DOI QR코드

DOI QR Code

A Study on the Type of Audience Preference for the Image of Beggar Chivalrous Man: Focused on Chinese Martial Arts MMORPG Online Games

  • Received : 2023.07.28
  • Accepted : 2023.08.20
  • Published : 2023.09.30

Abstract

Chinese martial arts culture is a kind of Chinese kung fu culture, a cultural category that uses martial arts kung fu for chivalry and justice. Chinese martial arts MMORPG online game is the embodiment of Chinese martial arts culture in online games, which is a unique Chinese online game. The image of beggar chivalry is a special chivalrous image in Chinese martial arts culture, and in the top 3 martial arts MMORPG online games, all of them have the image of beggar chivalry, which shows that this image has a wide player base. The Q methodology is an approach that endeavors to discover complex issues in human subjectivity, unlike existing empirical studies. In order to determine the type of beggar chivalry image preference of the game players, 32 beggar chivalry images were selected in the study and three types of beggar chivalry images were found through the Q method: Type 1 is the type of gorgeous and noble beggar chivalry; Type 2 is a competent type and is good at fighting the beggar's chivalry; and Type 3 is comparable relatively refined type. The result of this study is that the image of beggar chivalry preferred by game players is the opposite of the traditional Chinese image of beggar chivalry. The traditional image of beggar is the image of wearing plain and begging in the street, but the image of beggar chivalry that is liked in online games is luxurious, noble, exquisite and about the image of good at fighting. This research result has some value and significance in the development and design of beggar chivalrous image in future martial arts MMORPG online games.

