• 제목/요약/키워드: guild

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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.

길드에 의한 산림환경과 조류군집 변화 분석 (Analysis of Changes on the Forest Environment and the Bird Community in Terms of ‘Guild’)

  • Lee, Woo-Shin;Park, Chandra
    • The Korean Journal of Ecology
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    • 제18권3호
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    • pp.397-408
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    • 1995
  • This study was conducted to analyze the breeding bird community by using guild concept in Mt. Baekwoon Research Forest of Seoul National University. Bird Community was studied by line transect method during the breeding seasons of birds in 1982 and its results were compared and analyzed with the Park et al. Work in 1993. Guilds were characterized by nesting and foraging sites as follows: nesting guild - (H) hole, (C) canopy, (B) bush, (E) edge; and foraging guild - (o) outside, (c) canopy, (b) bush. Bush-nesting guilds such as Tricolor Flycatcher (Ficedula zanthopygia), Blue-and-White Flycatcher (Cyanoptila cyanomelana), Stonechat (Saxicola torquata), Bush Warbler (cettia diphone) and Skylark (Alauda arvensis) had disappeared after ten years. Outside-foraging guilds such as Common Buzzard (Buteo buteo), sparrow Hawk (Accipiter nisus) and Carrion Crow (Corvus corone) also were not observed. There was a sharp decrease of species richness of bush-nesting guild, canopy-foraging guild and bush-foraging guild compared to ten years ago. These decreases indicate that forest environment of this area has been changed for the ten years, and guild concept in this study can be used usefully to elucidate the change of bird community according to the change in forest environment.

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일본 북해도 낙엽활엽수림의 산림한경구조와 번식 조류 군집과의 관계 (The Relationship between Breeding Bird Community and Forest Structure at a Deciduous Broad-leaved Forest in Hokkaido, Japan)

  • Lee, Woo-Shin
    • The Korean Journal of Ecology
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    • 제19권4호
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    • pp.253-261
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    • 1996
  • This study was conducted to clarify the relationship between bird community and forest structure from early May to mid June, 1988 in two sites which had different forest structures due to silvicultural practice, located in the Tomakomai Experimental Forest of Hokkaido University, Hokkaido, Japan. Quantitative ahbitat analysis was applied to elucidate difference between the two study sites, and territory mapping method and guild analysis were used for assessment of the bird community. Dominant tree species were Quercus mongolica, Magnolia obovata, Prunus sargentii, Acer mono and Tilia japonica. Unithinned site had more foliage coverage in upper and middle layers, but in lower layer had less coverage than thinned site. Thirty four species of birds were recorded and of them only 21 species occupied territories within the study area. Dominant species were Ficedula narcissina, Phylloscopus occipitalis, Parus major, Passer rutilans, Sitta europaea and Parus palustris in the study area. The unmber of breeding species of the two sites were equal, but the species composition of breeding bird communities was different between the sites. The number of species and pairs on hole-nesting guild were greater in the unthinned site, but those on ground-nesting guild were greater in the thinned site. Canopy-nesting guild showed no significant difference between the two sites. Silvicultural practice such as proper thinning appeared to be not inadequate to all of the forest birds, probably good to bush and ground nesting guild, and to tree & bush and ground foraging guild. The silvicultural practice also did not considerably affect the hole and canopy-nesting guild.

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MMORPG 길드 시스템의 커뮤니티 효과 연구 -사회적 지원을 바탕으로- (An Empirical Study on Community Effect of MMORPG Guild)

  • 위정현;송인수
    • 한국게임학회 논문지
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    • 제10권4호
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    • pp.49-61
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    • 2010
  • 본 논문의 목적은 MMORPG의 길드 시스템이 사용자 커뮤니티 활성화에 영향을 미치는가를 실증분석하는 것이다. 이를 위해 본 논문은 온라인 게임 '군주'의 사용자 2,876명을 대상으로 설문조사를 실시, 이를 분석하였다. 연구 결과 MMORPG의 길드에 소속되어 있는 사용자는 소속되지 않은 사용자에 비해 사회적 지원이 더 활발하게 이루어지고 있음을 확인 할 수 있었다. 특히 길드 내적 사회적 지원이 길드 외적 사회적 지원보다 더 커뮤니티 활성화에 기여하는 것으로 드러났다.

공간정보 오픈플랫폼 초급 활용 가이드 제작에 관한 연구 (A Study on Making Beginner Utilization Guide of the Spatial Information Open Platform)

  • 강진아;송기성
    • 지적과 국토정보
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    • 제44권1호
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    • pp.151-164
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    • 2014
  • 본 논문에서는 브이월드 이용 활성화를 위한 가이드 제작에 관해 연구하였다. 브이월드 만족도 조사를 통해 대상자를 분류하여 방문 목적 등을 조사하였으며, 브이월드 사용자의 방문 목적에 따라 초급, 중급, 고급으로 분류하였다. 특히 본 논문에서는 90% 이상의 지도계열 서비스 사용자를 중심으로 초급 가이드 작성에 대해 연구하였다. 브이월드의 서비스 기능 분석, 초급 가이드에 대한 구성 방안, 콘텐츠 작성, 가이드 제작 방법 개발을 위해 다양한 통계분석 및 사회 전반적인 이슈 조사를 수행하였다. 본 연구를 통해 일반인이 보다 쉽게 국가공간정보를 국민에게 제공하는 브이월드에 접근할 수 있는 계기가 되었으면 한다.

