• Title/Summary/Keyword: Game norms

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Effects of Online Game Users' Need for Affect and Social Norms on their Attitude and Flow Experience (온라인 게임 이용자의 감정욕구와 사회규범 인식이 게임에 대한 태도 및 몰입에 미치는 영향)

  • Kang, Naewon
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.21-32
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    • 2020
  • The study took online game users' need for affect (approach/avoidance) and social norms (subjective/descriptive) into account and examined how these variables affected their attitude (utilitarian/hedonic) toward online games and their flow experience. Results from the hierarchical multiple regression analysis showed that, game users' approach affect and subjective norm had significant impacts on their utilitarian attitude, while their approach/avoidance affect and subjective norm had on their hedonic attitude toward onine games. Plus, the avoidance affect, subjective norm, and utilitarian/hedonic attitudes of game users had significant impacts on their flow experience.

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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A Study on the Psychological Factors and Environmental Factors Influencing of Game Leadership and Social Capital in Adolescent (청소년의 심리적·환경적 요인이 게임 리더십과 사회자본에 미치는 영향)

  • Yong, Hye-Ryeon;Kang, Ha-Na;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.509-519
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    • 2019
  • The size of the global game market, including Korea, is gradually expanding, there are about 80,000 people in the game industry in Korea, and it has maintained a steady increase. As the domestic game has become more influential, games have become a means of helping people to communicate with each other in everyday life. Despite these changes, There is a lack of positive perspectives such as game use and interpersonal interactivity or communication enhancement. Therefore, this study analyzed the correlation of psychological and environmental factors of adolescents, game leadership, and social capital in order to understand the positive effects of games. As a result of research, psychological factors such as social motivation, game efficacy, and game norms have a statistically significant effect on game leadership. Parental supervision has a negative effect on game leadership and a statistically influenced positive effect on social capital. Overprotective parenting has a negative effect on both game leadership and social capital. Finally, game leadership has a statistically influenced positive effect on social capital. This paper is meaningful in that the research on the positive aspect of the game was conducted for the adolescent.

The Research of the Psychoanalytical Implications and Therapeutic Elements of Game Addiction (게임 중독의 정신분석적 함의와 치료 요인에 대한 고찰)

  • Han, Joo-Yeun
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.33-46
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    • 2020
  • As the part of a research project, we examined the causes of game addiction. Traumatized infants may project into virtual space a variety of mental symptoms such as aggression and delusion, division and depression, lack of integrated ego, low emotional awareness, compulsive obsession with objects, rebellion against social norms, and low reality awareness. Game space plays various roles in exhibiting presence of self, omnipotence and hopelessness, division of the self-image, emotional duality, immersion, and motility. This roles have both functional and dysfunctional effects.

Applying the Theory of Planned Behavior to Digital Gaming: Focusing on the Balance Relationship with Significant Others (디지털 게임에 대한 계획행동이론의 적용: 중요한 타인과 균형관계를 중심으로)

  • Gyu Hyun Ho;Eun Yeong Na
    • Korean Journal of Culture and Social Issue
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    • v.29 no.3
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    • pp.275-304
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    • 2023
  • This study aimed to examine the mechanisms underlying digital game usage behavior by applying the Theory of Planned Behavior and the Balance Theory. It investigated the influences of attitude, subjective norms, and perceived behavioral control on the intention to use digital games, as well as the differences in the application of the Theory of Planned Behavior model based on the balance state among individuals, significant others, and digital games. A total of 315 responses from adult PC game users were collected through an online survey conducted from October 21 to 25, 2021, and were analyzed using multiple regression analysis. The results revealed that attitude and perceived behavioral control had a significant positive impact on the intention to continue using digital games, while subjective norms did not exert a significant influence. By categorizing groups into balanced, unbalanced, and imbalance states based on the balance relationship, the application of the Theory of Planned Behavior model showed that in the unbalanced and imbalance groups, both perceived behavioral control and attitude had a positive impact on the intention to continue using digital games. However, in the balanced group, attitude only had a positive impact on the intention to continue game usage. This study contributes to understanding digital game users by examining both individual psychological factors and the influence of others on digital game usage behavior.

