• 제목/요약/키워드: Study guideline Development

검색결과 1,142건 처리시간 0.025초

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

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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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.

LC-MS/MS를 이용한 농산물 중 살균제 Validamycin A의 시험법 개발 (Development of Analytical Method for Detection of Fungicide Validamycin A Residues in Agricultural Products Using LC-MS/MS)

  • 박지수;도정아;이한솔;박신민;조성민;신혜선;장동은;조명식;정용현;이강봉
    • 한국식품위생안전성학회지
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    • 제34권1호
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    • pp.22-29
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    • 2019
  • 발리다마이신 에이는 아미노글리코사이드계 항생물질로 이탄당인 균당을 2개의 포도당으로 분해하는 효소(trehalase)의 작용을 저해하여 균 증식을 억제한다. 우리나라에서는 벼, 고추, 복숭아, 마늘, 양파, 참다래 등에 세균성 병해를 방제하기 위해 농약으로 등록되어 있다. 국외의 경우 일본에 잔류허용기준(MRLs)이 감자 포함 43품목에서 0.05-0.06 mg/kg으로 기준이 설정되어 있고, 유럽은 0.01 mg/kg 일률 기준을 적용하고 있으며 국내의 경우 기준이 설정될 예정이다. 축산물의 경우 잔류물의 정의를 설정하고 있지 않으나 농산물의 경우 잔류물의 정의는 일본에서 모화합물로 설정되어 있으며 국내에서도 모화합물로 규정할 예정이다. 따라서 발리다마이신 에이의 잔류허용기준 신설에 따른 안전관리를 위하여 공정시험법을 개발하였다. 분석기기는 발리다마이신 에이의 물리 화학적 특성을 고려하여 선택성과 감도가 우수한 LC-MS/MS를 분석기기로 선정하였고 메탄올/물(50/50, v/v)을 이용하여 진탕 추출 후 HLB 카트리지를 이용한 정제 조건을 확립하여 시험법을 개발하였다. 발리다마이신 에이의 직선성은 결정계수($r^2$)가 0.99이상으로 우수하였으며, 검출한계 및 정량한계는 각각 0.005, 0.01 mg/kg으로 높은 감도를 나타내었다. 대표 농산물 5종(현미, 감자, 대두, 감귤, 고추)에 대하여 정량한계, 정량한계 10배, 정량한계 50배 수준으로 회수율 실험한 결과 평균 회수율(5반복)은 72.5-118.3%이었으며 분석오차는 10.3% 이하로 정확성 및 재현성이 우수함을 확인할 수 있었다. 검증 결과 각 농도별 발리다마이신 에이의 평균 회수율은 70.9~117.7%이었고, 상대표준편차(RSD)는 7.9% 이하로 조사되었다. 두 실험실간 회수율 결과에 따른 평균값은 75.9~112.7%이며 RSD는 18%미만으로 본 연구는 국제식품규격위원회 가이드라인(Codex Alimentarius Commission, CAC/GL 40)의 잔류농약 분석기준 및 식품의약품안전평가원의 '식품등 시험법 마련 표준절차에 관한 가이드라인(2016)'에 적합한 수준임을 검증하였다. 따라서 본 연구에서 개발한 시험법은 농산물 중 발리다마이신 에이의 잔류검사를 위한 공정시험법으로 활용할 수 있으며 유사 농산물에 대한 적용도 가능하리라 판단되어 향후 국내 농산물 중 농약의 잔류허용기준 신설 및 잔류농약 검사의 기초자료로 활용 가능할 것이다.