• 제목/요약/키워드: D-Race

검색결과 147건 처리시간 0.023초

HPLC-MS를 이용한 생체시료 중 니세르골린의 주대사체인 10${\alpha}$-Methoxy-9,10-dihydrolysergol(MDL)의 분석 및 이를 이용한 한국인 성인 남성에 대한 생체이용률 응용 (Determination of 10${\alpha}$-Methoxy-9,10-dihydrolysergol (MDL), Main Metabolite of Nicergoline, in Human Plasma by HPLC-MS and Applicability to Oral Bioavailability in Korean Healthy Male Volunteers)

  • 임현균;유선동;김경호;한상범;염정록
    • 약학회지
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    • 제51권2호
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    • pp.133-139
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    • 2007
  • A simple and sensitive HPLC-MS method for quantitation of 10${\alpha}$-methoxy-9,10-dihydrolysergol (MDL), the main metabolite of nicergoline, in human plasma was developed and the bioavailability parameters of MDL was assessed in Korean healthy male volunteers. Clomipramine was used as an internal standard. MDL and internal standard in plasma sample were extracted using ethyl acetate. A centrifuged upper layer was then evaporated and reconstituted with mobile phase of 10 mM ammonium acetate-acetonitrile (10 : 90, v/v). The reconstituted samples were injected into a Zorbax SB-C8 column (2.1${\times}$150 mm,5 ${\mu}$m) at a flow-rate of 0.3 ml/min. Using MS with selected ion monitoring (SIM) mode, MDL and clomipramine were detected without severe interference from human plasma matrix. MDL produced a protonated molecular ion ([M+H]$^+$) at m/z 287. Internal standard produced a protonated molecular ion ([M+H]$^+$) at m/z 315. A linear relationship for MDL was found in the range of 2.5${\sim}$100 ng/ml. The lower limit of quantitation (LLOQ) was 2.5 ng/ml with acceptable precision and accuracy. The intra- and inter-day validation for all coefficients of variation (R.S.D.%) were found less than 15%. Main pharmacokinetic parameters of 30 mg of nicergoline were revealed as follows: AUC$_t$ 321.1${\pm}$64.5 ng${\cdot}$hr/ml, C$_{max}$, 51.2${\pm}$25.3 ng/ml, T$_{max}$ 3.6${\pm}$1.5 hr, K$_{el}$ 0.12${\pm}$0.07 hr$^{-1}$ and t$_{1/2}$ 7.6${\pm}$3.4 hr. Inter subject variations and race differences were shown in comparison with the published data in the literature.

소형 DISPLAY 장치를 위한 비 메모리 피부 검출 알고리즘 및 HARDWARE 구현 (Memory-Free Skin-Detection Algorithm and Implementation of Hardware Design for Small-Sized Display Device)

  • 임정욱;송진근;하주영;강봉순
    • 한국정보통신학회논문지
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    • 제11권8호
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    • pp.1456-1464
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    • 2007
  • 정보의 보안 및 감시, 관리에 대한 중요성의 증대와 공항, 항만 및 일반 기업에서의 얼굴 및 피부 인식을 이용한 패스워드 제어 시스템이 활용됨으로써 피부색 검출에 관한 연구가 지속적으로 이루어져 왔다. 뿐만 아니라 광범위 통신망을 이용한 화상 통신 및 전자 결재 등 그 적용 범위가 급속하게 확산됨에 따라 정확한 피부색 검출의 중요성이 그 무엇보다 커지고 있다. 본 논문에서는 인종별로 수집된 수백 개의 인물 이미지로부터 얻어진 정보를 사용해 피부색의 YCbCr을 파악하고 이 중 Cb와 Cr 정보만을 이용하여 피부 영역을 설정하였으며, 적응적인 피부 범위 설정을 통하여 그 피부 영역의 포함 여부에 따라 피부색을 검출하는 효율적이고 간단한 구조를 제안한다. 이것은 메모리를 사용하지 않는 ID 처리를 가능하게 함으로써 모바일 장비와 같은 상대적으로 작은 크기의 하드웨어나 시스템으로의 적용을 가능하게 하였다. 그리고 선택적 모드를 추가함으로써 더욱 향상된 피부 검출을 할 수 있을 뿐 만 아니라 복잡한 알고리즘을 사용하는 기존의 얼굴 인식 기술에 상응하는 결과를 보여준다.

