• Title/Summary/Keyword: 캐릭터 선호

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Analysis of Preference by Mobile Game Character Type -Focused on Dragon Village, Cookie Run, Ani Pang- (모바일 게임캐릭터 유형별 선호도 분석 -드래곤 빌리지, 쿠키런, 애니팡을 중심으로-)

  • Chi, Se-Eun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.337-342
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    • 2019
  • This study is a study on the factors of preference for mobile game characters whose intellectual property rights (IP) influence is great. There have been many cases in which user-side research has been conducted on the character's preference factors. However, it is largely macro-divided. Detailed analytical studies are needed because details are overlooked. By classifying the elements of the character, the five-point scale of the recorder also obtains the data through the survey. Detailed factors were analyzed according to the results. Prior studies and results were compared and factors consistent with prior studies were analyzed. Because this study analyzed detailed factors, unlike previous studies of macro view. It is expected to help develop characters in the future.

Animation Character Preference According to Age and Gender of Children (유아의 연령과 성에 따른 애니메이션 캐릭터 선호도)

  • Ko, Young-Ja;Kim, Min-Jung
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.470-479
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    • 2012
  • This study was designed to investigate and analyze children's preference on animation characters according to age and gender of the subjects, by surveying 255 children aged from 3 to 5. The animation characters were represented in pictures, and the reasons of preference were collected through individual interview with the children. The $x^2$ verification of SPSS 18.0 Window statistic program was used to verify the difference in preference. As a result, children aged from 3 to 5 showed higher preference on animations produced in foreign countries than the ones produced in Korea, as Korean animations and foreign-country animations had preference rate of 35.7% and 64.3%, and Korean characters and foreign-country characters had preference rate of 22.4% and 77.6% respectively. Depending on the age of children, there was significant difference among animation characters that the children prefer ($x^2=302.474^{***}$, P<.001), and it was shown that children at the age of 3 showed preference on 'Pororo' of Pororo the Little Penguin, children at the age of 4 on 'Tayo' of Tayo the Little Bus and 'Amu' of Shugo Chara, and children at the age of 5 on 'Shin Chan' of Crayon Shin Chan. It was also revealed that there was significant difference among animation characters according to the gender of children ($x^2=120.864^{***}$, P<.001); boys preferred 'Pororo' of Pororo the Little Penguin the most, followed by 'Doraemon' of Doraemon, 'Thomas' of Thomas and Friends and 'Tayo' of Tayo the Little Bus, and girls preferred 'Pororo' of Pororo the Little Penguin the most, followed by 'Apple' of Little Princess, 'Amu' of Shugo Chara and 'Loopy' of Pororo the Little Penguin. Through this study, it is hoped that the development of children animation would advance further, and that this study could be used as the preliminary resource.

Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

A Study on the User Preference Type of Avatar Character in the Multi-Environment (멀티미디어 환경에 따른 Avatar Character의 사용자 선호 Type에 관한 연구)

  • 김치용;조동민
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.656-660
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    • 2003
  • Web환경의 발달로 인해 아바타(Avatar), 사이버캐릭터(Cyber Character), 사이버 펫(Cyber Pet), 이모티콘(Emoticon)등의 멀티미디어 캐릭터들이 등장하게 되었다. 인터넷 사용자들이 과거에는 Web의 익명성에 매료되었다면, 현재에는 이러한 멀티미디어 캐릭터를 이용하여 자신을 표현하고 나타내고자하는 욕구들이 늘어나고 있다. 따라서 본 연구에서는 다양한 멀티미디어 캐릭터 중에 아바타 캐릭터 Type에 대한 사용자들의 선호도와 선호요인을 조사하여 일반 캐릭터와 상호비교 해봄으로써 기존의 일반 캐릭터와는 다른 아바타 캐릭터만의 특성에 대해 알아보고 아바타 캐릭터 제작시 가장 효율적인 접근방법을 제시하고자 하였다. 그 결과 가장 효과적인 아바타 캐릭터 Type은 캐릭터의 형태나 성격, 느낌을 우선적으로 고려하기보다는 먼저 아바타 캐릭터의 기능적인 면을 고려한, 즉 사용자의 개성이 좀더 어필(Appeal)될 수 있어야 하며 사용자의 개성연출에 적합한 Type으로 제작되어야한다는 결론을 내릴 수 있었다.

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Empirical Study on Female Characters in Team based Battle Games Preferred by Female Gamers (팀 기반 전투형 게임에서 여성 게이머가 선호하는 여성 캐릭터에 대한 실증적 조사 연구)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.403-411
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    • 2021
  • While there is no apparent gender difference on the number of game players and playing time in market survey especially if the age group is under 30, there still exists a strong gender stereotype on female characters with sexual objectification especially in team based battle games. Furthermore, there seldom exists any research on female gamers in this genre. In this paper, we investigate the preference of female characters and reasons of their choice among female gamers with Overwatch and Cypers which are recognized as having enough female players. In Overwatch with 231 responses, subjects prefer 'girl-crush' characters such as non-sexual Ana who age is in 60s. However, in Cypers that does not have female warrior character, subjects' preference is more affected by appearance but those characters with less functional ability are not frequently used in playing. Such practical avatar choice is often discovered among male players thus there is no gender difference in this case.

