• Title/Summary/Keyword: Domestic Character

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

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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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.

A Study on Design Characteristics of Domestic Furniture for Residence (국내 주거용 가구디자인 특성에 관한 연구)

  • Kim, Kook-Sun;Park, Sung-Won
    • Journal of the Korea Furniture Society
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    • v.16 no.2 s.30
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    • pp.49-57
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    • 2005
  • This study purposed to grasp the Design Characteristic of the representative Furnitures produced recently by Domestic Furniture Manufacturers. As for the researching method, setting as the object of the selected 7 furniture manufacturers, through the regional classification such as living room, bedroom, dining room, and then chose again the 395 items of furnitures to be analyzed. The Design Characteristic of the chosen furnitures has been examined clearly by the analysis standard framework for those peculiarities at view of aesthetic, decorating and material. As the result of analysis, as for the aesthetic Peculiarity of the furnitures, the rectilinear form was overwhelming than the curve lined shape, and it was appeared that the brighter tone of color was used quite more. In the respect of aesthetic characteristic, the furnitures decorated with modern style is pretty gaining predominance than that of reflected style of traditional character, and since modern residential space has been maintained continuously as minimal shaped trend for several years, it could be known that such moulding and decorating peculiarities and also furniture as the composing factor of space had been selected together with it. Based on such conclusion, standing on this time point where the design trend of residential space is being changed, it is also considered that the Development of Furniture Design which copes positively with such change tendency in the future.

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Formative Characteristics of Magazine Advertisement in Eco-friendly Cosmetics (친환경 화장품 잡지 광고의 조형적 특성에 관한 연구)

  • Kim, Myoung-Lee;Je, Gi-Yeon;Lee, Kyoung-Hee
    • The Research Journal of the Costume Culture
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    • v.19 no.1
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    • pp.150-162
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    • 2011
  • Personal health and environment is being aimed recently to show increase in preferences of eco-friendly cosmetics with longing of clean nature, and environment on pure plant ingredients. This study has the purpose of inquiring components and types of magazine advertisement in eco-friendly cosmetics and to analyze the model characteristics. The standards of analysis were classified as product, face, background, article, arrangement of colors, image, and eco-friendly factors. The results of this study are as follow. First, in inquiring the general characteristics of the magazine advertisement in eco-friendly cosmetics, the results were shown as the order of attention on product, face, background, article, arrangement of colors, image and eco-friendly factors. Second, in inquiring the components and types of magazine advertisement in eco-friendly cosmetics, the results showed an attentive difference in product, face, background, article, arrangement of colors and eco-friendly factors. Third, in inquiring relationships of model characteristics between domestic and foreign eco-friendly cosmetics, the results showed lots of domestic cosmetics advertising direct advertising, product type emerged was a lot of character type emerged. International cosmetics advertising, indirect advertising and highlighting the many articles that appeared prominently type is characterized.

Domestic Unrecorded Species Found in the Eastern Part of Jeju Island (제주 동부지역에서 발견된 국내 미기록 자생버섯 보고)

  • Lee, Seung Hak;Ko, Pyung Yeol;Jeun, Yong Chull
    • The Korean Journal of Mycology
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    • v.46 no.2
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    • pp.105-113
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    • 2018
  • In this study, we report the occurrence of four domestic mushrooms (among 317 samples) that were previously undocumented in the eastern part of Jeju Island in Korea. To identify the mushrooms, DNA sequences of the mushrooms were analyzed by comparing them with the data available in NCBI GenBank. Mushrooms were identified as Agaricus flocculosipes, Amanita concentrica, Coprinopsis strossmayeri, and Favolus acervatus, none of which have been previously documented in Korea. Furthermore, microscopic observations revealed that the morphology of the four mushrooms was consistent with the features of the species matched by the DNA sequences analysis.

The Introduction & Construction Case of the Space Frame (스페이스 프레임의 소개 및 시공사례)

  • Um Jeong-Hyo;Cho Seung-Hyun;Kang Ki-Suk;Kim Ki-Moon;Kim Chang-Duk
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • autumn
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    • pp.630-633
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    • 2003
  • In domestic construction industry, now demand for airport facilities, gymnastic facilities, mass meeting facilities, sales facilities is increasing. Because of this, demand for huge space is also increasing. In making huge space, existing PEB(Pre-Engineered Building) and Pipe Truss, As span is lager and larger, steel weight is increasing and hard to apply for large span. For solving this problem, Many program was proposed, and in that Space Frame was rising. But in domestic construction there are very rare practical use for Space Frame. In this study, we wish to introduce Space Frame that has several advantages in construction expense, construction time, constructibility and also with analyzing example for applying Space Frame, wish to investigate characteristic of Space Frame. Go forward better, through comparison of other different old method and basic character of Space Frame, confirm advantage of Space Frame that have infinite development possibility and revitalize the Space Frame in domestic study and further more wish to raise practical use for Space Frame.

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Symbol Mark Design of Domestic Universities -With Focus on Case of UI(University)in the 2000s- (국내 대학의 심볼 마크 디자인 -2000년대 UI(University Identity)의 사례를 중심으로-)

  • Kwon, Yun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.7 no.7
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    • pp.77-86
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    • 2007
  • These days, universities are establishing new image; UI(University Identity) for them because of rapid change of education environment in 21st century, The objective of UI is expressing university's image externally and unifying members internally. In the process of establishing university's image, Symbol mark plays a key role in differentiating other universities because of its visual effect as well as enhancing self-confidence. In this study, I suggest that symbol mark is an important brand asset in point of differentiation and identification and analyze 36 domestic universities' symbol mark designs. In the way of this analysis, I classified these symbol marks in the aspect of shapes and colors and studied current design along with character of each symbol marks by examining usage of emblem. Therefore this paper will be used as a basic reference to understand domestic universities' symbol mark trend and to establishing differentiating strategy in the future.