증강현실 내비게이션의 인지적.행동적 영향에 관한 연구 (Cognitive and Behavioral Effects of Augmented Reality Navigation System)

  • 김경호;조성익;이재식;원광연
    • 한국시뮬레이션학회논문지
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    • 제18권4호
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    • pp.9-20
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    • 2009
  • 자동차 내비게이션 시스템은 경로탐색 및 길안내 등의 기능을 제공하는 대표적인 운전자 지원 시스템의 하나로서 그 사용성이 크게 증가하고 있다. 대부분의 자동차 내비게이션 시스템은 2차원 지도에 기반하고 있는데 이는 기본적으로 지도가 지니는 함축화된 정보 표현 패러다임에 기반하고 있음으로 인해 실세계 정보로의 변환에 인지적 부담이 작용하게 된다. 최근에 개념적으로 대두되고 있는 새로운 내비게이션의 형태는 자동차에 장착된 카메라로부터 실시간으로 취득되거나 자동차 전면 유리창에 투영되는 실제 영상위에 내비게이션 정보를 그래픽으로 표현하는 증강현실의 모습을 취하고 있다. 차량 내에서의 정보 제공 장치로서 내비게이션 시스템은 그것이 함축화된 그래픽이든 아니면 실사 영상이든 궁극적으로 운전자의 운전부하를 줄이고 빠른 직관력을 제공함으로써 주의분산을 최소화 시킴이 중요하다 할 수 있다. 본 논문에서는 증강현실 내비게이션 시스템인 RACE(Reality-Augmented Car-navigation Environment)를 설계 및 구현하고 그것이 실제적으로 운전자의 운전 수행과 인지 및 주의 분산에 어떠한 영향을 미치는지, 그리고 증강현실 내비게이션이 기존의 2차원 지도 기반 내비게이션에 비해 갖는 효용성이 무엇인지에 대하여 운전자 행동에 기반한 인지심리학적 실험을 통하여 분석한다. 이러한 작업들을 바탕으로 정보처리 관점에서 운전자의 운전 수행과 인지적 수행을 위한 최적의 내비게이션 정보 제공 방법은 무엇인지 고찰해본다.

G7 고속전철기술개발사업에서의 시제차량 통합 디자인 개발 (A Study on Development of Prototype Test Train Design in G7 Project for High Speed Railway Technology)

  • 정경렬;이병종;윤세균
    • 디자인학연구
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    • 제16권4호
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    • pp.185-196
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    • 2003
  • WTO출범 이후 저에너지 소모, 저공해, 무공해 등의 환경친화적 운송수단의 발달이 요구됨과 동시에 세계적으로 고속전철기술의 지속적 발전과 시장 확대가 전망됨에 따라 프랑스, 독일, 일본 등과 같은 철도선진국들은 철도기술 개발에 막대한 기술 투자비를 투입하여 기술 우위를 유지하기 위해 노력을 경주하고 있다. 이러한 기술환경 변화에 적극적으로 대응함과 동시에 좁은 국토에서 도로정체에 의한 물류비 증가와 환경오염, 국민생활의 불편 등으로 인한 사회ㆍ경제적 손실을 최대한 억제하고, 국가경쟁력 제고와 환경친화적인 철도 발전을 이끌기 위해 고속전철기술에 대한 독자적 개발 능력은 절실히 요구되고 있다. 이와 같은 요구에 의해 1996년부터 2002년까지 6년간 수행된 G7 고속전철기술개발사업은 350km/h급 고속전철의 독자적인 설계, 엔지니어링 및 제작 능력을 배양하고, 2000년대 차세대 한국형 고속전철을 실현하기 위한 연구개발 프로그램이다. 본 고에서는 G7 고속전철기술개발사업에서 수행된 연구내용 중 차량시스템 엔지니어링기술개발과제의 디자인부문 개발 성과를 요약 소개하였다. 철도선진국에서는 차량설계 초창기부터 디자인 측면의 검토가 매우 활발히 이루어지고 있는 반면, 국내 철도차량개발에 있어 디자인 측면의 검토는 미비하고 소홀히 다루어지고 있는 것이 현실이었다. 하지만 본 사업에서는 차량개념설계 단계부터 디자인전문가들의 적극적인 참여를 통해 국내 철도차량디자인 개발의 새로운 전기를 마련하였을 뿐만 아니라 새로운 차량디자인의 수요에 능동적으로 대처할 수 있는 기반을 구축하였다. 한국형 고속전철시스템의 디자인 컨셉은 한국의 자연조건과 기술환경에 적합한 보다 빠르고, 보다 쾌적하고, 보다 조용한 한국 고유형 고속전철과 그 여행문화를 이루어내는 것이다. 고속전철의 한국 고유성이란 주로 승객의 고속전철여행을 통해서 인식되어지는 것이다. 따라서 우선적으로 한국의 행동양식과 생활문화를 고려한 일반 객실의 단면개념을 기준으로 공기역학적으로 유리한 단면 외형 형상을 구현하는 한편, 터널 개활지 주행 최적화를 위한 전두부 공력형상 구현, 차체 단면적 축소와 곡선화를 통한 공력저항 최소화, 인간공학적 실내 설계 및 부속실의 편의성 도모, 외관통합 색채디자인 등을 통해 한국 고유형 고속전철 차량 디자인을 개발하였다.

