본 논문은 스팀(Steam)의 리뷰 데이터를 활용하여 게임이용시간에 따른 FPS에서의 사용자 현존감 경험과 플레이어 경험을 분석했다. Python을 활용하여 크롤링을 통해 데이터를 얻었다. 분석 결...
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https://www.riss.kr/link?id=A107981476
2021
Korean
KCI등재
학술저널
13-30(18쪽)
0
0
상세조회0
다운로드국문 초록 (Abstract)
본 논문은 스팀(Steam)의 리뷰 데이터를 활용하여 게임이용시간에 따른 FPS에서의 사용자 현존감 경험과 플레이어 경험을 분석했다. Python을 활용하여 크롤링을 통해 데이터를 얻었다. 분석 결...
본 논문은 스팀(Steam)의 리뷰 데이터를 활용하여 게임이용시간에 따른 FPS에서의 사용자 현존감 경험과 플레이어 경험을 분석했다. Python을 활용하여 크롤링을 통해 데이터를 얻었다. 분석 결과 게임 이용 시간이 적은 집단에서는 통제 가능한 물리적 현존감과 통제 불가능한 사회적 현존감에 관한 이슈가 나왔고 게임이용시간이 많은 집단에서는 이전 집단에 있던 물리적 현존감 요인이 통제 가능한 사회적 현존감으로 변화한 것을 알 수 있었다. 더 나아가 플레이어 경험 분석을 통해 게임 플레이 요인인 “반동(recoil)”이란 키워드가 중요하다는 것을 알 수 있었다.
다국어 초록 (Multilingual Abstract)
This paper analyzed the user"s presence experience and player experience in FPS according to game usage time using Steam"s review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to contro...
This paper analyzed the user"s presence experience and player experience in FPS according to game usage time using Steam"s review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to controllable physical presence and uncontrollable social presence emerged in the group with less game use time, and controllable physical presence was changed to controllable social presence in the group with more play timeFurthermore, through player experience analysis, it was found that the keyword "recoil," a factor in game play, was important.
목차 (Table of Contents)
참고문헌 (Reference)
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3 임영협, "동시출현단어 분석을 이용한 토양침식 연구동향 비교 분석" 한국환경생태학회 34 (34): 413-424, 2020
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1 윤성준, "휴리스틱 평가와 게임 QA를 활용한 트랜스미디어 스토리텔링 기반 CCG의 성공 가능성 분석" 한국애니메이션학회 17 (17): 167-188, 2021
2 정정현, "온라인 FPS게임에서의 협력 메커니즘에 대한 연구: 호혜성 관점을 중심으로" 사이버커뮤니케이션학회 34 (34): 49-106, 2017
3 임영협, "동시출현단어 분석을 이용한 토양침식 연구동향 비교 분석" 한국환경생태학회 34 (34): 413-424, 2020
4 Lee, K. M., "Why presence occurs:Evolutionary psychology, media equation, and presence" 13 (13): 494-505, 2004
5 Jin, Y., "When newbies and veterans play together: The effect of video game content, context and experience on cooperation" 68 : 556-563, 2017
6 Schumann, S., "When is computer-mediated intergroup contact most promising? Examining the effect of out-group members' anonymity on prejudice" 77 : 198-210, 2017
7 Robb, A., "Training together: How another human trainee’s presence affects behavior during virtual human-based team training" 3 : 17-, 2016
8 Ferreira, M., "Towards automatic content analysis of social presence in transcripts of online discussions" 141-150, 2020
9 Biocca, F., "Toward a more robust theory and measure of social presence: Review and suggested criteria" 12 (12): 456-480, 2003
10 Short, J., "The social psychology of telecommunications" Wiley 1976
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33 Rice, R. E., "Electronic message systems in the university: A description of use and utility" 131-152, 1983
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39 Lim, S., "Being in the game:Effects of avatar choice and point of view on psychophysiological responses during play" 12 (12): 348-370, 2009
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43 Wirth, W, "A process model of the formation of spatial presence experiences" 9 (9): 493-525, 2007
44 Li, X., "A data-driven approach for video game playability analysis based on players’reviews" 12 (12): 129-, 2021
45 권혁인, "2D영상과 3D 입체영상에서의 액션 어드벤처 게임 몰입도 비교" 한국콘텐츠학회 11 (11): 157-164, 2011
몬테카를로 방법과 점 패턴 매칭을 활용한 바둑에서의 사활문제 해결을 위한 원형 안형의 분류
게임 속 캐릭터에 대한 동일시가 아이템 구매 및 게임 이용의도에 미치는 영향
Examining the Role of Emoji and Gender during Job Interview Training within Metaverse
메타버스 플랫폼을 활용한 민화 미술관 기획 연구-제페토 사례를 중심으로-
학술지 이력
연월일 | 이력구분 | 이력상세 | 등재구분 |
---|---|---|---|
2027 | 평가예정 | 재인증평가 신청대상 (재인증) | |
2021-01-01 | 평가 | 등재학술지 유지 (재인증) | |
2018-01-01 | 평가 | 등재학술지 유지 (등재유지) | |
2015-01-01 | 평가 | 등재학술지 유지 (등재유지) | |
2011-01-01 | 평가 | 등재학술지 유지 (등재유지) | |
2008-01-01 | 평가 | 등재학술지 선정 (등재후보2차) | |
2007-01-01 | 평가 | 등재후보 1차 PASS (등재후보1차) | |
2005-06-29 | 학회명변경 | 영문명 : 미등록 -> Korea Game Society | |
2005-01-01 | 평가 | 등재후보학술지 선정 (신규평가) |
학술지 인용정보
기준연도 | WOS-KCI 통합IF(2년) | KCIF(2년) | KCIF(3년) |
---|---|---|---|
2016 | 0.51 | 0.51 | 0.54 |
KCIF(4년) | KCIF(5년) | 중심성지수(3년) | 즉시성지수 |
0.54 | 0.51 | 0.691 | 0.09 |