• Title/Summary/Keyword: game culture study

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Psychological Needs of Game Addiction: An Exploratory Study Focusing on Therapeutic Catharsis Seeking and Game Self-Efficacy (카타르시스 추구와 자아 효능감에 기반한 게임 과몰입의 심리적 욕구에 관한 탐색적 연구)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.123-134
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    • 2015
  • There are general surveys on factors related to game addiction. However, less is known about the relationships between game addiction, therapeutic catharsis seeking, and game and life self-efficacy in terms of desired needs. This study sought to clarify several of these relationships. Using data from a survey of 489 online game users, we conducted a regression analysis to explore the association between therapeutic aspects (therapeutic catharsis seeking and game and life self-efficacy), psychological problems (loneliness and depression), and demographic variables (age and gender). Results showed that both therapeutic catharsis seeking and game self-efficacy increase game addiction. The implications of these results are discussed.

A Study on the Game Usage Persistence according to the Difficulty of Casual Game in Mobile Environment (모바일 환경에서 캐주얼 게임의 난이도에 따른 게임 이용 지속성에 관한 연구)

  • Goo, Tae-Won;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.233-236
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    • 2018
  • 최근 급속도로 성장하는 모바일 시장은 게임 산업에서 가장 대표적인 게임 플랫폼으로 국내외에서 상당히 많은 수익과 성장을 이루고 있다. 매년 새로운 게임이 출시되서 유저들이 많이 플레이하지만 정작 몇 주 만에 유저들이 많이 빠져나오면서 실패한 게임들이 매년 나온다는 것이다. 본 논문에서는 실패하는 게임 개발을 줄이고 모바일게임 장르중에 대표적인 캐주얼 게임을 대상으로 남이도 조절을 통해서 유저들이 몰입하는 게임을 개발할 수 있는 내용을 제안하고자 한다.

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Effects of game dynamics on consumer responses in Instagram marketing (인스타그램 마케팅의 게임 다이내믹스 차원이 소비자의 반응에 미치는 영향)

  • Shin, Jaewon;Ahn, Tae Hyeon;Lee, Hyun-Hwa
    • The Research Journal of the Costume Culture
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    • v.27 no.2
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    • pp.154-168
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    • 2019
  • The present study investigated fashion Instagram marketing, applying the concept of gamification. It set out to examine the following specific issues: 1) perceptions of flow, pleasures, dimensions of game dynamics (challenge, competition, achievement, reward, relationships among participants, and relationships between brands and consumers), and consumer responses based on frequency and involvement in exercise; 2) the effects of game dynamics dimensions on flow and pleasure; and 3) the effects of flow and pleasure on consumer responses. An online survey was used to gather data and the study analyzed a total of 200 responses. The results of the study were as follows. Perception differences were found only in relation to exercise involvement. Competition, relationships among participants, and relationships between brands and customers positively predicted flow. Among the dimensions of game dynamics, challenge, competition, reward, relationships among participants, and relationships between brands and consumers positively influenced pleasure. In addition, the study also found that pleasure and flow had positive effects on intention to participate and brand loyalty. Meanwhile, only pleasure predicted word-of-mouth. These findings suggest that fashion brands implementing Instagram as a marketing channel should seek to stimulate pleasure and fun to provoke positive consumer responses. Furthermore, the findings of the study provide practical and useful insights for fashion brands implementing Instagram marketing.

A Case Study of the Mod: a Developmental Perspective in Game Development Process - Focusing on Customer Involvement - (게임 제작 프로세스의 발전적 측면에서 본 모드게임 예시 연구 - 소비자 참여를 중심으로-)

  • Yoo, Bo-Mee;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.55-62
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    • 2009
  • User participation, potentiality of modification, and interaction are some of significant features of game, and in the same sense, mod - user-created additions and modifications to an existing game - represents these aspects of game. Therefore, this study shows the possibility of customer involvement in the game development process through a case study of Half-life mod.

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Effects of Game Development Organization on Game Development Result (게임개발 조직의 특성이 게임개발 성과에 미치는 영향)

  • Baek, Seunghee
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.83-94
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    • 2018
  • This study is to find out how to improve the efficiency of game development by analyzing the effects of the characteristics of game development organization on game development performance. The characteristics of the game development organization were set as independent variables, consisting of game project management characteristics, PM characteristics, game development team characteristics, and organizational culture. Game performance is divided into game project performance and game development final performance. As a result, the characteristics of the four game development organizations were found to be a significant factors in the game project performance and game development final performance. This study suggests that the environment that can focus on game development and appropriate management education for managers are needed to enhance the competence of members in game development team.