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청송 주왕산지역 대전사 현무암의 암석화학적 연구 (Petrochemical study on the Daejeon-sa basalt in the Mt. Juwang area, Cheongsong)

  • 윤성효;이문원;고정선;김영라;안지영
    • 암석학회지
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    • 제9권2호
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    • pp.84-98
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    • 2000
  • 주왕산 화산암체의 최하부층에 해당하는 대전사 현무암층은 전체적으로 12매의 용암과 9매의 페페라이트가 교호하며, 각 용암과 페페라이트의 암층의 두께는 다양하다. 현무암류는 육안으로 반정이 관찰되지 않으며 기공이 없는 치밀한 현무암이지만, 한 단위의 용암층 내에서 상부에는 다공질의 현무암이 발견되기도 한다. 경하에서의 현무암류는 주된 반정 광물로 가상의 감람석을 가지며, 사장석과 단사휘석의 반정도 보인다. 석기는 주로 서브오피틱 조직을 보인다. 대전사 현무암류는 MgO 함량이 4.8∼7.6 wt.%, Al2O3 함량은 16∼18 wt.%, CaO 함량은 9.1∼10.9 wt.%, 그리고 FeOT 함량은 7.4∼8.7 wt.%의 조성을 보인다. TAS 성분도와 SiO2에 대한 K2O의 성분도 그리고, 알칼리지수에 대한 Al2O3의 관계도에서는 칼크-알칼리 현무암에 도시된다. MgO를 분화 지수로한 각 산화물의 변화 경향은 MgO가 감소함에 따라서 Al2O3와 CaO는 증가하며, FeOT 함량은 감소하고, 호정성 원소는 감소한다. 불호정성 원소 중에서 HFS 원소는 MORB값 비슷한 반면에, LIL 원소는 부화되어 있다. 특히 Ce, P, 및 Sm이 약간 부화되어 있으며, Nb는 뚜렷한 부이상을 보인다. 희토류 원소는 전체적으로 부화되어 있으며, HREE에 비해서 LREE가 부화되어 있다. 조구조 판별도에서는. 지판이 침강 섭입하는 지판경제부 영역의 칼크-알칼리 계열 현무암에 도시되고, 특히 Th/Yb에 대한 La/Yb의 상관도에서는 본 현무암류가 대륙연변호 칼크-알칼리 화산대 환경에서 생성되었음을 알 수 있다. 대전사 현무암류의 초생 마그마는 섭입에 따른 유체의 공급으로 쐐기형 상부맨틀을 구성하는 석류석 감람암이 약 15% 부분용융되어 생성된 현무암질 마그마에서 유래되었다. 이들 마그마는 분출되기 직전에 주로 감람석의 분별 정출작용과 지각 물질이 동화되면서 진화된 후, 분출하였다. 필요가 있다.이 높게 나타났다.들을 대상으로 규칙적인 식사의 중요성과 다양한 식품의 섭취를 홍보하는 영양교육 이 보건소를 통해 강화되어야 하리라고 보여진다.인들의 계절별 식품 섭취량에 있어 겨울철의 식품 섭취량이 다른 계절에 비해 유의하게 높았으며, 남자노인보다는 여자노인이 식품섭취에 계절에 의한 영향을 더욱 더 많이 받는 것으로 나타났다. 또한 장수 노인들은 가공식품보다는 계절마다 제철에 생산 되는 자연 식품의 섭취비율이 높았다. 전반적으로 장수노인들은 소식의 경향을 보였으며 이 와 같은 소식습관과 신선한 식물성 식품들의 일상 섭취가 건강한 장수에 영향을 미쳤을 가 능성도 있을 것으로 사료된다.며, 지방 조직내 지방축적에 영향을 미친다는 것을 말해 준다.에서 하는 부모교육과 반상회의 홍보자료에 반상회의 홍보자료에 반드시환경친화적 음식소비행동에 관한 교육이 포함되어야 한다. 조리사의 경우 정기교육과정에 환경친화적 음식소비행동에 관한 홍보를 함께 함으로써 외식이나 단체급식에서 발행하는 음식물 쓰레기의 양을 줄 일 수 있을 것이다.m its genes controlling host specificity to its population sturctures and dynamics, have begun to provide new insights into the potential mechanisms underlying race variation. In this review we aim to provide an overview on (a) the molecular basis of host specificity of M. grisea, (b) the population structure and dynamics of rice pathogens, and (c) the nature and mechanisms of genetic changes underpinning virulence variation

