• 제목/요약/키워드: Game Players

검색결과 523건 처리시간 0.032초

Factors Analysis Influencing the Switching Intention of Chinese Mobile Games based on Push-Pull-Mooring Model

  • Liu, Jing;Lee, Jungmann
    • Journal of Information Technology Applications and Management
    • /
    • 제27권5호
    • /
    • pp.49-68
    • /
    • 2020
  • The Push-Pull-Mooring (PPM) model employ to explore the factors that affect the switching intention of mobile game players by analyzing the online survey data of 240 mobile game players in China. From the perspective of PPM model, Dissatisfaction with the current mobile game can promote players to leave the current mobile game, and other more attractive mobile games can pull players out of the current mobile game. As a mooring factor, habit can affect players' switching decisions. Players who have formed strong habits in current mobile games are more likely to resist or ignore the attractiveness of other mobile games and stay in the current mobile games rather than migrate to other mobile games. Another result shows that the more dissatisfied with the current mobile game, the higher the quality of alternative (relative challenge) mobile game, and the lower the investment size in the current mobile game, the more reluctant the players are to continue to maintain the relationship with the current mobile game. The higher the player's commitment to the current mobile game, the more likely it is to maintain the relationship with the current mobile game. The empirical results show that the framework of this study is highly consistent with the results of PPM model, and confirming that they can well apply to mobile game situations.

디지털 게임 플레이어의 주관성 연구: 게임 분류 속성을 중심으로 (Subjectivity Study for Digital Game Players: Based on Game Classification Factors)

  • 이혜정;민애홍
    • 한국콘텐츠학회논문지
    • /
    • 제19권3호
    • /
    • pp.275-287
    • /
    • 2019
  • 게임을 플레이하는 사람들의 범주가 더 넓고 다양해졌고, 새로운 속성들이 게임에 반영되고 있다. 이러한 변화에 따라 지금의 플레이어들이 게임을 어떻게 인식하고 분류하는지 이해하고 파악하는 것이 필요하다. 본 연구에서는 게임 플레이어 30명을 P표본으로 선정하여 디지털 게임 분류 요소에 대한 Q표본 29개를 기반으로 Q방법론을 수행하였다. QUANL 프로그램으로 분석한 결과, 총 3개의 유형이 구분되었다. 첫 번째 유형은 외부적인 관점에서 보이는 게임 구성요소를 중요한 분류 기준으로 인식하고 있어 '물리적 환경중심 플레이어'로 명명하였다. 두 번째 유형은 게임 내부에 존재하는 구성요소들이 게임을 분류하는 중요한 기준이라고 인식하기에 '콘텐츠 중심 플레이어'로 명명하였다. 세 번째 유형은 게임을 분류하는 데에 있어 게임 플레이어 자신의 주관적 느낌과 생각을 중요하게 인식하고 있어 '감성 경험 중심 플레이어'로 명명하였다. 본 연구는 지금의 게임 플레이어들이 실제 게임을 어떻게 인식하고 분류하는지, 그 유형과 특성을 프레임워크로 분류했다는 점에서 의의가 있다.

게임 플레이어 유형에 따른 몰입 및 충성도 연구 (A Study on Differences in Flow and Loyalty according to the type of Online Game players)

  • 이준영;이제성
    • 한국게임학회 논문지
    • /
    • 제17권5호
    • /
    • pp.71-80
    • /
    • 2017
  • 본 연구는 온라인 게임 플레이어의 유형에 따라 몰입 및 충성도에 어떠한 차이가 나타나는지 분석하였다. 한 주간 이용시간 2시간 이상의 게임 플레이어가 2시간미만 이용자보다 통계적으로 유의하게 몰입도가 높게 나타났으며, 한 주간 3시간 이상 게임을 하는 플레이어는 한 주간 1시간미만 플레이어에 비해 충성도가 높게 나타났다. 6달 이상 게임을 한 플레이어가 6달 미만으로 게임을 한 플레이어보다 통계적으로 몰입도가 높게 나타났으며, 6~9개월 게임을 한 플레이어가 3개월 미만 플레이어보다 충성도가 높게 나타났다. 또한 높은 레벨과 계급을 지니고 있는 게임 플레이어가 낮은 레벨의 게임 플레이어보다 몰입도와 충성도가 높은 것으로 조사되었다.

