korea Creative Content Agency, "Online games and mobile gamers characteristic Comparison", Content industry to see statistical, Vol.15, No.12, 2015.10.30.
3 gamer. wikipedia. 2013.6.1
4 Eun-ji Kim, "A Study on Usability of Customizing UI Design for Online Game Character". M.Phil. Dissertion, INJE University, Design, 2010.
5 Myung-Ju Kang, "A Case Study of Simulation Game Development based on Multi-Platform", Summer Journal of the Korean Society Of Computer And Information, Vol20, No2, pp.359-360, 2012.7
6 flow terms.naver.com 2015. 4
7 Duration terms.naver.com.2015.09.09.
8 Korea Creative Content Agency, "white paper on korean games", 2014
9 Tamagotchi dopedia.2015.5
10 Kwangho Ahn and others. "The study on the structural model of avatar decoration needs, avatar self-identification and site attitude & Loyalty", Korean Society of Consumer Studies, Vol.15 No.2, pp.19-38, 2004.
11 Chulho Paik. Jaeho Kim. "Usability test for MMORPG users' appearance needs in virtual world-Avatar customization of the AION game-", Journal of Korea Design Knowledge, vol.11, no.17, pp.11-20, 2011.