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      오픈월드 게임의 사용자 정신건강 체험을 위한 디자인 요소에 관한 연구 = A Study on Design Elements for Enhancing Users’ Mental Health Experience in Open-World Games

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      https://www.riss.kr/link?id=T17370279

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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      This study aims to systematically examine the mechanisms through which open-world game design elements influence users’ Health of Mind (HM) and their psychological recovery, thereby constructing a user-centered framework for mental health–promoting game design. In recent years, video games have evolved beyond entertainment to become multidimensional media combining emotional regulation, stress relief, self-expression, and social connection. Among these, open-world games—characterized by free exploration, immersive interaction, and systemic openness—are considered especially conducive to psychological healing and emotional restoration. Based on this context, the study analyzes the structural relationships between open-world game design elements and mental health experience to reveal their positive psychological effects and potential applications. Grounded in User-Centered Design (UCD) and Emotional Design theories, this study develops an integrated dual-layer research model encompassing both functional and psychological dimensions. The UCD dimension focuses on how design elements such as control, achievement, and liberation enhance users’ operational efficiency and self-efficacy, while the Emotional Design dimension examines how immersion, visual healing, and social expression influence users’ emotional regulation, sensory engagement, and social identity. Using this dual structure, the study establishes a multi-dimensional model of “game design elements → mental health experience.” Previous studies have shown that gaming can improve emotional regulation and reduce psychological fatigue (Reinecke, 2009; Seligman, 2011; Csikszentmihalyi, 2014), but most focused on general or single-sensory experiences. In contrast, this study empirically analyzes the complex interactional environment of open-world games and their integrated mental health experience design elements. A questionnaire survey was conducted with participants experienced in open-world games, comprising 36 items covering six dimensions of mental health experience and six corresponding design factors. Data were analyzed using SPSS through factor analysis, reliability testing, correlation analysis, and multiple regression analysis. Results show that self-directed structures and freedom of exploration significantly enhance users’ sense of liberation and control, reducing stress and improving emotional stability. Progressive reward systems and visual feedback strengthen achievement and self-efficacy, while visual elements such as color, lighting, and natural scenery promote healing effects. Social interaction and emotional sharing enhance belongingness and social support. Overall, open-world game design elements interact dynamically across cognitive, emotional, and social domains, forming a cyclical “liberation–control–achievement–immersion” structure that promotes psychological recovery and emotional regulation. This study empirically demonstrates the potential of open-world game design to enhance mental health experiences and proposes a user-centered, emotionally integrated framework for mental health–oriented interactive systems. The findings provide a theoretical and methodological foundation for future developments in digital healthcare, psychological recovery content, and metaverse-based interactive environments.
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      This study aims to systematically examine the mechanisms through which open-world game design elements influence users’ Health of Mind (HM) and their psychological recovery, thereby constructing a user-centered framework for mental health–promotin...

      This study aims to systematically examine the mechanisms through which open-world game design elements influence users’ Health of Mind (HM) and their psychological recovery, thereby constructing a user-centered framework for mental health–promoting game design. In recent years, video games have evolved beyond entertainment to become multidimensional media combining emotional regulation, stress relief, self-expression, and social connection. Among these, open-world games—characterized by free exploration, immersive interaction, and systemic openness—are considered especially conducive to psychological healing and emotional restoration. Based on this context, the study analyzes the structural relationships between open-world game design elements and mental health experience to reveal their positive psychological effects and potential applications. Grounded in User-Centered Design (UCD) and Emotional Design theories, this study develops an integrated dual-layer research model encompassing both functional and psychological dimensions. The UCD dimension focuses on how design elements such as control, achievement, and liberation enhance users’ operational efficiency and self-efficacy, while the Emotional Design dimension examines how immersion, visual healing, and social expression influence users’ emotional regulation, sensory engagement, and social identity. Using this dual structure, the study establishes a multi-dimensional model of “game design elements → mental health experience.” Previous studies have shown that gaming can improve emotional regulation and reduce psychological fatigue (Reinecke, 2009; Seligman, 2011; Csikszentmihalyi, 2014), but most focused on general or single-sensory experiences. In contrast, this study empirically analyzes the complex interactional environment of open-world games and their integrated mental health experience design elements. A questionnaire survey was conducted with participants experienced in open-world games, comprising 36 items covering six dimensions of mental health experience and six corresponding design factors. Data were analyzed using SPSS through factor analysis, reliability testing, correlation analysis, and multiple regression analysis. Results show that self-directed structures and freedom of exploration significantly enhance users’ sense of liberation and control, reducing stress and improving emotional stability. Progressive reward systems and visual feedback strengthen achievement and self-efficacy, while visual elements such as color, lighting, and natural scenery promote healing effects. Social interaction and emotional sharing enhance belongingness and social support. Overall, open-world game design elements interact dynamically across cognitive, emotional, and social domains, forming a cyclical “liberation–control–achievement–immersion” structure that promotes psychological recovery and emotional regulation. This study empirically demonstrates the potential of open-world game design to enhance mental health experiences and proposes a user-centered, emotionally integrated framework for mental health–oriented interactive systems. The findings provide a theoretical and methodological foundation for future developments in digital healthcare, psychological recovery content, and metaverse-based interactive environments.