모바일 게임에서 내적동기가 플레이어의 경험에 미치는 영향 분석 (Analysis of the Influence of Intrinsic Motivation on Player Experience in Mobile Games)

  • 풍정위;이홍매;김치용
    • 한국멀티미디어학회논문지
    • /
    • 제25권11호
    • /
    • pp.1591-1600
    • /
    • 2022
  • With the prosperity of Internet, the game industry is occuping an important position in the national economic system. The study on the game industry which has been drawing eyes from researchers is of great significance. Many scholars have done researches on game motivations, but the elements of intrinsic motivation are still in the exploratory stage. This study determines the dimensions of the influencing factors of players 'intrinsic game motivation and their game experience by adopting the method of literature research. A theoretical model is established to explore the influence of intrinsic game motivation on players' game experience. Questionnaires from players of "The Honor of Kings" are collected through the Internet. SPSS 21.0 is utilized to test the model and hypotheses, and finally the results of the data are analysed. It verifies that intrinsic motivation mainly consists of four components: achievement, social interaction, immersion and escapism. By exploring the influence of the four elements on players' experience, it is concluded that the players' immersion and social interaction have a greater positive impact on their game experience. It is indicated that a better game design highlights the storyline of the game and the interaction system is of importance to enable players to gain a better game experience.

다중작업 운영체제하에서 화이트-박스 시뮬레이션 게임의 구현 (White-Box Simulation-Based in a Multi-Tasking Operating System)

  • 김동환
    • 한국시뮬레이션학회논문지
    • /
    • 제3권2호
    • /
    • pp.69-76
    • /
    • 1994
  • Traditionally, simulation-based learning games which are known as flight-simulators have been constructed as a black-box game. Within a black-box game, game-players can view and modify only a part of model parameters. Game-players cannot change the structure of a simulation model. In a black-box game, game-players cannot understand and learn the system structure which is responsible for the system behavior. In this paper, the multi-tasking at the level of operating systems is exploited to enhance the transparency of simulation-based learning game. The white-box game or transparent-box game allows game-players ot view and modify the model structure. The multi-tasking solution for white-box learning game is implemented with Smalltalk language on MS-/windows operating system.

  • PDF

An Analysis of Virtual Economies in MMORPG(Massively Multi-players in Online Role Playing Game)

  • Jung, Gwang-Jae;Lee, Byung-Tae
    • 한국경영정보학회:학술대회논문집
    • /
    • 한국경영정보학회 2007년도 International Conference
    • /
    • pp.661-666
    • /
    • 2007
  • MMORPG, massively multi-players in online role-playing game, is the most popular genre in online games. Because large number of players interacts with each other, virtual worlds in MMORPG are alike communities of real worlds. Moreover, players in virtual worlds trade game items with real money. This paper is to find impacts of real-money trading into real worlds, and game operators, by using two-period model between players of the game and the game operator. It was found that real-money trading benefits game operators, and there exists optimal supply of game items to maximize the profit of game operator. Moreover we found that the income disparity in real worlds could be decreased when real-money trading is allowed To support the analytical model, we used an empirical analysis using real-money trading data, and find the relationship among play time of MMORPG, transaction volume of real-money trading, and price of game items. In empirical analysis, it was found that real-money trading benefits game operators. Moreover, it was found that play time and price have positive relationship.

