• Title/Summary/Keyword: Game Emotion

Search Result 132, Processing Time 0.023 seconds

Roles of Character Identification and Positive Emotion Response on Intent to Purchase Character-Attached Product (캐릭터가 부착된 제품의 구매의도에 대한 캐릭터 동일시와 긍정감정반응의 역할)

  • Choi, Nak-Hwan;Wang, Chao-Xu;Lim, Ah-Young
    • The Journal of Industrial Distribution & Business
    • /
    • v.8 no.7
    • /
    • pp.51-61
    • /
    • 2017
  • Purpose - Present study investigates character identification and emotional response to character that may affect consumers' intention to purchase the character-attached products. And this study explores whether symbolic relevance and object relevance affect the character identification, and whether character attractiveness and character salience affect the emotional response to characters. Research design, data, and methodology - SNS characters, animated characters, game characters, and traditional characters were used as experimental characters. And stationery as experimental product was used. 250 college students participated in the empirical study, and structural equation model was used to verify hypotheses. Results - First, the character identification and emotional response to characters affected the intention to purchase the products positively, and the emotional response to characters also positively affected character identification; second, symbolic relevance had no positive impact upon character identification, while object relevance had positive influence on character identification; and third, character attractiveness and salience had a positive effect on the emotional response. Conclusions - Present study contributes to the progress of character theories. Marketers should find ways to increase consumers' object relevance to characters and the level of characters' attractiveness and salience in order to promote the intent to purchase the products.

The Fashion Formative Characteristics and Meanings in the Tech Fatale Types of the Post Digital Generation - Focusing on the Female Models of the Mobile Advertisements - (포스트 디지털 시대의 Tech Fatale 유형에 나타난 패션 조형특성과 내적 의미 - 휴대전화 광고의 여성모델을 중심으로 -)

  • Kim, Ha-Lim;Kwon, Gi-Young;Lee, Shin-Hee
    • Fashion & Textile Research Journal
    • /
    • v.10 no.5
    • /
    • pp.721-730
    • /
    • 2008
  • The purpose of this study is to analyze the tech fatale fashion image in female models of mobile advertisements and to find the fashion characteristics. The tech fatale emerging as new culture code is a compound word of the femme fatale and technology. It is characteristics of the femme fatale, the post digital culture and the female leadership. The findings of the study were as follows : The tech fatale types were the independence, the transformation and the tradition. The independence was a self expression, appealed to visual image, was showed the coating fabric, denim, space look and street fashion and reflected the creativeness and digital generation. The transformation appealed to sexuality and was showed luster fabric, exposure, body-conscious, glam look. The voluptuous beauty represented the pride of the post digital generation. The tradition appealed to emotion and was showed pale color, simple line, soft texture fabric and a feminine Image. The meanings of tech fatale were the imagination, the public, the duality, the game, the purity and the recurrence. The formative characteristics reflect the mind of post digital generation who is against authority and pursues the human being worth such as the identity establishment and the pure emotion.

A nonvocal communication system for emotional expression of characters in 2D games (2D 게임 캐릭터의 감정표현을 위한 비언어적 커뮤니케이션 시스템 제안)

  • Hong, Soo-Hyeon;Lee, Young-Suk;Lee, Mi-Young
    • Journal of Digital Contents Society
    • /
    • v.12 no.3
    • /
    • pp.397-407
    • /
    • 2011
  • Characters' nonvocal communication plays an essential role in delivering lines and expressing emotions. A character in a game is represented with its nonvocal behavior combined with a large number of lines. In this paper, characters' nonvocal communication behaviors are categorized and analyzed. Furthermore, characters' gestures and movements are designed with bones for character gesture generation in 2D games. Besides, characters' movements are visualized. In brief, a nonvocal communication system for emotional expression of characters in 2D games is proposed.

A Study on the Improvement of Job-Related Skills of Game Designers through the Perception of Color Utilization (색채활용인식을 통한 게임디자이너의 직무능력향상에 관한 연구)

  • Yu, Myung-Sun;Lee, Youn-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.22 no.4
    • /
    • pp.9-16
    • /
    • 2022
  • This study studied the improvement of job-Related skills by grasping the status of color use of game designers. The use of color centered on designer was surveyed. As a result, the ranking of color use was in the order of digital color, color harmony, color perception, color mixing, color emotion, and color name. Finally, it presents the opinion that it is necessary to open a color curriculum centered on practitioners and to focus on the 1st to 4th in color fields.

The Effect of Good and Bad Luck on Attention to Background versus Object: An Exploratory Study (행운과 불운이 배경 대 대상에 대한 주의에 미치는 효과: 탐색적 연구)

  • Lee, Byung-Kwan;Lee, Guk-Hee
    • Science of Emotion and Sensibility
    • /
    • v.18 no.3
    • /
    • pp.35-48
    • /
    • 2015
  • It is frequently found in daily life that people who experience good luck as lottery winners try to improve their background (e.g., home, car) but it has not been empirically validated why they do that. Present research attempts to explore the prediction that people who experience good luck expand the scope of attention to background and those who undergo bad luck shrink the scope of attention to adjacent objects. Findings from Experiment 1a indicate that participants who experienced good luck (won the rock-paper-scissors game) paid more attention to background and performed worse in the "find the hidden picture" (below FHP) task while those who underwent bad luck (lost the rock-paper-scissors game) paid more attention to objects, leading to better performance in the FHP task. It is also found in Experiment 1a that, if people washed their hands after experiencing good or bad luck, the opposite result occurred. Experiment 1b confirmed that the rock-paper-scissor game manipulated good and bad luck successfully and did not influence self-control. Experiment 2 shows that people who strongly believe in good luck performed poorly in FHP task while those who do not believe in good luck performed well in FHP task. Overall, three experiments support the proposed research hypotheses. Implications of the study findings for cognitive psychology and related fields including consumer and sports psychology are discussed.

