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김은미(Eunmee Kim),이상혁(Sanghyuk Lee) 한국언론학회 2016 한국언론학보 Vol.60 No.5
Online games have come to the forefront of the academic world since 2000, primarily focused on their influences. The majority of the previous studies approached games in the same manner as the traditional media like TV or newspapers. Unlike the other media, games are rather active contents providing different media experiences depending on the playing styles of each gamer. The purpose of this study was to demonstrate the validity of the in-game behavior analysis as a measurement of media experiences. We performed an exploratory in-game behavior analysis, and categorized the three patterns of the in-game behaviors and the four types of the gamers. Comparative analysis with the traditional measure for gaming showed the in-game behavior analysis as a valid method of grouping the gamers and evaluating gaming experiences. Further studies regarding the more precise theories and tools of analyzing in-game behaviors need to be investigated, along with the additional verifications with various other groups of gamers.