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      MMORPG 게임 내 캐릭터 커스터마이징과 게임 스토리 제공이 게임태도 및 각성(SCR)에 미치는 영향 = Effects of Game Character Customizing and Game Story on MMORPG Game Attitude and Skin Conductance Response

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      https://www.riss.kr/link?id=A100768560

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      다국어 초록 (Multilingual Abstract)

      Playing game sets off many emotional responses and people tend to affect by these response. Emotion responses are important in making one to play again. Especially, pleasure and arousal are particular to this matter. Concerning emotional responses, this study has found the effect of game story and character customizing. And how the emotional responses affect game purchasing. Our research shows that the high effort in making game character is relates higher Skin Conductance Response(SCR) and self-reporting emotional response. And game story didn``t have effect on SCR and self-reporting emotional response. But in case of putting in effort to make game character, those who had read the game story reported more positive emotion. In an analysis of game attitude and purchasing intention, when self-reporting emotional response was positive, participants respond positive game attitude and purchasing intention. But willingness to pay(WTP) was reported high if the SCR was high. These results shows that positive emotional response was relates higher game attitude and purchasing. In this study, we tried to find the game content``s effect in specific game genre. In this reason, our results can be apply to real MMORPG game. And this study can be differentiated with other studies because we confirmed the relation betweenWTP and SCR. Our research implies the meaning of the game-story and character customizing and presents how to use these game-contents.
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      Playing game sets off many emotional responses and people tend to affect by these response. Emotion responses are important in making one to play again. Especially, pleasure and arousal are particular to this matter. Concerning emotional responses, th...

      Playing game sets off many emotional responses and people tend to affect by these response. Emotion responses are important in making one to play again. Especially, pleasure and arousal are particular to this matter. Concerning emotional responses, this study has found the effect of game story and character customizing. And how the emotional responses affect game purchasing. Our research shows that the high effort in making game character is relates higher Skin Conductance Response(SCR) and self-reporting emotional response. And game story didn``t have effect on SCR and self-reporting emotional response. But in case of putting in effort to make game character, those who had read the game story reported more positive emotion. In an analysis of game attitude and purchasing intention, when self-reporting emotional response was positive, participants respond positive game attitude and purchasing intention. But willingness to pay(WTP) was reported high if the SCR was high. These results shows that positive emotional response was relates higher game attitude and purchasing. In this study, we tried to find the game content``s effect in specific game genre. In this reason, our results can be apply to real MMORPG game. And this study can be differentiated with other studies because we confirmed the relation betweenWTP and SCR. Our research implies the meaning of the game-story and character customizing and presents how to use these game-contents.

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      참고문헌 (Reference)

      1 양병화, "프로그램 무드가 광고태도와 기억에 미치는 영향: 감정모호성의 중재효과와 각성의 매개효과를 중심으로" 한국광고학회 18 (18): 207-231, 2007

      2 양병화, "프로그램 광고맥락에서의 정신생리학적 반응과 측정에 관한 연구" 1-16, 2008

      3 게임동아, "온라인 게임의 반격, 대표 MMORPG들 일제히 행동개시, 2013. 7. 24"

      4 매일경제, "온라인 게임 좀 먹는 원흉, 2013. 8. 27"

      5 유창조, "아바타의 소비경험에 관한 탐색적 연구: 자아와 아바타의 관계를 중심으로" 한국마케팅관리학회 8 (8): 4-98, 2003

      6 BizFocus, "닌텐도 소니 휴대용 게임기 시장 스마트폰에 완패. 2013. 8. 26"

      7 권혁인, "구조방정식을 이용한 모바일게임 몰입에 영향을 미치는 요인에 관한 연구" (사)한국컴퓨터게임학회 14 (14): 23-36, 2008

      8 Hsu, C. L., "Why do people play on-line games? An extended TAM with social influences and flow experience" 41 (41): 853-868, 2004

      9 Franke, N., "Value creation by toolkits for user innovation and design : The case of the watch market" 21 (21): 401-415, 2004

      10 Franke, N., "The"I designed it myself"effect in mass customization" 56 (56): 125-140, 2010

      1 양병화, "프로그램 무드가 광고태도와 기억에 미치는 영향: 감정모호성의 중재효과와 각성의 매개효과를 중심으로" 한국광고학회 18 (18): 207-231, 2007

      2 양병화, "프로그램 광고맥락에서의 정신생리학적 반응과 측정에 관한 연구" 1-16, 2008

      3 게임동아, "온라인 게임의 반격, 대표 MMORPG들 일제히 행동개시, 2013. 7. 24"

      4 매일경제, "온라인 게임 좀 먹는 원흉, 2013. 8. 27"

      5 유창조, "아바타의 소비경험에 관한 탐색적 연구: 자아와 아바타의 관계를 중심으로" 한국마케팅관리학회 8 (8): 4-98, 2003

      6 BizFocus, "닌텐도 소니 휴대용 게임기 시장 스마트폰에 완패. 2013. 8. 26"

      7 권혁인, "구조방정식을 이용한 모바일게임 몰입에 영향을 미치는 요인에 관한 연구" (사)한국컴퓨터게임학회 14 (14): 23-36, 2008

      8 Hsu, C. L., "Why do people play on-line games? An extended TAM with social influences and flow experience" 41 (41): 853-868, 2004

      9 Franke, N., "Value creation by toolkits for user innovation and design : The case of the watch market" 21 (21): 401-415, 2004

