• Title/Summary/Keyword: 게이머 분류

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Mobile Gamer Categorization with Archetypal Analysis and Cognitive-Psychological Features from Log Data (로그 데이터의 유형분석 및 인지심리적 속성 추출을 이용한 모바일 게이머 유형화 연구)

  • Jeon, Jihoon;Yoon, Dumim;Yang, Seongil;Kim, Kyungjoong
    • Journal of KIISE
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    • v.45 no.3
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    • pp.234-241
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    • 2018
  • The study of classifying gamer types or analyzing the characteristics of gamers is a field of interest for data analysis researchers. From the past to the present, much research has been done on gamer categorization and gamer analysis. However, most studies use surveys or bio-signals, which is not practical because it is difficult to obtain large amounts of data. Even if the game log is used, it is difficult to analyze the psychology of the gamer because the gamer is categorized and analyzed by extracting only statistical values. However, if we can extract the cognitive psychology information of the gamer from the basic game log, we can analyze the gamer more intuitively and easily. In this paper, we extracted eight cognitive psychological features representing the behavior and psychological information of the gamer using Crazy Dragon's game log, which is a mobile Role-Playing-Game (RPG). In addition, we classified gamers based upon cognitive psychological features and analyzed them using eight cognitive psychological features. As a result, most gamers were highly correlated with one or two types.

Applying of SOM for Recognition to Tension and Relaxation in a Scrolling-Shooter Game (비행슈팅게임에서 게이머의 긴장이완 상태를 인식하기 위한 SOM의 적용)

  • Jeong, Chan-Soon;Ham, Jun-Seok;Park, Jun-Hyoung;Yeo, Ji-Hye;Ko, Il-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.169-172
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    • 2009
  • 본 논문은 SOM을 이용하여 비행슈팅게임을 하는 게이머의 긴장과 이완상태를 학습한다. 학습된 SOM을 이용해 게이머의 새로운 심박데이터가 입력되었을 때 긴장과 이완 상태에서 플레이하는 게이머의 인식을 제안한다. 게이머들은 비행슈팅게임을 플레이하면서 게임 환경들의 패턴들에 익숙해진다. 게이머들은 반복하면서 지루해지면서 자연스럽게 긴장감도 떨어지게 된다. 만약 긴장이완 정도를 알 수 있다면 게이머의 상태에 맞게 게임환경을 조절하여 긴장감을 유지할 수 있을 것이다. 본 연구에서는 비행슈팅게임을 하는 게이머의 심박신호를 이용하여 게이머의 긴장이완상태를 신경망 SOM으로 분류한다. SOM은 주어진 입력패턴에 정확한 답을 정해주지 않고 자기 스스로 학습하여 해답을 찾는 신경망중의 하나이다. 따라서 게이머의 심박신호는 SOM 학습을 통해 게이머의 긴장과 이완상태들을 군집화 할 수 있다. 비행슈팅게임을 20회 반복 플레이하여 SOM으로 게이머의 심박신호를 입력해 본 결과 긴장이완상태를 인식 할 수 있었다.

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An Empirical Study on Online Game Players' Characteristics in Japan : Hardcore versus Casual Gamers (일본 온라인 게임시장에의 성공적 진출을 위한 기반 연구 - 게이머 유형별 특성 차이를 중심으로 -)

  • Um, Myoung-Yong;Kim, Tae-Ung;Kim, Young-Ki
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.26
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    • pp.285-313
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    • 2005
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the difference, among the types of players, in demographic and social trends, perceptions related to game-design factors, and attitude toward the games. Based on data collected from online questionnaire survey, the differences between hardcore and casual players have been analyzed, and interesting conclusions have been provided concerning the online-game design and development strategies for Japan online-game players.

