• Title/Summary/Keyword: Players' Desires

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A Study on Players' Desires in the Epics of Computer Games (컴퓨터 게임서사에 나타난 플레이어의 욕망 탐구)

  • Eum, Yeong-Cheol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.220-221
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    • 2015
  • 본고는 르네 지라르의 욕망 이론을 라스트 어브 어스라는 게임서사에 적용하여 분석한 글이다. 소설과 달리 게임은 유저인 플레이어가 방관자가 아니라 프로슈머가 되어 게임의 서사를 수행한다. 그 과정에서 플레이어는 오디세우스가 되어 통과제의의 관문을 통과한다. 플레이어는 게임 속에서 주인공이 되기도 하고 조력자와 연대하기도 한다. 게임의 주인공인 플레이어는 전투를 수행하면서 인물 상호간에 유대와 저항을 하기도 하면서 생존의 욕망을 추구함을 알 수 있었다.

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In the Log Cabin with My Favorite Player: Appreciating Traditional American Masculinity Through Homoerotic Language in Baseball Fandom

  • Shin, Hyerin;Jie, Sue Hyun
    • American Studies
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    • v.42 no.1
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    • pp.133-159
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    • 2019
  • On the website r/NYYankees, a sub-forum ("subreddit") of Reddit is devoted to the Major League Baseball team New York Yankees, with its predominantly male users showing their appreciation for baseball heroes by expressing erotic desires towards the players. When a player performs well, the subreddit is filled with admiration of desires to become the player's intimate lover-explicitly expressed by "male" fans. This paper explains the phenomenon of young male fans' desire for the now-lost model of traditional masculinity of domination and control, displayed in the context of baseball players' dominant performances. The discrepancy between a fan's non-homosexual real-world self and his homoerotic language on the subreddit is explained using the "performative fandom" theory, developed by Osborne and Coombs borrowing Butler's notion of performativity. This paper suggests how this desire for traditional masculinity serves as recognition to the collapse of masculinity in the modern American society.

A Study on Players' Desire in Cheating Programs of Online Game - Focused on Shooter Games (온라인 게임의 치팅 프로그램에 나타난 플레이어의 욕망 - 슈팅 장르를 중심으로)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.89-100
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    • 2020
  • The purpose of this study is to identify online-game players' desire in cheating programs through Rene Girard's theory of mimetic desire. Cheating programs disrupts the magic circle of the game with denying the lusory attitude that players should have. The cheating players' desires do not go directly to victory, but are mediated by a virtual 'model player' which the rules of the game imply. They are internally mediated, so there is constant conflict in the play. Cheating players' desire to enhance skills by technology is defined as a false desire for transhuman.

Satisfying Desires Using Auto-Combat in Mobile RPG (모바일 RPG 자동전투 기능을 통한 욕망 충족 양상 연구)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.29-38
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    • 2015
  • The purpose of this study is to analyze how auto-combat function in mobile RPG satisfies player's desires. The auto-combat is classified into two types-complete and partial- by timing of activation and degree of control. With elicited aspects of play, players' desires are examined based on Lacan's Desire Theory. A player employing partial auto-combat desires to master higher stages with perfect or flawless control, and one's 'object petit a' is to be the difficulty of the stages. On the other hand, a player applying the complete auto-combat demands to fully comprehend the rules of the game and to attain the rewards of completed stage to build more competent characters. Once a player acquires the desirable object, one recognizes the illusion of one's achievement and seeks for new objects. In this succession, auto-combat function is utilized as an active action of willingness for fulfilling one's desire.

A Study on The Self-identity in Role-playing Games - Focused on Lacan's Psychoanalysis (롤플레잉 게임에서의 자아 정체성에 관한 연구 - 라캉의 정신분석학을 중심으로)

  • Xiao Zhongyi;Choi Won-ho
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.475-487
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    • 2024
  • As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.

