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      A Study on the Application of Emotional Design in Smartphone MMORPGs and Impact on Player Immersion

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      https://www.riss.kr/link?id=A109465047

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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      The purpose of this paper is to analyze the impact of emotional design on the players’ immersion in a massively multiplayer online role-playing game (MMORPG) running on a smartphone, and to propose a design direction for future MMORPGs suitable for smartphones. To this end, the literature analysis revealed that with the rapid development of communication technology, smartphones have become a very important gaming platform. the MMORPG genre has become the central genre of gaming platforms. Most of the existing research focuses on improving player immersion through sensory stimulation, which poses difficulties and limitations in solving the problem of lack of immersion. this study conducted surveys and interviews with smartphone MMORPG players to analyze the three stages of immersion - building, deepening, and declining - and comprehensively summarize how emotional design affects the player's immersive experience, suggesting strategies to enhance immersion. The value of this study lies in the new perspectives and approaches to game design that allow developers to gain a deeper understanding of players’ needs, and we hope that this research will provide a theoretical foundation for the improvement and development of the MMORPG genre on smartphones.
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      The purpose of this paper is to analyze the impact of emotional design on the players’ immersion in a massively multiplayer online role-playing game (MMORPG) running on a smartphone, and to propose a design direction for future MMORPGs suitable for ...

      The purpose of this paper is to analyze the impact of emotional design on the players’ immersion in a massively multiplayer online role-playing game (MMORPG) running on a smartphone, and to propose a design direction for future MMORPGs suitable for smartphones. To this end, the literature analysis revealed that with the rapid development of communication technology, smartphones have become a very important gaming platform. the MMORPG genre has become the central genre of gaming platforms. Most of the existing research focuses on improving player immersion through sensory stimulation, which poses difficulties and limitations in solving the problem of lack of immersion. this study conducted surveys and interviews with smartphone MMORPG players to analyze the three stages of immersion - building, deepening, and declining - and comprehensively summarize how emotional design affects the player's immersive experience, suggesting strategies to enhance immersion. The value of this study lies in the new perspectives and approaches to game design that allow developers to gain a deeper understanding of players’ needs, and we hope that this research will provide a theoretical foundation for the improvement and development of the MMORPG genre on smartphones.

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      참고문헌 (Reference)

      1 "www.tvtropes.org"

      2 "www.screenrant.com"

      3 "www.play.google.com"

      4 "www.mumuplayer.com"

      5 "www.ch.netmarble.com"

      6 "www.blog.udonis.com"

      7 "www.blog.naver.com"

      8 Barnett J, "Virtually real: Apsychological perspective on massivelymultiplayer online games" 2010

      9 Stavropoulos V, "User-avatar bond profiles: How do they associate with disordered gaming?" 2020

      10 Fritsch T, "User casestudy and network evolution in the mobilephone sector (a study on current mobilephone applications)" 2006

      1 "www.tvtropes.org"

      2 "www.screenrant.com"

      3 "www.play.google.com"

      4 "www.mumuplayer.com"

      5 "www.ch.netmarble.com"

      6 "www.blog.udonis.com"

      7 "www.blog.naver.com"

      8 Barnett J, "Virtually real: Apsychological perspective on massivelymultiplayer online games" 2010

      9 Stavropoulos V, "User-avatar bond profiles: How do they associate with disordered gaming?" 2020

      10 Fritsch T, "User casestudy and network evolution in the mobilephone sector (a study on current mobilephone applications)" 2006

      11 Beard, K.S, "Theoretically Speaking: AnInterview with Mihaly Csikszentmihalyi onFlow Theory Development and Its Usefulnessin Addressing Contemporary Challenges inEducation" 2015

      12 Mahmud A, Islam M R, "The Palgrave Handbook of Global Social Change" Springer International Publishing 2023

      13 Chan T S, "Targeting motivation —adapting flow theory to instruction aldesign" 1999

      14 Sela A, "Smartphone use behavior and quality of life: What is the role of awareness?" 2022

      15 Tao Lei, "Researchon the application of emotional design inmobile independent game apps" 2020

      16 Schwabe G, "Mobile learning witha mobile game: design and motivation aleffects" 2005

      17 Feijoo, Claudio, "Mobile gaming:Industry challenges and policy implications" 2012

      18 Jennett, Charlene, "Measuring anddefining the experience of immersion ingames" 2008

      19 Rutz, Oliver, "Measuring and forecastingmobile game app engagement" 2019

      20 Jiang Junyi, "Measurement Method for UserExperience of Mobile Games" NortheasternUniversity 2019

      21 Stavropoulos V, "Internet gaming disorder: A pathway towards assessment consensus" 2019

      22 Adams B L M, "Internet gaming disorder behaviors inemergent adulthood: A pilot studyexamining the interplay between anxietyand family cohesion" 2019

      23 Chen, Weiwen, "International Conference onHuman-Computer Interaction" Springer International Publishing 2021

      24 Molyneux L, "Gaming social capital: Exploring civicvalue in multiplayer video games" 2015

      25 Cheng, M‐T, "Game immersion experience: itshierarchical structure and impact on gamebased science learning" 2015

      26 Ermi, Laura, "Fundamental components of the gameplay experience: Analysing immersion" 2005

      27 Csikszentmihalyi M, "Flow.: The Psychology ofOptimal Experience" HarperPerennial 1990

      28 Marsh H W, "Flow experiencein sport: Construct validation of multidimensional, hierarchical state andtrait responses" 1999

      29 Csikszentmihalyi M, "Finding flow: Thepsychology of engagement with everydaylife" Basic Book 1997

      30 Norman, Don, "Emotional design: Why welove (or hate) everyday things" Basic books 2007

      31 Baharom S N, "Emotional design for games: A frameworkfor player-centric approach in the gamedesign process" 2014

      32 Johnson, Daniel, "Effective affective user interface design in games" 2003

      33 Marc Prensky, "Digital game-based learning" 2003

      34 Schwind V, "Determining the characteristics of preferredvirtual faces using an avatar generator" 2015

      35 Castells M, "Critical education in the newinformation age" 1999

      36 Zhang, Fan, "Canplaying massive multiplayer online roleplaying games (MMORPGs) improve olderadults’ socio-psychological wellbeing?" Springer International Publishing 2016

      37 Csikszentmihalyi, M, "Beyond boredom andanxiety: Experiencing flow in work andplay" Jossey-Bass 2000

      38 Swann C, "Asystematic review of the experience,occurrence, and controllability of flowstates in elite sport" 2012

      39 Brown, Emily, "Agrounded investigation of game immersion" 2004

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