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Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

Online Game Lifestyle in Different Cultural Context: Korea and Japan (문화적 맥락과 온라인 게임 라이프스타일: 한국과 일본의 비교)

  • 황상민;장근영
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.91-97
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    • 2003
  • 본 연구는 온라인 게임공간에서 게이머들이 어떻게 서로 다른 가치관과 행동 패턴을 드러내는지를 확인하고 이를 통해 온라인 게임세계의 문화를 이해하고 분석하기 위해 실시되었다. 전 세계에서 가장 많은 게이머들이 활동하고 있고, 한국과 일본에서 동시에 서비스되고 있는 온라인 게임인 〈리니지〉의 게이머들을 대상으로 온라인 설문조사를 실시하여 '라이프 스타일' 분석틀을 이용해서 이들이 게임공간에서 보이는 행동을 분류하였다. 글 결과 한국과 일본의 리니지 사용자들에게서 거의 유사한 세 가지 라이프스타일 패턴이 추출되었으며 한국과 일본에서 라이프스타일에 따른 행동 패턴이 일관적으로 나타나고 있음을 확인하였다. 도한 한국과 일본의 문화적 차이는 각 라이프스타일 프로파일의 극단성과 분포비율에 의해 반영되는 것으로 확인되었다. 일본의 탈사회적 게이머는 한국의 그것에 비해 더 극단적인 반면 전체 응답자 중에서 차지하는 비율이 적었고 게임 세계에서의 사회 경제적 위치도 낮았으며 한국에서는 비교적 적은 비율을 차지하던 싱글 플레이어 유형이 일본에서는 가장 많은 비중을 차지하는 것으로 나타났다. 또한 일본의 게이머들은 라이프스타일에 상관없이 대부분이 게임 공동체에 가입하는 반면 한국의 게이머들은 라이프스타일에 따라 공동체 참여율이 달랐지만 전체적인 참여율은 일본에 비해 높았다. 이러한 차이는 일본 게임세계에서 공동체 참여는 기본적인 의무인 반면 한국에서는 현실적인 이익과 직결된 활동임을 시사한다. 또한 게임몰입수준은 한국보다 일본의 리니지 게이머들이 높았다. 아시아 각 국에 한국에서 개발한 동일한 온라인 게임이 확산되어 있는 현황을 고려할 때, 온라인 게이머의 라이프스타일 척도는 한국과 일본뿐만 아니라 대만과 중국, 홍콩, 그리고 미국과 같은 리니지 게임이 서비스되는 모든 국가의 문화적 차이를 이해하고 과학적으로 분석할 수 있는 방법이 될 수 있을 것으로 기대된다. 의미를 되새기는 것으로 짧은 연구를 시작하겠다. 등은 활성 값이 70% 이상으로 퇴적물 독성이 상대적으로 낮았다. 이중나선 DNA 함량은 28.4 % - 49%로 대조군에 비해서 감소가 크다. 대부분의 정점이 대조군의 30% 내외로 정점 간의 차이는 크지는 않다. 그러나 다른 측정자료와 같이 정점 22에서 18%로 최소치를 나타내고, 정점 2, 12에서 20% 내외의 값을 보인다. 종합적으로 볼 때 오염물질의 유입이 크고, 광양제철 인근 정점 들이 모두 다른 정점에 비해서 낮아서, 퇴적물 독성이 높은 정점으로 조사되었다.hiwo의 광합성 능력은 낮은 농도들에서는 대조구와 유사하였으나, 5 $\mu\textrm{g}$/l의 높은 농도에서는 초기에 매우 낮은 광합성 능력을 보이다가 시간이 경과하면서 대조군보다 더 높은 경향을 나타냈다. 이러한 결과는 식물플랑크톤이 benso[a]pyrene의 낮은 농도에서 노출될 때는 이 물질을 탄소원으로 사용할 가능성이 있음을 시사한다. 본 연구의 결과들은 연안해역에 benso[a]pyrene과 같은 지속성 유기오염물질이 유입되었을 때 내정여부에 따라 식물플랑크톤 군집내 종 천이와 일차생산력에 크게 영향을 미칠 수 있음을 시사한다.TEX>5.2개)였으며, 등급별 회수율은 각각 GI(8.5%), GII(13.4%), GIII(43.9%), GIV(34.2%)로 나타났다.ments of that period left both in Japan and Korea. "Hyojedo" in Korea is supposed to have been influenced by the letter design. Asite- is also considered to have been "Japanese Letter Jobcheso." Therefore, the purpose of this study is to look into