Researching the self-presentation desire of decorating in-game space in Social Network Games (SNG의 공간 꾸미기를 통한 자기표현 욕구 연구)

  • Park, Jihye;Paik, Chul-ho
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.7-18
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    • 2015
  • A social network game (SNG) is the result of a combination of a life simulation game and a social networking service. These types of games are particularly popular among women. This phenomenon calls for research that focuses on the motivation behind playing SNGs, the factors that make SNGs absorbing and, particularly, the space decorating features of SNGs. The current study investigates people's experience with the space decorating features of SNGs and their motivation for playing these games. It observes the behaviors of SNG players, which were typed through Q methodology. Moreover, it specifically analyzes the motivation behind the playing of space-decorating SNGs. The study concludes that most of players were more absorbed in the space-decorating features of these games than they were in their social networking features. This also affects a player's continued playing of these games. This study proves that this phenomenon is related to players' desires for self-representation.

Samulnori Musicians' Experiences of Object Relations With Their Instruments (사물놀이 연주자의 악기 대상관계 경험)

  • Kim, Cheonsa;Kim, Kyoungsuk
    • Journal of Music and Human Behavior
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    • v.18 no.2
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    • pp.87-107
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    • 2021
  • The purpose of this research was to explore the phenomenon of object relations with musical instruments as experienced by professional Samulnori musicians. The researcher conducted in-depth individual interviews with five Samulnori players who also completed questionnaires with open-ended questions. The data were analyzed using Giorgi(2004)'s phenomenological methodology. The results offered 121 semantic units, seven subcategories, and three main categories. The three main categories were transitional object, object of expression and recognition of internal desires, and object for recognition of others and communication. These results suggest that the ensemble format of Samulnori promotes the development of the musician's object relationship and can externalize the player's internalized representational system and interaction method. This study is significant in that it reveals the endopsychic functional relationship between a musician and their instrument and provides the basis for the use of Samulnori instruments in music therapy.

Asymmetric Intention of Platform Participation in C2C Sharing Economy (C2C 공유경제 서비스 참여자 간의 비대칭적 플랫폼 참여의도)

  • GeonHo Shin;Kyuhong Park;Yongjin Park;Jae-Hyeon Ahn
    • Information Systems Review
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    • v.19 no.3
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    • pp.47-67
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    • 2017
  • The sharing economy has emerged as a new form of consumption pattern along with the advancement of information technology and the changes in the consumers' desires for economic spending. In a C2C-sharing economy platform, the user side and supplier side share the same assets, thereby making both sides of the market closely related. However, an information asymmetry exists within the platform that makes the players from one side reluctant to participate. This information asymmetry warrants a strategic approach for solving the fundamental "chicken and egg" problem for platform development. Motivated by this phenomenon, this study aims to analyze how the participation intentions from both sides of the platform are influenced by certain anteceding factors, such as trust, perceived risk, and perceived economic profit. Our findings show that the anteceding factors affect the participation intentions in different paths for both sides of the platform. As a managerial implication, these findings highlight the necessity of employing different approaches for each side of market development.

A research of fairness and power in sport (스포츠의 공정성과 권력의 탐구)

  • Kim, Jin-Hun
    • 한국체육학회지인문사회과학편
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    • v.54 no.5
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    • pp.581-592
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    • 2015
  • This research was fairness in sport and power is how they form and change through historical discussion on the sport's doping and ran afoul of fairness Explored in match-fixing in relationship with power, the product of the problems of human desires. First, doping and exploration of power. The history of doping in sports, history as long as it existed before. Medication is ruler of the players can't or don't conform with authority between the pair formed a relationship, where, in accordance with the victory of a temptation for wealth and fame and vested interests and desire, is personal, Society and country ranging and widely is committed. In particular, power of expression is reflected well reflected in the sport in the Cold War era and, in those days was wrong thinking and practices are still truly understands the connection between doping and anti-doping. Second, match-fixing and exploration of power. Also in the history of sport as doping, match-fixing, always existed. Sport and fairness of match-fixing in relation to artificial sources, and well decide the outcome of which ended with sport, not an issue connected to gambling and other crimes, And that's another sport and bring about a vicious circle of even turn into a row. The reason for this match fixing in power part of the formation of capital and profits for the exact cause has developed that further threatens the fair sport. Thus, in fairness, and relations of power in sport doping and match-fixing is historically very meaningful and, further research and discussion is needed. Buried the materialistic values of sport doping and match-fixing, nothing is being tolerated and other researchers' power as the elements of the pie grow only by sport only No one can guarantee that only satisfied if we hold a bright future of sport.