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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      本研究旨在系统探讨开放世界类游戏(Open-world Game)的设计要素对使用者精神健康体验(Health of Mind ,HM))的作用机制及其心理恢复效果,进而构建以用户体验为中心的精神健康促进型游戏设计框架. 近年来,电子游戏逐渐超越传统的娱乐范畴,被视为一种融合情绪调节,压力缓解,自我表达与社会连接的多维体验媒介. 其中,开放性世界类游戏因其自由探索性,沉浸交互性与系统开放性的特征,被认为最具潜力成为用户心理修复与情绪治愈的载体.本研究在此背景下,着重分析了开放世界类游戏设计要素与精神健康体验之间的结构性关系,旨在揭示其对用户心理层面的积极影响及潜在应用价值.
      为系统性验证这一研究假设,本研究以用户中心设计(User-Centered Design, UCD)与情感设计(Emotional Design)为理论基础,构建了涵盖功能性与心理性两个层面的研究模型. UCD层面关注游戏设计中如何通过“可控制性”,“成就性”与“解放性”等要素满足使用者的操作效率与目标实现感,从而提升其心理安全与行为自我效能;而情感设计层面则着重考察“沉浸感”,“视觉治愈”与“社会表达”等因素如何通过情绪调节,感官刺激与社会认同影响用户的心理恢复与精神愉悦体验.通过这种双层结构,本研究提出了“游戏设计要素 → 精神健康体验”之间的多维影响路径模型,为理解游戏设计与心理体验的交互关系提供理论框架.
      在先行研究部分,既有文献普遍指出游戏体验能够提升情绪调节力并缓解心理疲劳(Reinecke, 2009. Seligman, 2011),其中沉浸与反馈机制被认为与积极情绪,心理稳定显著相关(Csikszentmihalyi, 2014; Przybylski et al., 2012).然而,过往研究多集中于一般性电子游戏或单一感官层面的体验,缺乏针对开放世界类游戏复杂交互环境与综合性精神健康体验设计要素的系统性实证分析.因此,本研究从设计层面对游戏结构进行了细分,并围绕六个主要设计要素的心理功能展开验证.
      实证研究以拥有开放世界游戏经验的用户为对象,采用问卷调查法收集数据,问卷共包含36项指标,涵盖精神健康体验的6个维度及设计要素的6个对应构面. 数据分析使用SPSS 25.0进行验证性因子分析(CFA),相关分析与多种回归分析. 分析结果表明 1)开放世界游戏的自由探索结构与自我导向机制能够有效增强使用者的心理“解放感”与“控制感”,从而显著降低压力水平并促进情绪稳定.2)基于任务进程的渐进式奖励机制与可视化成就反馈能够提升用户的“成就感”,并维持持续的心理投入与自我效能感.3)色彩,光照与自然景观等感官设计在强化“视觉治愈”体验的同时,有助于缓解焦虑与恢复心理平衡.4)社区互动,协作任务与情感表达功能则强化了“社会表达”与归属感,成为促进精神健康体验的重要社会性支持因子.
      综合分析结果显示,开放世界类游戏的多维设计要素并非孤立作用,而是在认知—情感—社会三层面形成相互强化的心理恢复循环机制. 具体而言,“解放感—控制感—成就感—沉浸感”的交互结构构成了精神健康体验的核心路径,而“视觉治愈”与“社会表达”则在其中起到调节与巩固作用,最终形成持续的心理修复与情绪稳定效应.
      本研究的学术意义在于首次以实证方式揭示开放世界类游戏的设计要素对精神健康体验的系统性影响,验证了其在心理恢复与情感治愈领域的潜在应用价值.实践意义上,本研究以UCD和情感设计为整合框架,为今后在游戏设计,数字心理健康干预,虚拟康复(VR Therapy)及元宇宙社交体验中构建精神健康导向型交互系统提供了理论基础与方法指导.研究结果不仅拓宽了设计学与心理学的交叉研究边界,也为开发兼具娱乐性与治愈性的互动媒体内容提供了新的发展方向.
      번역하기