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A Gamer Perception Study of Analyzing by Ecological Psychology in Virtual Environment -Focus on Battleground- (생태학적 심리학관점에서 분석한 게이머의 가상환경 지각연구 -배틀그라운드 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.50
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    • pp.239-273
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    • 2018
  • There have been many topics in gamer research on gamers' game addiction, education, and psychological interest. This paper investigates how to perceive the virtual environment of gamers based on James Gibson 's theories of cognitive science. Gibson's theory is not a stimulus input through individual sensory receptors, but rather a learning process such as establishing a cognitive relationship between perceptual systems, external invariant property separation, behavioral learning, invariant property separation of events, selectiveism development. Based on this analysis tool, I collected and verified gamers' perception of game environment of by FGI survey method. The results of the analysis showed that Gibson 's perceptual learning process was perceived as a virtual environment as in reality, and there was also perceptual difference found only in games. Patterned perception develops in the direction of classifying invariant properties appearing in the game based on the purpose of the game. In this study, it can be seen as a result of the research that FGI interview can be summarized as patterning (typification) perception process based on the goal consciousness of gamers. But,The results of the study suggest that the psychological analysis of the gamer can not be presented by the FGI results alone. In the future, we need a model study to confirm the causality and the verification through statistical analysis.

A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" - (초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 -)

  • Choe, Eun-Jeong;Chang, Geun-Young;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.387-396
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    • 2005
  • The purpose of this research was to find differences of children's behavioral pattern between players and non players of the online game "Lineage" in on-line and off line space. As a result, social behaviors of children who play online games were less active than who don't. Based on their motive and behavior pattern in online world, four behavior patterns in online world were identified; "Single-Oriented", "Community-Oriented", "Off-Real World" and "Discriminative." Off-Real World and Discriminative players were more sociable than Single-Oriented and Community-Oriented players. And Discriminative player has more self assertive attitude than others. This study may serve as a model to understand how players will respond to the various game features and how they adopt the virtual world for their interpersonal relationships.

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Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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Analyzing Types of Styling through Character Customization Games (캐릭터 커스터마이징 게임에 나타난 유형별 스타일링 분석)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.309-316
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    • 2015
  • The styles by character type in customizing systems were analyzed, being classified into creative style, attractive style, grotesque style, usual style, and suit style on the basis of the 'fashion style types of game characters' proposed in the previous research. The creative and convergent designs that couldn't be implemented in reality were expressed in various forms because those designs were created in virtual space, one feature of games. The analysis of the fashion styles of characters was focused on the RPG using the characters with exaggerated body proportions beyond the general body proportions in reality and the features on game characters that were identified by gamers. Thus, the creative style and attractive style showed a high frequency. The common features were identified because the costume designs and colors for characters are generally selected in accordance with the gamers' requests or by reflecting the view on the world. However, it was difficult to find out the representative cases for hair designs and colors because of excessively diverse expressions. The results of this paper will be a valuable reference for the research on the fashion item development manual satisfying the gamers' personalities and requests and relevant research.

A Study on Gamers' Game Acts and Play Time (게이머의 게임 행위와 시간에 대한 연구)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.71-80
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    • 2017
  • This paper presents an investigation into time in games. Many researchers have studied time in games including Jesper Juul (2004), arranging time in games according to the criterion of the concept of time in reality. Most of this research distinguishes internal time from external time in games. The present study, thus, examined internal time in games from the viewpoint of the observer, believing that the most important element of the game was gameness or play and further experience rather than the relationship between reality and games. Thus, the investigator classified internal time in games into "oriented time" and "non-oriented time" and examined the operations of those time classifications in the gamers' experiences.