• Title/Summary/Keyword: 여성게이머

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Analysis of Male Character Design's Stereotype through Otome Game - Focusing on Ensemble Stars (오토메 게임을 통한 남성 캐릭터 디자인의 스테레오 타입 분석)

  • Lee, Kyung-Hwa;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.45-54
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    • 2017
  • This study is about stereotype analysis of male character design that can satisfy female gamer's preference. Based on Helen McCarthy's stereotype study of male characters released in 1998, we analyzed 33 characters in the Otome game ensemble stars for mobile. As a result, we were able to find one new type in addition to the six stereotypes of previous studies. Through the emergence of this new stereotype, we are able to find the development of male character design.

A Comparative Case Study on Game Characteristic of MMORPG (MMORPG 게임의 게임성 요소에 대한 사례 비교 연구)

  • Lee, Myoun-Jae
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.14-25
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    • 2004
  • Currently in South Korea, the online game market brings in revenues of around 4,522 hundred billion Won. Thus, it becomes obvious that the number of online gamers has been increasing over the years and will probably continue to increase. Often times, the success of online games is determined by the characteristics of the game. This includes anything from the action to the plot and story development of the game. This is a crucial element in determining how interested a gamer will be in the game, which in turn can also lead to more effective technology development and cost investment in the overall game market. Research is being conducted by 'Mu', 'Ragnarok' and 'Laghaim', on the game characteristics of successful MMORPG online games. 'Mu's' target research are females, while 'Ragnarok' and 'Laghaim' are targeting the male gamer. This study will aid game companies in developing more games with successful game characteristics that are attractive to garners.

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Analysis of Korean Gamers' Preferences on Chinese Mobile Games (중국 모바일 게임의 한국 소비자 취향 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.7
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    • pp.970-977
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    • 2018
  • Chinese mobile games enjoyed big success in Korean game market in 2017. On the surface, such success owes to their effort to strengthen the collaboration with Korean publishers and to relieve Chinese style in the game structure such as user interface. However, there seems to be other reasons for Korean mobile gamers to accept Chinese games more easily than before. In this paper, we analyze the preferences of Korean gamers playing chinese mobile games in 2017 by survey through many community sites. Among 201 subjects of our survey, 79% were males and most of them were under 20's. We found gender difference of game genre they played such that most young males played Moe-fied Fleet games but females played casual fashion collection games. Other than that, regardless of gender, Korean gamers preferred Chinese games' charging policy and management policy as well as the character illustrations that emphasized fantasy-style sexism (autome or ero-kawai).

Qualitative Study on Sexual Harassment in Digital Games : Applying the Grounded Theory (디지털 게임에서의 성적 괴롭힘 피해 경험에 대한 질적 연구 : 근거이론을 적용하여)

  • Kim, Jee Yeon
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.133-150
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    • 2019
  • The purpose of this study is to explore the contents and process of sexual harassment experience in digital games. We interviewed 12 Female gamers and analyzed their experiences through grounded theory. In the paradigm model, the core phenomenon was psychological confusion and influence. Various causal, contextual and interventional conditions have been identified. The strategies were 'direct and passive action', and 'anger expression'. The consequences were 'decreasing the value of game' and 'negative perception of Korean society and men'.

The Application of Agent and Advertising in 3D Sports Game (3D 스포츠 게임에서 Agent와 광고의 활용에 관한 연구)

  • Lee, Yong-Jae;Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.10
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    • pp.2269-2276
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    • 2010
  • This research shows how autonomous character agents work in 3D sports game and its application to advertising. It is a kind of interdisciplinary study between game and advertising. In other words, advertising can be used a beneficiary model in game industry. For the purpose of analyzing the role of agents, 3D table-tennis game and advertising tools are developed. The role of agents is booming up and focusing on the game by their voices and texts. In game, several famous brands are showed up as a mean of advertising. This study analyzed the role of agents and advertising from the game user's position. For validity and reliability of the research, questionnaires were analyzed. As a results, several facts are found. Firstly, the agents worked positively as a game boomer. More than half of the respondents answered the agents are useful for the game. Secondly, the advertising tools showed up on the game are helpful to understand the brand. In other words, the game is contributed to build up the brand image. These kinds of attempts may be significant in that the agents are performed as a parter of functional and woman-oriented game. And advertising brands when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing 3D game as an interdisciplinary study.