A Study on the User Preference Type of Avatar Character in the Web Environment (Web환경에 따른 아바타 캐릭터의 사용자 선호 Type에 관한 연구)

  • 강민수;조동민
    • Archives of design research
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    • v.15 no.4
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    • pp.121-128
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    • 2002
  • It makes an appearance that multi-media of Avatar, Cyber-Character, Cyber-Pet, Emoticon caused by Web-Environment advancement. Internet-User was fascinated by anonymous name of Web in the past but a desire goes on increasing to express oneself using the multi-media characters. Therefore, this study investigates that the feature of avatar character different from the general characters as making a survey of preference of avatar characters type in the various multi-media characters and presenting an efficient method at the making avatar characters. Consequently, the most efficient avatar characters type have to be concerned about functional factors rather than feature, feeling. exactly, it must be make conspicuous to personality of user and must make suitableness type of personality.

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A Study on the Sensitivity with Characters for Children′s Underwear (아동내의용 캐릭터의 감성 이미지 연구)

  • 권영아
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.41-43
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    • 2003
  • 21세기를 들어서면서 우리나라에 있어서 캐릭터 관련 사업이 활성화되고 있다. 특히 아동의 정서적, 지적 발달을 위해서나 개성표현을 위해서 아동용 캐릭터 상품에 대한 소비자들의 관심이 전차 증가되고 있으며, 각종 아동용 캐릭터 상품이 생산, 유통되고 있으나. 아동용 캐릭터에 대한 감성 이미지 및 선호도에 관한 연구는 미비한 형편이다. 따라서 본 연구의 목적은 아동의 보호자인 어머니를 대상으로 아동내의용 캐릭터에 관한 선호도를 파악하고 선호되는 아동내의용 캐릭터의 감성 이미지를 파악함으로써 아동내의용 캐릭터 개발과 활용에 필요한 기초정보를 제공하는 것이다.

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Korean World Cup soccer event sporting character of the preference factor analysis (한국인의 월드컵 축구 이벤트 스포츠 캐릭터 선호요인 분석)

  • Son, Jeoung-A;Kim, Heun-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.6
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    • pp.2477-2488
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    • 2011
  • The study of the Korean World Cup soccer event sports what is the character's preference factors were analyzed inductively. For this purpose the following research methods were used. First, the target for the study of the D City 10, 20, 30, 40 respectively 30 patients were sampled. World Cup soccer event of the 12 sports chosen for frequency analysis of characters, the final four characters for the analysis of qualitative data were collected from questionnaires 'What aspect of your character do you like this?' that consists of an open survey conducted by Was. As a result, about World Cup chukguk character of the sports people have a preference factors were altered by age, by comprehensively, the Korean people in terms of the five characters and related factors that have in common, which prefer oehyeongseong, internality, Meaningfulness, diversity, and specificity was. Specifically, the 'oehyeongseong' the cute look or exercise (soccer) would be good to see such a varied and colorful, with friendly materials, including a preference factor, and 'internality' and the friendly and patriotic images, meaning Star 'in football and that implies a special meaning was preferred. Finally, the specificity due to the food culture in Korea prefer rooting factors were analyzed.

Expressive Plan of Effective Character Design through Proportion Distort System (PDS 디지털 시스템을 통한 효과적 캐릭터 이미지 표현방안)

  • 김치용;조동민;박춘명;이진우;이택근
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.577-580
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    • 2003
  • 본 논문에서는 캐릭터 디자인 프로세스의 필요성을 충족시켜주기 위해 프로토타입 이론(prototype theory)에 대한 문제점을 파악하고 이를 보완하기 위하여 전형성과 동시에 중요하게 인지되는 또 다른 속성 즉 형태 심미성의 개념적 구조를 파악하였다. 그리고 심미성을 측정 할 수 있는 척도를 검증한 선행 연구를 바탕으로 심미적 영향요소중의 하나인 비례(proportion)를 추출 하였다. 이를 적용한 새로운 캐릭터 디자인 프로세스를 구축하여 캐릭터 디자이너의 아이디어 발상의 한계성을 극복하고 소비자가 선호할 수 있는 캐릭터 디자인을 창출하여 캐릭터 디자인의 성공확률을 높이고자 하는데 연구의 목적이 있다.

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The Proportion of Game Character and Game Image (게임캐릭터의 등신비율과 게임이미지)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.165-172
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    • 2016
  • Since the advent of digital games with hardware development a key component of the game characters are changed to retard the rate at which types of users based on their favorite theory of human proportion. Many popular to gamers in the game according to the change in the retard rate in a unique image of the character. Studies on the head and body proportion are thought that up to now been insufficient. The purpose of this study is to examine a fundamental human proportion that has importance as a molding factor in the game character development, it investigated the characteristics of the game character, and classifying the retard rate of the game character, through the research method of analyzing the results, into the retard rate look for and investigate studying the effect on future game images. Five types of game characters that make up the analysis were analyzed with a unique image, and the more specialized users prefer retard rate, the figurative exaggeration to retard rate than the actual main body. Utilizing a bit exaggerated the difficulties of the character looks relatively small proportion character in the graphic wallpaper increased visibility. The proportion of a game character through the study is considered as a very important factor as the game image in the game development.