      10 Franke, N., "The"I designed it myself"effect in mass customization" 56 (56): 125-140, 2010

      11 Schreier, M., "The value increment of masscustomized products : an empirical assessment" 5 (5): 317-327, 2006

      12 Holbrook, M. B., "The experiential aspects of consumption: consumer fantasies, feelings, and fun" 9 (9): 132-140, 1982

      13 Lang, P. J., "The emotion probe : Studies of motivation and attention" 50 (50): 372-385, 1995

      14 Lang, A., "The effects of production pacing and arousing content on the information processing of television messages" 43 (43): 451-475, 1999

      15 Scherer, K. R., "The Neuropsychology of Emotion" Oxford University Press 2000

      16 Dawson, M. E., "The Electrodermal System" 159 : 2007

      17 Thorson, E., "Television commercials as mass media messages" 195-230, 1989

      18 Savitsky, K., "Remembering and regretting : The Zeigarnik effect and the cognitive availability of regrettable actions and inactions" 23 (23): 248-257, 1997

      19 Mehrabian, A., "Preferences for individual video games as a function of their emotional effects on players" 16 (16): 3-15, 1986

      20 Poels, K., "Pleasure to play, arousal to stay: The effect of player emotions on digital game preferences and playing time" 15 (15): 1-6, 2012

      21 Sarbin, T. R., "Narrative psychology: The storied nature of human conduct" Praeger Publishers/Greenwood Publishing Group 1986

      22 Pine, I. I., "Mass Customization: The New Frontier in Business Competition" Harvard Business School Press 1993

      23 Hoffman, D. L., "Marketing in hypermedia computer-mediated environments:conceptual foundations" 60 (60): 50-68, 1996

      24 Shin, M., "Make it fast but easy: Narrative structure and production pacing in processing television commercials" 2003

      25 양기현, "MMORPG에서 아바타 커스터마이징의 유저 몰입요인과 충성도에 관한 연구" 한국게임학회 13 (13): 17-28, 2013

      26 백철호, "MMORPG 아바타의 젠더 인식 변화 및 남녀 비교 연구" 한국디지털디자인학회 11 (11): 355-363, 2011

      27 Poels, K., "It is always a lot of fun!: exploring dimensions of digital game experience using focus group methodology" ACM 83-89, 2007

      28 Bailey, R., "How avatar customizability affects children's arousal and subjective presence during junk food–sponsored online video games" 12 (12): 277-283, 2009

      29 Phillips, C. A., "Home video game playing in schoolchildren : A study of incidence and patterns of play" 18 (18): 687-691, 1995

      30 Csikszentmihalyi, M., "Happiness in everyday life : The uses of experience sampling" 4 (4): 185-199, 2003

      31 Murray, J. H., "Hamlet on the holodeck : The future of narrative in cyberspace" The Free Press New York 1997

      32 Murphy, J. K., "Gender and ethnicity in children's cardiovascular reactivity : 7years of study" 14 (14): 48-, 1995

      33 Jin, S. A. A., "Feel More Connected to the Physically Ideal Mini Me than the Mirror-Image Mini Me”: Theoretical Implications of the “Malleable Self” for Speculations on the Effects of Avatar Creation on Avatar–Self Connection inWii" 13 (13): 567-570, 2010

      34 Simons, R. F., "Emotion processing in three systems : The medium and the message" 36 (36): 619-627, 1999

      35 Lang, A., "Effects of chronological presentation of information on processing and memory for broadcast news" 33 (33): 441-452, 1989

      36 Wind, J., "Editorial : issues and opportunities in new product development : an introduction to the special issue" 34 (34): 1-12, 1997

      37 Schneider, E. F., "Death with a Story : How Story Impacts Emotional, Motivational, and Physiological Responses to First-Person Shooter Video Games" 30 (30): 361-375, 2004

      38 Graesser, A. C., "Constructing inferences during narrative text comprehension" 101 (101): 371-, 1994

      39 Laurel, B., "Computers äs Theatre" Addison-Wesley 1993

      40 Biocca, F., "Communication in the age of Virtual reality" Routledge 3-14, 1995

      41 Matthews, K. A., "Cardiovascular responses of boys exhibiting the type A behavior pattern" 46 (46): 484-497, 1984

      42 Norton, D., "Bolstering and restoring feelings of competence via the IKEA effect" 29 (29): 453-460, 2012

      43 Kempf, D. S., "Attitude formation from product trial : Distinct roles of cognition and affect for hedonic and functional products" 16 (16): 35-50, 1999

      44 O'Brien, L., "An investigation into how avatar appearance can affect interactions in a virtual world" 1 (1): 192-202, 2009

      45 White, M. P., "Accounting for the richness of daily activities" 20 (20): 1000-1008, 2009

      46 Oatley, K., "A taxonomy of the emotions of literary response and a theory of identification in fictional narrative" 23 (23): 53-74, 1995

      47 Mandryk, R. L., "A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies" 65 (65): 329-347, 2007

      48 한국콘텐츠진흥원, "2013년대한민국게임백서요약본" 2013

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      2026 평가예정 재인증평가 신청대상 (재인증)
      2020-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2017-01-01 평가 등재학술지 유지 (계속평가) KCI등재
      2013-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2010-01-01 평가 등재학술지 유지 (등재유지) KCI등재
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      2001-07-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      1999-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 1.48 1.48 1.67
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      1.7 1.88 2.351 0.15
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