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특정 대상에 대한 개인 수준의 문화적 성향이 사용자 경험에 미치는 조절효과에 대한 실증적 연구: 미국, 독일, 러시아의 4개 디지털 기기 사용자를 대상으로 (An Empirical Study on How the Moderating Effects of Individual Cultural Characteristics towards a Specific Target Affects User Experience: Based on the Survey Results of Four Types of Digital Device Users in the US, Germany, and Russia)

  • 이인성;최지웅;김소령;이기호;김진우
    • Asia pacific journal of information systems
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    • 제19권1호
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    • pp.113-145
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    • 2009
  • Recently, due to the globalization of the IT(Information Technology) market, devices and systems designed in one country are used in other countries as well. This phenomenon is becoming the key factor for increased interest on cross-cultural, or cross-national, research within the IT area. However, as the IT market is becoming bigger and more globalized, a great number of IT practitioners are having difficulty in designing and developing devices or systems which can provide optimal experience. This is because not only tangible factors such as language and a country's economic or industrial power affect the user experience of a certain device or system but also invisible and intangible factors as well. Among such invisible and intangible factors, the cultural characteristics of users from different countries may affect the user experience of certain devices or systems because cultural characteristics affect how they understand and interpret the devices or systems. In other words, when users evaluate the quality of overall user experience, the cultural characteristics of each user act as a perceptual lens that leads the user to focus on a certain elements of experience. Therefore, there is a need within the IT field to consider cultural characteristics when designing or developing certain devices or systems and plan a strategy for localization. In such an environment, existing IS studies identify the culture with the country, emphasize the importance of culture in a national level perspective, and hypothesize that users within the same country have same cultural characteristics. Under such assumptions, these studies focus on the moderating effects of cultural characteristics on a national level within a certain theoretical framework. This has already been suggested by cross-cultural studies conducted by scholars such as Hofstede(1980) in providing numerical research results and measurement items for cultural characteristics and using such results or items as they increase the efficiency of studies. However, such national level culture has its limitations in forecasting and explaining individual-level behaviors such as voluntary device or system usage. This is because individual cultural characteristics are the outcome of not only the national culture but also the culture of a race, company, local area, family, and other groups that are formulated through interaction within the group. Therefore, national or nationally dominant cultural characteristics may have its limitations in forecasting and explaining the cultural characteristics of an individual. Moreover, past studies in psychology suggest a possibility that there exist different cultural characteristics within a single individual depending on the subject being measured or its context. For example, in relation to individual vs. collective characteristics, which is one of the major cultural characteristics, an individual may show collectivistic characteristics when he or she is with family or friends but show individualistic characteristics in his or her workplace. Therefore, this study acknowledged such limitations of past studies and conducted a research within the framework of 'theoretically integrated model of user satisfaction and emotional attachment', which was developed through a former study, on how the effects of different experience elements on emotional attachment or user satisfaction are differentiated depending on the individual cultural characteristics related to a system or device usage. In order to do this, this study hypothesized the moderating effects of four cultural dimensions (uncertainty avoidance, individualism vs, collectivism, masculinity vs. femininity, and power distance) as suggested by Hofstede(1980) within the theoretically integrated model of emotional attachment and user satisfaction. Statistical tests were then implemented on these moderating effects through conducting surveys with users of four digital devices (mobile phone, MP3 player, LCD TV, and refrigerator) in three countries (US, Germany, and Russia). In order to explain and forecast the behavior of personal device or system users, individual cultural characteristics must be measured, and depending on the target device or system, measurements must be measured independently. Through this suggestion, this study hopes to provide new and useful perspectives for future IS research.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.