낙동정맥의서식지유형별조류군집분석 (Analysis of Bird Community by Habitat Type in Nak-dong Jeongmaek)

  • 한승우;강태한;박치영;신용운;임은홍;이준우
    • 한국환경생태학회지
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    • 제30권3호
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    • pp.335-343
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    • 2016
  • 본 연구는 낙동정맥의 구간 중 다양한 지형을 볼 수 있고, 자연환경이 잘 보존되어 낙동정맥의 대표성을 가질 수 있다고 판단되는 5개의 산(백병산, 칠보산, 백암산, 운주산, 고헌산)을 중점조사지역으로 선정하였고, 각 산별로 조류 서식지 유형별 2개씩의 고정조사구를 설정하여 2015년 5월부터 10월 사이의 기간 동안 수행되었다. 낙동정맥의 5개의 산을 조사한 결과 총 47종 1,163개체의 조류가 확인되었다. 서식지 유형별 출현종은 임도 및 능선에서 31종으로 가장 많았고, 개체수는 계곡부에서 471개체로 가장 많았다. 낙동정맥의 서식지 유형별 영소길드 분석(Pearson Chi-Square test, ${\chi}^2=13.377$, p=0.037)결과 개발지, 계곡부에서 수관층 영소길드(Canopy nesting guild)에 속한 군집의 빈도가 높았고, 임도 및 능선에서는 수동 영소길드(Hole nesting guild)에 속한 군집의 빈도가 높았다. 채이길드 분석(Pearson Chi-Square test, ${\chi}^2=15.555$, p=0.004)결과 개발지에서 관목층 채이길드(Bush foraging guild)에 속한 군집의 빈도가 높았고, 계곡부, 임도 및 능선에서는 수관층 채이길드(Canopy foraging guild)에 속한 군집의 빈도가 높았다. 길드 분석 결과 서식지 유형별 유의한 차이가 있는 것은 임도의 개설 과정에서 천이된 초본류로 인한 붉은머리오목눈이, 노랑턱멧새 등의 유입과 같은 조류 서식지의 환경적 변화가 낙동정맥에 서식하는 조류에 영향을 주고 있었으며, 이러한 연구결과는 낙동정맥의 다양한 서식지 유형이 조류 서식에 다양하고 우수한 자원을 제공하고 있다는 것으로 판단된다.

도시공원내 야생조류의 유치증식을 위한 서식지에 관한 조사 (A Study on Habitat for Multiplication of Wild-birds in Urban Woodland)

  • 이성규;김종갑;민희규
    • The Korean Journal of Ecology
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    • 제25권5호
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    • pp.283-295
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    • 2002
  • 공원별 관찰된 조류의 서식수는 비봉공원 49종 4,349마리, 진주성지 46종 6,453마리. 노산공원 37종 2,817마리, 산호공원 33종 6,014마리로 조사되었으며, 4개 공원 전지역에서 우점도와 출현빈도가 높았던 조류는 참새(21.8%), 오목눈이류(20.7%), 까치(8.7%), 직박구리(7.6%), 박새(6.4%), 방울새류(4.6%)순이었다. 조류군집을 이동성에 의하여 분석한 결과 텃새 > 여름새 > 겨울새 > 통과새 순으로 4개공원 모두 텃새가 우점하였으며 종 수는 겨울철에 40종으로 최소, 봄철에 53종으로 최대를 나타내었다. 공원별 분포조류에 대한 종다양도지수는 비봉공원이 1.3256으로 종다양도가 가장 높았고 산호공원, 노산공원, 진주성지 순으로 나타났다. 공원별 서식조류에 대한 영소길드와 채이길드를 조사한 결과 4개공원 모두 영소길드는 공원수목의 수동, 수관, 관목을 이용한 영소길드(1∼7종)보다 외부, 인공 영소길드(7∼15종)가 높은 반면 번식기 채이길드는 외부, 인공, 공중 채이길드(2∼8종)보다 수관, 관목을 이용한 채이길드(12∼25종)가 높게 나타났다.