A System Algorithm for Recommending User-Customized Games

  • Son, So-hui;Lee, Im-kyeong;Huh, Jun-ho
    • Journal of Multimedia Information System
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    • v.4 no.3
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    • pp.145-150
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    • 2017
  • Recently, game companies are having difficulties in exactly figuring out the right consumer groups for their games. To solve this problem, a system algorithm which recommends user-customized games based on the user information entered has been proposed in this study. Game developers will be able to clearly determine the consumer group(s) of both on and off-line games through accumulated data while consumers can find the game they desire. It is expected that the gaming culture will advance further with the proposed algorithm.

Delphi Study on Game Content Valuation Model Element Extraction and Analysis (게임 컨텐츠 가치 평가 모델 분석 및 요소 추출에 관한 연구)

  • Lee, Sung Tae;Cho, Ok Hue
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.145-155
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    • 2018
  • This study aims to extract additional elements to the existing game value evaluation using Delphi technique to 23 game experts. As a result of reviewing the characteristics of the development model using the evaluation model of the existing game contents, it was found that the evaluation factor was selected when selecting the content. The Delphi analysis was conducted two times, the first was the expert FGI and the second was the Delphi questionnaire. More detailed elements were presented in the related items such as results, technology transfer and dissemination, and details for promoting commercialization. Through focus group interviews, we extracted additional factors and predicted market size, growth potential, regulatory and market appeal and risk through market analysis of content success in the game industry. This will allow the industry to understand market size, growth potential, regulation, market appeal and risk through a market analysis of its success targets. This study suggests that the proposed evaluation factors can be applied to the entire game and cultural contents industry and will also help to construct market factors such as market value evaluation of contents, goal and goal setting, selection of entry method, and strategic factors.

A Basic Study for Development of Youth On-line Game Competence Quotient (청소년 대상 온라인 게임 역량 지수 개발을 위한 기초 연구)

  • Kim, Ki-Suk
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.375-382
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    • 2017
  • Human resources required in society of knowledge and information are those who not only learn about knowledge and information but also apply those acquired sources to creatively trouble-shoot issues through independent or cooperative relationship. This study is to clarify that there is a positive effect from use of on-line game by youth as youth may have an opportunity to learn the competence required by present and future society of knowledge and information. Moreover, this study is to propose that positive competence may be acquired through on-line game and that the systematic device is required to show the classification of competence from game under characteristics of users. For upright settlement of gaming culture, game companies and the government are required to cooperate actively. Therefore, it is expected that the data from this study will be used as basis of studies of development of youth on-line game competence Quotient to grant upright gaming culture and youth on-line game competence Quotient.

The study of cooperation and reciprocity mechanism in MMORPG games -focused on 'World of Warcraft: Classic' (게임에서의 협력과 호혜성 메커니즘 연구 - '월드 오브 워크래프트: 클래식'을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.65-76
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    • 2020
  • This paper studied cooperation and reciprocity mechanism by analyzing game mechanics of MMORPG 'World of Warcraft: Classic'. MMORPG is the genre of game where social interaction vigorously occurs. This study figured out the structure of cooperation based on evolutionary psychology, anthropology and social psychology through participatory observation. Four cooperation and reciprocity mechanism were drawn through investigating game mechanics like instance dungeon, clear role setting, item, soulbind. In addition, this paper suggests providing ideas of making cooperation mechanism in the field of game design.

A Study about Need for Approval of Adolescent Game Users : Focused on Adler's Individual Psychology (청소년 게임 이용자의 인정욕구에 관한 연구 : 아들러의 개인심리학을 중심으로)

  • Gim, Hye-Yeong;Lee, Hye-Mi;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.93-106
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    • 2017
  • This study explains motivation and purpose of adolescents' game use based on Adler's individual psychology. Through in-depth interviews, it was found that the game is a field to reveal their need for approval in the social community and a means of expressing the attitude toward their life. In addition, need for approval shows a difference in adaptive/maladaptive attitude according to the social interest. This means that the role of peers, parents, and society is important in order for an individual's need for approval to produce social adaptive outcomes. It is necessary to acknowledge the game as an important area of self-actualization in which an adolescent is internalizing social interest and recognizing their self and it is required to switch from an attitude of exclusion, disdain and ignorance to an attitude of openness and tolerance and adaptive intervention.