A Study on Application of Common Phrase Function Based on WIPI Platform (WIPI 플랫폼 기반의 상용어구 기능 적용에 관한 연구)

  • Kim Chang-Soo;Yim Chang-Mook;Yim Jae-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.3
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    • pp.480-486
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    • 2005
  • Recently, domestic interest about wireless internet is rising gradually. Characteristic of present domestic wireless market is that mobile communication businessmans appropriate each other different mobile platform. So, contents provider's development environment can not be same each other. This makes contents providers repeat same work. To solve this problem, standardization work of wireless internet market was begun. The three mobile communication companies and TTA (Telecommunications Technology Association), RRU(Radio Research Laboratory), ETRI(Electronics and Telecommunications Research Institute) progressed standardization. By the result, May 2002, WIPI that is wireless standard platform selected by mobile platform standard that is TTA organization standard. In this paper, 1 am going to examine the WIPI. WIPI can reduce mostly expense that happen when we use different platform. 1 design and embody common phrase function. Through this, 1 am going to show improvement of the character input speed in cellular phone. And I wish to discuss expected cost decrease effect. Investigate about platform of treatise that is used in domestic. analyze about the characteristic, merits and demerits. Chatting service and common phrase function design and embody. Finally, wish to discuss about advantage of common phrase function and practical use field.

Linguistic Characteristics of Domestic Men's Formal Wear Brand Names

  • Kwon, Hae-Sook
    • Journal of Fashion Business
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    • v.14 no.6
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    • pp.11-22
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    • 2010
  • The main purpose of this research was to examine the linguistic characteristics of domestic men's formal wear brand name. Four linguistic characteristics of language type, combined structure type of language, word class, length of brand name were investigated in this research and also examined the difference between brand type. For sample selection, the 209 men's fashion brands were selected from '2009 Korea Fashion Yearbook' and then, 25 brands which could not collect proper informations about the brand name or naming were excluded. Among total 184 men's brand names, 66 men's formal wear brands were selected and studied. For data analysis, quantitative evaluation of the frequency and qualitative evaluation have been used. The result as follows.; (1) Seven language types were found in domestic men's formal wear brand names. English has been used the most, then followed by Italian and French. (2) For combined structure type of brand name language, the single word used the most, followed by separately combined word type, artificially combined word, and unified word type. (3) The most frequently used the type of word class was noun, and followed by phrase, adjective, and verb. In the noun type, 6 different types which expressed a person, concrete & abstract entity, place, acronym, and neologic were found. For phrase, only noun type was appeared, however, 6 out of 20 phrases were abbreviated type. All eight adjective brand names implied an attributive character of the brand such as 'Dainty' or 'Solus(Solo)'. (4) The long name used most and then followed by normal and short length of brand name. Looking by the number of syllable, 4 syllables appeared the most and then followed by 3, 5, 6, 2 & 7 showed the same rate, and 8 syllables. (5) The result which compared the difference according to each brand type showed a difference in its language type, language combined style, word class, but length of brand name.

A Study on Mosaic Pattern in Modern Costume (현대복식에 나타난 모자이크풍 패턴에 관한 연구)

  • 남윤숙;김복희
    • Journal of the Korean Society of Costume
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    • v.51 no.2
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    • pp.43-52
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    • 2001
  • The purpose of this research is to study the aesthetic character of a mosaic which is expressed in the Modern Costume. The methods of the research were by literature and it was mainly done with reference to master's theses, doctor's theses, separate volumes, periodicals, domestic and overseas fashion magazines and internet on the subject. The result of the research appears as rhythm, exoticism, abstraction, mystery, recreation by disintegration. First, rhythm appears in a sense of free rhythm with the method of arranging motives and the kinds of materials varying. Second, exoticism gives impression with such motives as Oriental designs, African designs and the geometric designs of nature occupying the surface. Third, abstraction displays motives such as unrealistic fashion. Fourth, mystery gives a cyber-related impression with the help of such scientific materials as fluorescent plastics, metal and glass. Fifth, recreation pelves an aesthetic impression by reorganizing the costume with the disintegration and transformation of Industrial materials such as plastics, metal and glass, etc. based on their unique colors and quality.

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A Study on Complex Character of Small-Scale Welfare Facilities for the Aged in Japan (일본 소규모 노인복지시설의 복합화 특성에 관한 연구)

  • Jang, Ye-Sook;Lyu, Ho-Chang
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.95-98
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    • 2006
  • Movement from aging society to aged society and to ultra aged society is a fact that we have to accept as reality. It also means that we are given a common assignment of supporting the aged. Therefore, this study dealt with forms of space of the welfare facilities for the aged in Japan that are being suggested as a plan to solve the problem of supporting the aged. Japan who has similar Confucian culture like Korea experienced the aging of population 30 years earlier and enactment of law 20 years earlier than Korea. Therefore, Korean policies, systems and standards for welfare of the aged have been following Japanese welfare development model. This study analyzed the small-scale multifunctional welfare facilities for the aged in Japan before founding them in Korea to adapt the facilities that are compatible in domestic circumstance.

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