• Title/Summary/Keyword: 캐릭터 선호도

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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.

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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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.

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.

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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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 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 Formal Study on Game Character Preference through Game User Classification (게임 이용자의 특성 분류를 통한 게임 캐릭터 선호도에 관한 조형 연구)

  • Noh, Kyung-Hee;Lee, Tae-Il;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.23-31
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    • 2007
  • The study is to explore the ways to design game characters according to the tendency of game users by classifying game users and analyzing the relation between user classes and their preferences towards game characters. The study examines various user classifications based on users' engagement levels, and designs a user questionnaire from them. Based on the result of questionnaire analysis, the study redefines user classes and applies the formal elements of character design to draw on the relationships between user classes and their preferences.

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An Analysis on the Formative Requirements for Hybrid Characters and Influencing Relationship with Consumer Preference (하이브리드 캐릭터의 조형 요건과 소비자 선호도와의 영향관계 분석)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1389-1395
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    • 2018
  • Hybrid is explained based on the logic of combination such as cross, melding, permeation, fusion, convergence etc. Such combination shows that it is more creative and effective in case of heterogeneity as compared to homogeneity and the same kind, and hybrid character has its meaning as a mean to produce a new creative image. In the context, this study aims to analyze influencing relationship through a practical analysis on how formative requirements for hybrid characters affects consumer preference. For the foregoing, this study conducted multiple regression analysis having familiarity, originality, meaningfulness, diversity as independent variables for formative requirements for characters, and consumer preference as a dependent variable. Analysis results show that familiarity, originality, diversity have a positive effect on consumers, whereas, meaningfulness has no significant impact on the consumer preference.

A Study on Development of Effective MMORPG Character Design through Cognition (게임 인지성을 고려한 MMORPG 캐릭터 모델구축에 관한 연구)

  • Tang, Jun;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.16 no.9
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    • pp.1098-1108
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    • 2013
  • Customizing system is acting a main role for the character production system of MMORPG. However, since using the high degree of freedom in MMORPG, these characters are too individual and lack of awareness. We can describe each character's emotional characteristics and understand the correlation of characters more easily by adjusting design factors capable of cognitive decision to characters. Game character developer should consider seeking efficient character design process that is suitable to MMORPG game environment and users for proper character recognition and promoting character preferences. In addition, this research being extended on the article vol.13, no.3, "A Study on Cognitive and Preference of Games' Character" on Korean Society of Basic Design in June 2012 issue and this study is expected to have effectives as one method for the purpose of this research is to inquire and present what type of relation lies between recognition and preference of game characters of MMORPG.