      本研究旨在系统探讨开放世界类游戏(Open-world Game)的设计要素对使用者精神健康体验(Health of Mind ,HM))的作用机制及其心理恢复效果,进而构建以用户体验为中心的精神健康促进型游戏...

      本研究旨在系统探讨开放世界类游戏(Open-world Game)的设计要素对使用者精神健康体验(Health of Mind ,HM))的作用机制及其心理恢复效果,进而构建以用户体验为中心的精神健康促进型游戏设计框架. 近年来,电子游戏逐渐超越传统的娱乐范畴,被视为一种融合情绪调节,压力缓解,自我表达与社会连接的多维体验媒介. 其中,开放性世界类游戏因其自由探索性,沉浸交互性与系统开放性的特征,被认为最具潜力成为用户心理修复与情绪治愈的载体.本研究在此背景下,着重分析了开放世界类游戏设计要素与精神健康体验之间的结构性关系,旨在揭示其对用户心理层面的积极影响及潜在应用价值.
      为系统性验证这一研究假设,本研究以用户中心设计(User-Centered Design, UCD)与情感设计(Emotional Design)为理论基础,构建了涵盖功能性与心理性两个层面的研究模型. UCD层面关注游戏设计中如何通过“可控制性”,“成就性”与“解放性”等要素满足使用者的操作效率与目标实现感,从而提升其心理安全与行为自我效能;而情感设计层面则着重考察“沉浸感”,“视觉治愈”与“社会表达”等因素如何通过情绪调节,感官刺激与社会认同影响用户的心理恢复与精神愉悦体验.通过这种双层结构,本研究提出了“游戏设计要素 → 精神健康体验”之间的多维影响路径模型,为理解游戏设计与心理体验的交互关系提供理论框架.
      在先行研究部分,既有文献普遍指出游戏体验能够提升情绪调节力并缓解心理疲劳(Reinecke, 2009. Seligman, 2011),其中沉浸与反馈机制被认为与积极情绪,心理稳定显著相关(Csikszentmihalyi, 2014; Przybylski et al., 2012).然而,过往研究多集中于一般性电子游戏或单一感官层面的体验,缺乏针对开放世界类游戏复杂交互环境与综合性精神健康体验设计要素的系统性实证分析.因此,本研究从设计层面对游戏结构进行了细分,并围绕六个主要设计要素的心理功能展开验证.
      实证研究以拥有开放世界游戏经验的用户为对象,采用问卷调查法收集数据,问卷共包含36项指标,涵盖精神健康体验的6个维度及设计要素的6个对应构面. 数据分析使用SPSS 25.0进行验证性因子分析(CFA),相关分析与多种回归分析. 分析结果表明 1)开放世界游戏的自由探索结构与自我导向机制能够有效增强使用者的心理“解放感”与“控制感”,从而显著降低压力水平并促进情绪稳定.2)基于任务进程的渐进式奖励机制与可视化成就反馈能够提升用户的“成就感”,并维持持续的心理投入与自我效能感.3)色彩,光照与自然景观等感官设计在强化“视觉治愈”体验的同时,有助于缓解焦虑与恢复心理平衡.4)社区互动,协作任务与情感表达功能则强化了“社会表达”与归属感,成为促进精神健康体验的重要社会性支持因子.
      综合分析结果显示,开放世界类游戏的多维设计要素并非孤立作用,而是在认知—情感—社会三层面形成相互强化的心理恢复循环机制. 具体而言,“解放感—控制感—成就感—沉浸感”的交互结构构成了精神健康体验的核心路径,而“视觉治愈”与“社会表达”则在其中起到调节与巩固作用,最终形成持续的心理修复与情绪稳定效应.
      本研究的学术意义在于首次以实证方式揭示开放世界类游戏的设计要素对精神健康体验的系统性影响,验证了其在心理恢复与情感治愈领域的潜在应用价值.实践意义上,本研究以UCD和情感设计为整合框架,为今后在游戏设计,数字心理健康干预,虚拟康复(VR Therapy)及元宇宙社交体验中构建精神健康导向型交互系统提供了理论基础与方法指导.研究结果不仅拓宽了设计学与心理学的交叉研究边界,也为开发兼具娱乐性与治愈性的互动媒体内容提供了新的发展方向.