An Empirical Study for Testing the Effect of Game Contents and Brand-related Factors upon the Players' Intention to Play on-line Games : China Experiences (중국 온라인 게임의 컨텐츠와 브랜드관련 요인이 향후 이용의도에 미치는 영향에 관한 실증적 연구)

  • Eum, Myung-Yong;Jung, Jai-Jin;Kim, Tae-Ung
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.23
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    • pp.3-38
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    • 2004
  • On-line game business has emerged as the most lucrative entertainment industry, with over 4 million players in China, with more than 45% of the market dominated by Korean on-line games. While the interactive entertainment market continues to expand, with many new Korean on-line game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions (i.e., intention to play, brand-identity, word of mouth, flow, etc.) in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intention to play, social norms, word of mouth, flow, and the impacts of several other key game-related constructs. A conceptual framework is proposed and a simultaneous equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' intention to play for on-line games. Based on data collected from on-line questionnaire survey in China, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the game-related constructs. It is hoped that this result might provide the useful guidelines for developing the successful on-line game contents. With better understanding of the players' behavioral intentions, Korean on-line game developers should be able to penetrate the China market with sustainable advantage over their competition.

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A Study on the Direction of Development of Related Policies with Game-related Issue Analysis: Using Text Mining and Spline Function Analysis of Newspaper Articles (게임 관련 이슈 분석을 통한 관련 정책 발전 방향에 관한 연구: 운형함수와 텍스트마이닝 분석을 활용하여)

  • Jang, You-mi;Yoo, Han-byeol
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.513-528
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    • 2022
  • The purpose of this study is to analyze Korean game-related issues and policies to increase the effectiveness of related policies in the future and to increase the consistency of social norms of the policies. this study analyzes related issues by analyzing changes in Korean newspaper articles using spline function and text mining methods, and analyzes the contents of newspaper articles at the time of amplification of issues to present major issues and development directions. As a result of the analysis, game-related issues appeared in various topic, and there are not only support from the government and local governments but also coexisted with game-related regulations (taxation, gambling regulations, game addiction disease, and prevention of fee expansion). Despite regulations, the government presents preemptive responses to problems caused by the application of metabuses and NFTs to games, fostering game-related experts, start-up support, and supporting manpower departure as policy implications.

Factors on the Intention to Purchase Charged Items in Mobile Social Network Game (모바일 소셜 네트워크 게임의 아이템 구매의도에 영향을 주는 요인)

  • Kim, Jae Min;Lee, Young Joo;Lee, Hye Won
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.165-178
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    • 2014
  • Recently, the social network game (SNG) industry is expanding at a fast pace by the increase in the charged item sales. The objective of the present study is to explore factors influencing user intention to purchase charged items. Based on the literature review, flow has been introduced as an influential factor of the intention to purchase and individual influence, social relationship, and social influence as factors of flow. Enjoyment and self-competence are assumed to be measurement constructs for individual influence, social interaction and self-presentation for social relationship, social norm and perceived critical mass for social influence. Empirical analysis show that enjoyment and self-presentation has significant influence on users' flow while self-competence and social interaction has not. Also social norms and perceived critical mass directly influence intention to purchase items. Theoretical and practical implications are discussed by this results.

An Exploratory Study for Identifying Success Factors in On-line Games: Analysis of Game players` Behavior (국내 온라인게임의 게이머 형태 분석을 통한 성공요인 연구)

  • Jung, Jai-Jin;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.10D no.6
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    • pp.1049-1058
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    • 2003
  • The last few years have been a boom time for the online gaming industry. Internet-based online games have made an increasingly popular form of entertainment. The gaming industry estimates that online gaming players reach over 26 million in 2002. The rapid development of online game-contents and related information technology shall increase the size of industry and have a profound impact on many ways of our living and sociaty. This paper develops the exploratory LISREL model for identifying the factors attecting the players' loyalty for some specific brand of online games. The concept of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Based on data collected from online questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the loyalty, flow, word of mouth and other set of independent vareables. It is hoped that this result might provide the useful guidelines for developing the successful online game contents.

A Study on Antecedents of Game User Participation Intention in User Community in an Era of Convergence (융복합 시대 게임 사용자들의 유저 커뮤니티 참여 의도에 영향을 미치는 선행 요인에 관한 연구)

  • Hong, Seil;Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.185-194
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    • 2016
  • Several game developers or publishers adopt open innovation strategies to reduce R&D costs and increase user loyalty about their games. User communities play an important role in increasing users' interests in the game because they can share game information and skills in user communities. In this regard, this study explored key antecedents of game user participation intention in user community. We developed a research model by integrating perceived risk into theory of planned action. The theoretical model was tested by using survey data collected from 110 "Suddenattack" game users. Partial least squares (PLS) was utilized to analysis the research model. The findings of this study indicate that both perceived usefulness and perceived enjoyment play an important role in forming attitude toward community. However, contrast to our expectations, perceived risk has no signifiant effect on perceived usefulness, perceived enjoyment, attitude toward community and participation intention. While attention toward community significantly influences community participation intention, social norms are not significantly related to it. The analysis results help game developers or publishers establish effective strategies and policies to increase user participation intention in user community.