• Title/Summary/Keyword: Trolling behavior

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The Relationship between Players' Characteristics and Trolling Behavior: Focused on (플레이어의 개인 성향과 게임 내의 트롤링 행위의 관계 : <리그 오브 레전드>를 중심으로)

  • Lee, Jun Myong;Na, Jung Hwan;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.63-72
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    • 2016
  • This study explores how players' characteristic factors affect on trolling behaviors. The data was collected through online survey from online communities of League of Legends(N=914, male=770, female=144, average of age=22.19, SD of age=4.78). Questionnaire includes age, level/tier, self-esteem, basic psychological needs, aggression, and trolling behaviors. Result shows that player characteristic factors which influence on players trolling behavior are 'age', 'physical aggression', 'verbal aggression'. Discussion suggests that the understanding of player's characteristics which influence on trolling behaviors has to precede the improvement of system structure in order to eradicate trolling behaviors.

Recognition of the Type and Cause of Trolling (<리그 오브 레전드> 트롤링의 유형과 발생 원인에 대한 인식 -사용자 심층인터뷰를 중심으로-)

  • Seo, Seong-Eun;Kim, Chi-Yo
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.93-110
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    • 2015
  • This study aimed at identifying user recognition of the types and causes of online game trolling through in-depth interview with users of . Online game trolling refers to anti-social behaviors to do acts provoking other users to anger intentionally so induce their actual reaction in online games. Types of online game trolling contained flaming, griefing, unskilled player and lack of understanding on user's rule. And users are recognizing as problems that anonymity is excessively high in the game, a single game has undue significance, team play is given too much emphasis in a situation lacking in social cohesivenessk as the structural causes of trolling in . Accordingly, in order to decrease online game trolling, it is urgent to improve the game-structured layer causing trolling rather than regulate trollers only.

What Factors Influence on Immoral Behavior in Games? - Focused on user identity, moral perception toward in-game rules, and moral positioning (게임 내 비도덕적 행동에 대한 영향 요인 연구 - 이용자 정체성, 게임규칙 인식 및 도덕적 포지셔닝을 중심으로)

  • Lee, Sung Je;Piao, Mei Ying;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.149-160
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    • 2021
  • Recently in the gaming market, immoral game behaviors such as flaming, trolling, and illegal program use have drawn attention as serious problems. With 209 gamers of , this study analyzed the effects of perception toward in-game rules, social identity, moral identity, and moral positioning with control of gender and gaming time. Results showed that moral identity and formal moral perception toward in-game rules had positive effects while moral positioning and social identity had negative effects on immoral behavior. Notably, moral identity had interaction effect with moral positioning.

Non-linear tension control in a winding process with a contact roll and a nip roll (접압롤 및 보조롤이 있는 권취공정에서의 장력의 비선형 제어)

  • 신기현;김규태;천성민
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1996.11a
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    • pp.748-753
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    • 1996
  • The contact roll is often used to regulate the winding tension as well as the entrained air in a wound roli by adjusting the contact force to the winding roll. But the contact force generated by other rolls, like assistant nip rolls, in a winding(or roll changing) process may act as disturbance to the control of the winding tension. In this paper, the mechanism of a roll change process is analyzed. And, the behavior of the contact and the assistant nip rolls are mathematically modeled. A nonlinear PID(NPID) controller is designed to control the winding tension and to reject the effect of disturbance generated by the assistant nip roll on the winding tension variation. Computer simulation study showed that the performance of the suggested NPID controller is improved compared with that of the PID controller in con trolling the winding tension and in rejecting the effect of the disturbance.

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Active Narrative of Digital Game and Improvisation (디지털 게임의 능동서사와 즉흥연기)

  • Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.75-86
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    • 2016
  • Game studies of theatrical approach explained interactive property of game in humanistic background. Those studies analyze the game, and based on Aristoteles Poetic Attribute. But theatrical approach has a problem by user's unpredictable intervention in narrative (Active narrative). This paper intended to see in the glance of any impact on the Aristotelian model by active narrative. As a result of the active narrative remake the causality between materials of drama. Also, it can be seen to define a kind of the "Improvisation" in theatrical view. But it exposed a essential difference in the form an expression by substance and material of media. It was defined forms of improvisation in the gaming environment which are 'Self-generated Individuality', 'Self-definition Faction', 'Eccentric Behavior Contending', 'Trolling' and 'Bug Play'. Finally this paper proposes the characteristics of the improvisation of the game and the direction to be improved game analysis model in humanities through forms of improvisation in game environment.