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      목차 (Table of Contents)

      • ABSTRACT xi
      • 1. 서 론 2
      • 1.1 연구 배경 2
      • 1.1.1 사회적 배경 2
      • 1.1.2 산업적 배경 22
      • ABSTRACT xi
      • 1. 서 론 2
      • 1.1 연구 배경 2
      • 1.1.1 사회적 배경 2
      • 1.1.2 산업적 배경 22
      • 1.1.3 이론적 배경 26
      • 1.2 연구 필요성 32
      • 1.3 연구 목적 33
      • 1.4 연구 방법 및 연구 범위 34
      • 1.4.1 연구 방법 34
      • 1.4.2 연구 범위 35
      • 2. 이론적 고찰 38
      • 2.1 이론적 기초 38
      • 2.1.2 사용자 중심 디자인(User Centered Design)의 개념 40
      • 2.1.3 사용자 요구 반영 (Reflection of User Needs) 42
      • 2.1.4 상호작용 중심 설계 (Interaction-Centered Design) 43
      • 2.1.5 사용자 체험 최적화 (Optimization of User Experience) 44
      • 2.1.6 감성디자인(Emotional Design)의 개념 45
      • 2.1.7 반성적 감정 처리 (Reflective Emotional Processing) 46
      • 2.1.8 본능적 반응 (Visceral Reaction) 47
      • 2.1.9 행동적 만족 (Behavioral Satisfaction) 48
      • 2.1.10 오픈월드 게임의 개념 50
      • 2.1.11 CUI 이론 기반의 심리적 회복(Psychological Recovery, PR) 52
      • 2.1.12 이론 종합 요약 54
      • 2.2 연구 문제 및 가설 55
      • 2.2.1 연구 문제 55
      • 2.2.2 연구 가설 64
      • 2.3 소결 65
      • 3. 선행연구 68
      • 3.1 오픈월드 게임의 디자인 요소 중심 사례분석 및 선행연구 68
      • 3.1.1 정신건강체험 디자인요소가 충분히 반영된 성공 사례 69
      • 3.1.2 정신건강체험 디자인요소가 부족한 실패 사례 74
      • 3.2 디자인 요소 추출 84
      • 3.2.1 디자인 요소 개념 분석 86
      • 4. 실증 연구 93
      • 4.1 연구 절차 및 방법 94
      • 4.2 설문 조사 96
      • 4.3 결과 분석 97
      • 4.3.1 기술 통계 분석 97
      • 4.3.2 탐색적 요인 분석 99
      • 4.3.3 신뢰도 분석 104
      • 4.3.4 상관성 분석 105
      • 4.3.5 다중회귀분석 106
      • 4.3.6 다중회귀분석 / 정신건강 체험이 심리적 회복에 미치는 영향 107
      • 4.3.7 조절회귀분석 / 디자인 요소의 조절효과 검증 108
      • 4.3.8 매개효과분석 / 정신건강 체험 의 간접효과 검증 109
      • 5. 연구 결과와 결론 112
      • 5.1 연구 결과 112
      • 5.1.1 연구 결과 설명 및 분석 113
      • 5.1.2 결과 종합 요약 119
      • 5.2 연구 결론 120
      • 5.2.1 오픈월드 게임 디자이너를 위한 결론적 제언 120
      • 5.2.2 사용자 정신건강 체험 부족 해결에 대한 결론적 제언 121
      • 5.2.3 오픈월드 게임 정신건강 체험과 심리적 회복강화를 위한 결론적 제언 122
      • 5.2.4 향후 연구를 위한 결론적 제언 123
      • 5.2.5 연구 결론 종합 요약 124
      • 6. 연구한계 및 향후연구 127
      • 6.1 연구 한계 127
      • 6.2 향후 연구 128
      • 참 고 문 헌 130
      • 설 문 지 142
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