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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.

편액과 시문으로 본 요월정원림(邀月亭園林)의 입지 및 조영 해석 (The Location and Landscape Composition of Yowol-pavilion Garden Interpreted from Tablet & Poetry)

  • 이현우;김상욱;임근홍
    • 한국전통조경학회지
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    • 제32권3호
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    • pp.32-45
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    • 2014
  • 본 연구는 편액과 시문이 과거 누정원림의 고유한 입지 및 조영 특성 추론의 중요한 준거(準據)가 된다는 전제 하에, 요월정원림(邀月亭園林)을 대상으로 과거 시점의 입지 및 조영 해석을 고구(考究)하기 위해 시도되었다. 요월정원림이 갖는 의미와 문화재적 위상과 가치의 진정성 제고 및 보존의 당위성을 논의할 목적으로 시도된 연구결과는 다음과 같다. 첫째, 요월정원림은 정원주 김경우(金景遇)를 비롯한 당대 거유들이 교유한 시율풍류의 현장이었다. "조선환여승람 호남읍지(湖南邑誌) 장성읍지(長城邑誌)" 등 고문헌을 통해 사화(士禍)를 피해 머문 은신처로서의 성격과 함께 지역정체성을 형성한 교두보로서의 장소성이 확인되었다. 또한 "요월정원운(邀月亭原韻)"을 통해 누정원림 작정(作庭) 의도 및 조영 동기를 확인한 바, 요월정원림은 세속과 탈속 그리고 현실과 이상이 뒤섞여 길항(拮抗)한 공간으로 해석된다. 둘째, 당호 요월(邀月)은 누정에서 조망했을 때의 승경적 요인 및 자연현상과 관련된 명칭으로, 마주한 '월봉산에 뜨는 달을 맞이함'을 함의하는 어휘로, 이는 자연의 섭리이자 풍류로서 탈속의 이미지와 맞닿아 있다. 즉 요월정은 세속의 희비를 벗어나 자연의 섭리를 따르려한 조영 의도를 반영한 당호로 해석된다. 셋째, 요월정원림의 입지는 "영광속수여지승람(靈光續修輿地勝覽)"을 통해 조영자가 퇴관 후 휴식을 위해 마련한 처소였으며, 월봉산을 마주하여 황룡강(黃龍江)이 굽이쳐 흐르던 승경지였음을 고문헌과 다수의 시문을 통해 확인하였다. 특히, 수호인 인터뷰에 따르면 요월정원림에서 야경의 시지각 빈도(頻度)는 수호인 거처인 고직사에서 요월정을 향해 황룡강 방향인 동쪽을 숙시각(熟視角)으로 조망했을 때가 가장 높다고 한다. 또한 시지각 강도(强度)가 가장 높고 아름다운 풍경은 요월정 좌측 배후면에서 달이 부상하여 요월정 전면(前面)의 배롱나무동산을 가로질러 요월정과 마주한 월봉산 사이에 남중한 때로 증언한 바 있다. 현재 요월정원림의 좌향은 $SE\;141.2^{\circ}$로서 거의 남동향 하고 있는데, 이와 같은 요월정 좌향 설정은 지형조건뿐 아니라 달의 궤적을 유상(遊賞)하기에 최적화된 방향과 시계(視界)를 확보하기 위한 기도(企圖)가 담겼다고 판단된다. 나아가 전면의 황룡강 수면 위로 남중한 달빛이 투영됨으로써, 하늘의 달과 황룡강 강물에 투영된 달이 동시에 감지되게끔 고려된 것으로 추론된다. 넷째, 현재 요월정원림은 요월정과 광산김씨문숙공파종회각(光山金氏文肅公派宗會閣) 및 고직사(庫直舍)로 구성된 '내원 권역'과 진입부를 아우른 배롱나무동산 및 소나무 배후림이 포함된 '외원 권역'으로 구분된다. 나아가 '용소 및 수생식물원 권역' 및 최근 조성된 '황룡정과 공원 권역'으로 외연(外緣)이 확산되면서 교란되고 변용되었다. 다섯째, 조영 당시 요월정원림은 누정에서 조망한 풍경을 안아 들여 누정을 중심으로 지근거리의 일정한 자연을 점유한 방식인 '경계 없는 산수원림'이었으나, 현재 복합경관은 과거 원형경관과는 괴리된 '이질화 분절화 파편화된' 경관으로 파악된다. 마지막으로, 요월정원림이 문화재지정보호구역임을 감안할 때, 편액과 기문에 묘사된 완전한 원형경관으로의 복원은 아니더라도 최소한 원림권역에서의 경관적 악영향과 시각적 훼손을 최소화하기 위한 대책수립이 요망된다.