  • PDF

MMORPG 내 리더십 관련 경험과 오프라인 리더십의 상관관계 연구 (The Relationship Between MMORPG Players' Leadership-related Game Experience and Offline Leadership)

  • 장예빛;유승호
    • 한국게임학회 논문지
    • /
    • 제10권5호
    • /
    • pp.87-94
    • /
    • 2010
  • 본 탐색적 연구에서는 MMORPG 이용자들의 게임 내 리더십 관련 경험과 오프라인 리더십의 관계를 온라인 서베이(N=664)를 통해 살펴보고자 하였다. 상관관계 분석 결과, MMORPG 이용자들의 게임 내 리더십 관련 경험, 연령, 게임이용시간과 오프라인 리더십 간에 정적 상관관계가 존재함을 확인하였다. 이중에서 특히, 게임 내에서 리더십을 증진할 수 있는 관련 활동들을 많이 경험할수록, 오프라인에서의 리더십 점수가 높아지는 경향을 확인할 수 있었다. 온라인 공간에서의 MMORPG 이용이 오프라인 공간으로 넘어와 긍정적인 영향을 미치게 되는 스필오버효과(spillover effect) 측면에서, 게임 이용의 순기능적 활용 가능성을 결론에 함께 제시하였다.

일본 온라인 게임시장에의 성공적 진출을 위한 기반 연구 - 게이머 유형별 특성 차이를 중심으로 - (An Empirical Study on Online Game Players' Characteristics in Japan : Hardcore versus Casual Gamers)

  • 엄명용;김태웅;김영기
    • 무역상무연구
    • /
    • 제26권
    • /
    • pp.285-313
    • /
    • 2005
  • 본 연구는 2005년 아시아 게임시장에서 가장 큰 3대 시장 중의 하나로 성장 할 것으로 예상되는 일본 온라인게임시장을 대상으로 일본 게이머들을 하드코어게이머(Hardcore Gamer)와 캐주얼게이머(Casual Gamer)로 분류하고 두 게이머 집단간 인구통계학적 차이(성별, 연령대), 게임 이용 장소, 시간, 비용의 차이 그리고 게임관련 요인에 관한 차이(특성요인, 디자인요인, 인식요인)를 통계적 방법을 이용하여 실증적으로 분석한 연구이다. 각 연구 내용별 실증적 분석을 위해 사용된 통계적 기법은 인구통계학적 차이, 게임 이용 장소, 시간, 비용의 차이는 $M{\times}n$ 분할표의 ${\chi}2$ 검정을 이용하였고, 게임관련 요인에 관한 차이는 독립표본 t-검정을 이용하였다. 본 연구의 결과가 일본 온라인게임시장에 진출하려는 국내 게임업체들에게 일본 게이머들의 성향에 부합하는 커스터마이징된 게임을 개발할 수 있도록 많은 시사점을 제공해 줄 수 있을 것이라 본다.

  • PDF

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제12권5호
    • /
    • pp.2313-2326
    • /
    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

재고비용할당을 위한 비례적 접근법 (The Proportional Method for Inventory Cost Allocation)

  • 이동주
    • 산업경영시스템학회지
    • /
    • 제41권4호
    • /
    • pp.220-227
    • /
    • 2018
  • The cooperative game theory consists of a set of players and utility function that has positive values for a subset of players, called coalition, in the game. The purpose of cost allocation method is to allocate the relevant cost among game players in a fair and rational way. Therefore, cost allocation method based on cooperative game theory has been applied in many areas for fair and reasonable cost allocation. On the other hand, the desirable characteristics of the cost allocation method are Pareto optimality, rationality, and marginality. Pareto optimality means that costs are entirely paid by participating players. Rationality means that by joining the grand coalition, players do not pay more than they would if they chose to be part of any smaller coalition of players. Marginality means that players are charged at least enough to cover their marginal costs. If these characteristics are all met, the solution of cost allocation method exists in the core. In this study, proportional method is applied to EOQ inventory game and EPQ inventory game with shortage. Proportional method is a method that allocates costs proportionally to a certain allocator. This method has been applied to a variety of problems because of its convenience and simple calculations. However, depending on what the allocator is used for, the proportional method has a weakness that its solution may not exist in the core. Three allocators such as demand, marginal cost, and cost are considered. We prove that the solution of the proportional method to demand and the proportional method to marginal cost for EOQ game and EPQ game with shortage is in the core. The counterexample also shows that the solution of the proportional method to cost does not exist in the core.