남산 지역 조류 군집의 서식 현황과 보호 및 관리방안 (Status, Protection, and Management of Bird Community in Mt. Nam Area)

  • 이우신;조기현;임신재
    • The Korean Journal of Ecology
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    • 제21권5_3호
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    • pp.665-673
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    • 1998
  • This study was conducted to clarified the relationship between bird community and forest structure and present the counterplan for protection and management of bird community from February 1993 to July 1995 at deciduous and coniferous forest within Mt. Nam area, Seoul, Korea. DBH distribution has not significant differences in each study site. Deciduous forest had more foliage coverage in all layers than coniferous forest. Total 41 species of birds, which were 16 species of resident, 14 species of summer visitor, 4 species of winter visitor, and 7 species of passage migrant were recrded in two study sites. Leaf use rate of birds was increased the increase of coverage. The number of breeding species and pairs, breeding density, and diversity index were greater in deciduous forest than coniferous forest. The number of species and pairs on bush-nesting and foraging guild were greater than other guilds. And the nuber of species and pairs on hole nesting guild were the fewest in nesting guild. Use rate of artificial nests for improvement of habitat quality was greater in coniferous forest than deciduous forest. Maintenance of bush layer, increase of coverage and leaf layer diversity, supply of artificial nests, management of large trees, and control of natural enemy were necessary for protection and management of bird community in Mt. nam area.

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농촌 경관에서 파편화가 조류 군집에 미치는 영향 (Effects of Fragmentation on the Bird Community in Agricultural Landscapes)

  • 박찬열;이우신
    • 한국환경생태학회지
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    • 제16권1호
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    • pp.22-33
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    • 2002
  • 농촌 경관에서 파편화가 조류 군집에 미치는 영향을 파악하고자 경기도 양평군 강하면 성덕리와 항금리 두 지역에서 수종 구성과 산림환경구조, 농촌 경관의 구조, 조류상 및 조류 군집의 길드 구조를 분석하였다. 성덕리 지역은 항금리 지역보다 수종의 종 수와 흉고직경 6~10cm 임목의 헥타당 밀도는 높았으나, 흉고단면적은 낮았다. 2m 이하와 12mn 이상의 엽층에서 피도량은 성덕리 지역보다 항금리 지역에서 높았다. 한편 성덕리 농촌 경관은 12개의 조각을 가지고 있었으며 낙엽송과 아가시 나무의 점유 비율이 높았다. 항금리는 11개의 조각을 가지고 있었으며 리기다소나무, 밤나무, 낙엽송, 논의 점유 비율이 높았다. 두 지역에서 조류의 우점종은 동일하였으나 항금리 지역에서 36종으로 나타나 성덕리 20종보다 훨씬 많았다. 여름철새의 비율은 도로에 의해 파편화가 진행되지 않은 항금리에서 높았다. 수동, 관목층. 지면 영소길드와 물가, 관목, 지면 채이길드의 종 수 및 서식밀도는 항금리 지역에서 높았다. 도로에 의한 파편화가 진행되지 않은 항금리 농촌 경관에서 인간에 의한 영향이 상대적으로 적고 중, 대경급 임목이 생육하여 수동 영소길드 종 수 및 서식밀도가 높은 것으로 생각된다. 또한. 2m 이하 하층 피도량이 높고 논, 밭, 계류 조각이 28.4%를 차지하는 항금리 경관은 관목층과 지면 길드 및 물가 채이길드의 종 수 및 밀도를 높인 것으로 생각된다. 따라서 도로는 농촌경관에서 이질적인 조각을 점유할 뿐만 아니라, 인간의 교란을 쉽게 유도하여 농촌 경관의 생물 서식지의 다양성을 줄이고 가장자리 효과를 감소시켰다고 판단된다.

온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석 (Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis)

  • 김기석;정형원
    • 디지털융복합연구
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    • 제14권6호
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    • pp.415-423
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    • 2016
  • 온라인 게임 이용에 따른 부정적 영향이 사회적 문제로 인식되면서 온라인 게임 이용의 부정적 영향에 관한 많은 연구들이 이루어져 왔다. 그러나 본 연구는 온라인 게임의 순기능에 관한 연구이며, 온라인 게임에서의 길드 활동이 리더십에 어떠한 영향을 주는지에 관한 연구이다. 본 연구를 위해 온라인 게임 이용자 대상으로 심층 인터뷰를 진행하였으며, 연구 방법은 지오르기(Giorgi)의 현상학적 분석을 통해 그 결과를 도출했다. 연구 참여자는 총 3명으로, 온라인 게임에서 길드 리더 경험이 있는 고등학생, 대학생, 직장인으로 구성하였다. 본 연구의 목적을 달성하기 위해 참여자의 경험을 토대로 온라인 게임의 길드 활동이 실생활에서 리더십에 어떠한 향상을 주었는지에 대해 분석하였다. 연구 결과, 평소 소심했던 성향이 길드 경험을 통해 적극적인 성격으로 변하였으며, 리더십은 물론 의사 결정 능력 및 협업 능력 그리고 문제 해결 능력까지 향상된 것으로 확인되었다. 본 연구를 통해 온라인 게임이 가지고 있는 요소 중 길드 활동 경험이 리더십 향상의 기회를 제공하고 있으며 다양한 역량 향상의 가능성을 보여주고 있다는 사실을 알 수 있다. 이를 통해 앞으로 더 많은 연구자가 온라인 게임이 가지고 있는 흥미롭고 다양한 역량에 대해 끈기 있는 연구를 이어가길 바란다.