• 제목/요약/키워드: Depth of Interaction

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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.

근부환경(根部環境)에 따른 수도(水稻)의 영양생리적(營養生理的) 반응(反應)에 관(關)한 연구(硏究) (Studies on Nutrio-physiological Response of Rice Plant to Root Environment)

  • 박준규;김영섭;오왕근;박훈;시택문웅
    • 한국토양비료학회지
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    • 제2권1호
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    • pp.53-68
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    • 1969
  • 생산력이 서로 다른 두 토양(土壤)에 유기물(有機物)을 첨가(添加)하여 근부(根部) 환경(環境)의 변화(變化)와 수도품종별(水稻品種別) 근(根)의 근부(根部) 환경(環境)에 대(對)한 반응(反應)을 육안(肉眼) 관찰(觀察)하고 양분흡수(養分吸收)를 조사(調査)하여 다음과 같은 결과(結果)를 얻었다. 1) 고위답토양(高位畓土壤)은 유기물(有機物)의 분해(分解)가 완만(緩慢)하며 분해평형점(分解平衡點)에서의 유기물(有機物) 함량(含量)이 높고 저위답토양(低位畓土壤)은 유기물(有機物)의 분해(分解)가 급속(急速)하며 분해평형점(分解平衡點)에 함량(含量)이 낮다. 2) 저위답토양(低位畓土壤)은 근(根)의 발육(發育)이 조해(阻害)되며 유기물(有機物) 첨가(添加)에 의(依)하여 더욱 조해(阻害)된다. 유기물(有機物)의 분해(分解)로 생기는 gas가 근(根) 주변(周邊)에 피막(被膜)을 형성(形成)하는데 기인(起因)하는것 같으며 이 결과(結果)로 T/R 값이 심히 떨어진다. 3) 품종간(品種間) 근부(根部) 환경(環境)에 반응력(反應力)이 현저하여 수원(水原) 82호(號)는 농림(農林) 25호(號) 보다 고위답(高位畓) 토양(土壤)에서는 흡수력(吸收力)이 강(强)하고 저위답토양(低位畓土壤)에서는 흡수력(吸收力)이 떨어진다. 4) 유기물(有機物) 첨가(添加)로 가리흡수(加里吸收)가 조해(阻害)되고 저위답토양(低位畓土壤)에서는 인산흡수(燐酸吸收)가 가장 조해(阻害)되는데 저위답토양(低位畓土壤)에 유기물(有機物)을 첨가(添加)하여 이 두 인자(因子)가 공역(共役)할 경우 양분흡수조해(養分吸收阻害)는 상승적(相乘的)으로 야기(惹起)된다. 5) 근(根)의 활력(活力)과 근수(根數), 지상부(地上部) 생육량(生育量) 및 근부생육량(根部生育量)과의 상관(相關)은 각각(各各) r=0.839, r=0.834, r=0.948로 모두 1%에서 유의성(有意性)이 있고 지상부(地上部)와 근부(根部)의 N.P.K. 흡수량(吸收量)과도 각각(各各), r=0.751, r=0.670, r=0.769, r=0.729, r=0.742, r=0.815로 5% 수준(水準)에서 유의성(有意性)이 있으며 근부(根部)의 생육량(生育量) 및 가리(加里)의 흡수량(吸收量)과의 상관계수(相關係數)가 가장 크다. 6) 근부환경(根部環境)이 나쁜곳에서는 좋은 곳에서보다 수도지상부(水稻地上部)의 질소농도(窒素濃度)는 낮고 근부(根部)는 훨씬 높아서 ammonia 과잉(過剩)의 해독(害毒)이 예상되며 인산(燐酸)과 가리(加里)는 양부위(兩部位)에서 모두 심히 낮으며 특히 간(稈)과 엽초(葉稍)에서 더욱 낮았다. 7) 근부환경(根部環境)이 나쁜 곳에서는 좋은곳에서보다 지상부(地上部)의 당(糖)과 전분(澱粉) 및 전탄수화물(全炭水化物) 함량(含量)이 높은데 반(反)하여 근부(根部)에서는 낮은데 환원당(還元糖)에서 더욱 심하여 근부(根部)에서는 당(糖)의 이상소모(異常消耗)가 예상되고 지상부(地上部)에서는 이에 대비하여 당(糖) 대사(代謝)가 해당방향(解糖方向)으로 주력(注力)함이 예상된다. 8) 근부환경(根部環境)이 나쁜곳에서는 근부(根部)에서 지상부(地上部)로 양분(養分)의 전류(轉流)가 극히 나빴다. 9) 근부환경(根部環境)이 나쁜곳에서는 황산(黃酸)의 함유율(含有率)이 높은데 엽신(葉身)에서 특히 높아 황산(黃酸) Ion에 의(依)한 ATP 생성(生成) 조해(阻害)가 예상되고 $P_2O_5/S$ 값은 고위답(高位畓) 유기물무시용구(有機物無施用區)의 1/5에 불과(不過)하여 P-S 비(比)가 관련된것 같다. 10) 근부환경(根部環境)이 나쁜곳에서는 지상부(地上部) 철(鐵)의 함량(含量)에는 차이(差異)가 없으나 Mn 함량(含量)은 상당히 적은 편이어서 $Fe/P_2O_5$ 값이 큰데 간(稈)과 엽초(葉稍)에서 7배(倍)나 되어 철인산(鐵燐酸) 침전에 의(依)한 통도(通導)의 기계적(機械的) 장해(障害)가 예상된다. 11) 토양중(土壤中) 조해성(阻害性) 인자(因子)는 유기물(有機物) 분해속도(分解速度)가 빠른 경우 악화(惡化)되어 근부기능기(根部機能基)를 조해(阻害)하여 양분(養分)을 조지(阻止)하고 체내(體內) Ion 평형(平衡)(N. P. K. S. Fe)을 교란(攪亂) 이상대사(異常代謝)(해당작용(解糖作用) A. T. P 생성약화(生成弱化))를 일으켜 전류(轉流)가 방해(防害)되고 따라서 각부위(各部位)의 생육(生育)의 불균형(不均衡)을 초래(招來)하는 연발생(連發生) 조해작용(阻害作用)이 순환가속(順換加速)하는 것으로 추정(推定)된다. 12) 고위답(高位畓)에서 질소(窒素)의 시용량(施用量)에 따른 근분포(根分布)를 조사(調査)한 결과(結果) 저위답(低位畓)은 표토부분(表土部分)에 분포(分布)하나 고위답(高位畓)에서는 심토(心土)에 분포비율(分布比率)이 많다. 질소(窒素) 무시용(無施用)은 지하(地下) 0~7cm 부위(部位)에 분포(分布) 비율(比率)이 크고 질소(窒素)를 시용(施用)하면 7~14cm 부위(部位)에 근분포(根分布) 비율(比率)이 많다. 전(全) 근중(根重)은 저위답(低位畓)에 비(比)하여 고위답(高位畓)에 많고 질소(窒素) 무시용(無施用)에 비(比)해서 질소(窒素) 10a 12kg 시용(施用)에서 많았다.

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