Automatic Recognition in the Level of Arousal using SOM (SOM 이용한 각성수준의 자동인식)

  • Jeong, Chan-Soon;Ham, Jun-Seok;Ko, Il-Ju
    • Science of Emotion and Sensibility
    • /
    • v.14 no.2
    • /
    • pp.197-206
    • /
    • 2011
  • The purpose of the study was to suggest automatic recognition of the subject's level of arousal into high arousal and low arousal with neural network SOM learning. The automatic recognition in the level of arousal is composed of three stages. First, it is a stage of ECG measurement and analysis. It measures the subject playing a shooting game with ECG and extracts characteristics for SOM learning. Second, it is a stage of SOM learning. It learns input vectors extracting characteristics. Finally, it is a stage of arousal recognition which recognize the subject's level of arousal when new vectors are input after SOM learning is completed. The study expresses recognition results in the level of arousal and the level of arousal in numerical value and graph when SOM learning results in the level of arousal and new vectors are input. Finally, SOM evaluation was analyzed average 86% by comparing emotion evaluation results of the existing research with automatic recognition results of SOM in order. The study could experience automatic recognition with other levels of arousal by each subject with SOM.

  • PDF

Cognitive Development Evaluation of Haptic Puzzle Game Using a Haptic Pen (촉각펜을 이용한 햅틱 퍼즐게임의 인지 발달 평가)

  • Chung, Dong-Hun
    • Journal of Korea Game Society
    • /
    • v.9 no.4
    • /
    • pp.45-56
    • /
    • 2009
  • It is necessary for young children to integrate the sense of sight, hearing, touch, etc. for developing their emotion and cognition. Thanks to Information and Communication Technology (ICT) development, young children have more opportunities to use various senses in learning process. However, ICT learning method is more focusing on the sense of sight and hearing, and lacks of integrated recognition and this fact leads to the reason why ICT can not be used as a main education tool. Therefore, this study evaluated the influence of wUbi-Pen(haptic device) on cognition using a computer puzzle program. The results show that young children using a haptic pen have greater intention and performance in object assembly, mazes, picture completion in K-WPPSI test than those of non-using haptic pen. This implies that haptic function should be considered in ICT material and indeed useful in various cognition-related symptoms and diseases.

  • PDF

Is it a Smile or Ridicule? Understanding the Positivity of Smile Emoticons between High and Low Status Teenagers in Online Games (미소인가? 조소인가?: 온라인 게임에서 지위가 높은 청소년과 낮은 청소년의 웃음 이모티콘 긍정성 이해 차이)

  • Lee, Guk-Hee
    • Science of Emotion and Sensibility
    • /
    • v.24 no.3
    • /
    • pp.3-16
    • /
    • 2021
  • Studies have found that people with higher social status pay little attention to other people's emotions and facial expressions. However, only a few studies have made similar observations on adolescents with high cyberspace social status. Therefore, this study sought to identify how adolescents with different online game character social statuses interpreted the smile emoticons in negative and positive situations, that is, did they perceive the emoticon to be positive (smile, encouragement, and consolation) or negative (derision, ridicule, and sarcasm). In Experiment 1, the participants were separated into three groups; those who had a lower than global average online game character status, those who had the same as the global average, and those who had higher than the global average. The participants were then asked to judge the meaning of the smile emoticon received in various positive or negative situations. In Experiment 2, the game character levels of the participants were set to be either higher or lower than the others' characters, and they were again asked to judge the meaning of the smile emoticon received in the positive or negative situations. In Experiment 3, the participants were separated into four groups; lower level than the average game character status (no information on the level of acquaintance's game character), lower than the average but higher than the character of the other, higher than the average status (no information on the other's character level), and higher than the average but lower than the character of the other, and asked to judge the meaning of the smile emoticon in positive or negative situations. It was found that when participants had a lower-level character compared to the average, had a lower-level character than the other, and had higher than the average but lower than the other's character, they interpreted the smile emoticon as derision, ridicule, or sarcasm. However, participants with higher level characters, higher than that of the other, and lower than the average but higher than the other interpreted the emoticon as a smile or consolation. This study was significant because it demonstrated the impact of an adolescent's social cyberspace status on their online communication.

A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.10
    • /
    • pp.1310-1318
    • /
    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

  • PDF

Hierarchical Personality Model for the Game NPC's Emotion Representation (게임 NPC의 감정 표현을 위한 계층적 성격 모델)

  • Kwon, Il-Kyoung;Lee, Sang-Yong
    • Proceedings of the KAIS Fall Conference
    • /
    • 2009.05a
    • /
    • pp.792-795
    • /
    • 2009
  • 게임 환경에서의 지능형 NPC는 인간과 상호작용을 수행하는 대표적인 AI 객체로 게임의 재미를 극대화하기 위해 인간과의 상호작용을 통해 다양한 역할을 수행하도록 하는데 있다. 객체의 상호작용에는 사람과 객체 간의 감성적 상호작용을 포함하며, 게임에서의 감성 표현은 게임의 장르와 상호작용 목표에 따라 매우 다양하게 모델링 될 수 있다. 본 연구에서는 게임 환경에서 발생할 수 있는 객체 간 감성적 상황정보에 따라 다양한 객체의 감성을 변화시킬 수 있도록 하기 위해 NPC의 성격 모델을 설계한다. 특히 계층적 의사결정 방법을 이용한 NPC의 성격 모델링을 제안하여 모델링 시점에서 유추 가능한 NPC의 성격 모델링 방법을 제안한다.

  • PDF