Keywords

References

  1. Tencent Research Institute,Guofeng Game Research Report. https://game.people.com.cn/n1/2019/0218/c40130-30761005.html (2022-12-18).
  2. H.Yi, Interactive motion recovery of chinese kung-fu for computer games, Proceedings - 2013 International Conference on Computer Sciences and Applications, pp.402-405, CSA 2013. https://doi.org/10.1109/CSA.2013.101.
  3. Y.Guo, "The historical transmission of martial arts culture and the development of the new era," Journal of Wuhan Institute of Physical Education, Vol.53, Issue 6, pp.51-52, 2019. https://doi.org/10.15930/j.cnki.wtxb.2019.06.007.
  4. P.Guo, S.Ma, and W.Li, "An examination of Bruce Lee's kung fu from the perspective of Japanese martial arts: The Chinese culture of chivalrous heroes and western science," Asia Pacific Journal of Sport and Social Science, Vol.6, No.2, pp.126-142, June 2017. https://doi.org/10.1080/21640599.2017.1323821.
  5. D.Lu, "Theme Change of Jin Yong's Novels Beggar Gangs Writing and Its Origin in the History of Martial Arts Literature," Zhejiang Academic Journal 2021, Vol.3, pp.25, March 2021. https://doi.org/10.16235/j.cnki.33-1005/c.2021.03.003.
  6. Y.Shan, Research on the application of martial arts game characters in cultural and creative products, M.A. Thesis.University of Anhui Jianzhu , Anhui, China, 2022.
  7. T.Chen, "Application, Effect and Value of the Cultural Transmission of Game Visual Symbol in Game Character Design," Journal of Korean Society of Media & Arts, Vol.15, pp.76, 2014. https://doi.org/10.14728/KCP.2017.15.02.073.
  8. K .Yang, N.Kim, and E.Jung, "A Study on the User Evaluation for Design of Game Characters about Traditional Culture -Focused on Preference of Domestic and Foreign Game Character Design," Journal of the Korean Society of Design Culture, Vol.20(3), pp.334, 2014. UCI: G704-001533.2014.20.3.029.
  9. L.Jiong, and H.Seuc, "Analysis of RPG Characters' Personality Performance," Journal of Digital Convergence, Vol.19, pp.405, 2021. https://doi.org/10.14400/JDC.2021.19.2.403.
  10. D.Lee, The Effect of character Characteristics on Mobile Game Satisfaction and Performance, M.A.Thesis.Graduate School of Cheongju University, Cheongju, Korea, 2020.
  11. Y.Yuan, Wushu culture development and penetration in the martial atrs game, M.A. Thesis. The Graduate School of Henan University, Kai Feng, China, 2013.
  12. X.Xiao, J.Hong, "Three Features of Chinese Martial Arts Online Games Chinese Full Text," Journal of Southwest University (Social Science Edition), Vol.43, Issue 4, pp.131, April 2017. https://doi.org/10.13718/j.cnki.xdsk.2017.04.016.
  13. E.Fehr, and B.Rockenbach, "Chivalry and solidarity in ultimatum games," Economic Inquiry, Vol.78, pp.379-385, 2003. https://doi.org/10.1093/ei/39.2.171.
  14. J.Q. Chen, W.J. Xie, and M.X. Wu, "Value-informed pricing for virtual digital products: Evidence from Chinese MMORPG industry," International Journal of Market Research, Vol.20, pp.173-197, 2016. https://doi.org/10.1177/1470785318799909.
  15. Y.Yuan, Wushu culture development and penetration in the martial atrs game, M.A. Thesis. The Graduate School of Henan University, Kai Feng, China, 2013.
  16. P. Liu, A Study of Character Modeling Art in Martial Arts Games, M.A. Thesis. Hunan Normal University, Chang Sha, China, 2017.
  17. H.Li, and X.Chai, "An analysis of the cultural image of beggars in Ming Dynasty figure painting and penjing," Journal of Yuncheng College, Vol.1, pp.58, January 2023. https://doi.org/10.15967/j.cnki.cn14-1316/g4.2023.01.012.
  18. P.Di, "Real beggars in history," Chinese studies, Vol.8, pp. 65, 2012.
  19. D.J.Lu, "Theme Change of Jin Yong's Novels Beggar Gangs Writing and Its Origin in the History of Martial Arts Literature," Zhejiang Journal, Vol.3, pp.25-26, March 2021. https://doi.org/10.16235/j.cnki.33-1005/c.2021.03.003.
  20. H.R.Yu, A study on the costume design of characters in Chinese ancient MMORPG games: A case study of "Tianya Ming Yue Dao OL", M.A. Thesis. Tung Wah University, ShangHai, China, 2020.
  21. E.J.Kim, A study on character production through character design analysis in "Dark Soul 3". M.A. Thesis. Graduate School of Smart Convergence, Kwangwoon University, Korea, 2021.
  22. S.Sengun, P.Mawhorter, W.Bowie, James, Y.Audeh, H.Kwak, and D. F.Harrell, "Contours of virtual enfreakment in fighting game characters," In Technological Forecasting & Social Change, pp.180, July 2022. https://doi.org/10.1016/j.techfore.2022.121707.
  23. L.Ng,S.Rino, and S.Chew, "Factors Influencing ESL Players' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games (MMORPG)," Asia-Pacific Education Researcher (Springer Science & Business Media B.V.), Vol.31, Issue 4, pp.369-381, August 2022. https://doi.org/10.1007/s40299-021-00578-6.
  24. S.C.Qin, and Y.C.Wang, "Analysis of RPG Characters' Personality Performance," Journal of Digital Convergence, Vol.19, pp.403-408, 2021. https://doi.org/10.14400/JDC.2021.19.2.403.
  25. B. Zhao, Character Design Research for Video Games, M.A. Thesis. Kunming University of Technology, Kunming, China, 2011.
  26. M.Nicole,C.Dmitri,H.Kristen,and A.Rabindra, "A Content Analysis of Female Body Imagery in Video Games," Sex Roles: A Journal of Research, Vol.61, pp.824-836, December 2009. https://doi.org/10.1007/s11199-009-9682-9.
  27. W.Stephenson, The Study of Behavior: Q technique and its methodology, University of Chicago Press, Chicago, USA, 1953.
  28. H.K.Kim, Q-Methodology: Theory, Analysis, and Application in the Philosophy of Science, Seoul Communication Books, Seoul, Korea, 2008.
  29. H.K.Kim, Q-Methodology: Theory, Analysis, and Application in the Philosophy of Science, Seoul Communication Books: Seoul, Korea, 2008.
  30. S.Ramlo, "Theoretical signifcance in Q methodology: A qualitative approach to a mixed method," Research in Schools, Vol.22, pp.73-87, 2015.
  31. J.Y.Lee, J.S.Hong, J.H. Eune, "A Study on the Types of Multiple Identity Based on KakaoTalk Profile Images," Archives of design Research, Vol.26, pp.4, November 2013. https://doi.org/10.15187/adr.2013.11.26.4.181.
  32. H.K.Kim, Q-Methodology: Theory, Analysis, and Application in the Philosophy of Science, Seoul Communication Books, Seoul, Korea, 2008.
  33. W.Stephenson, The Study of Behavior: Q technique and its methodology, University of Chicago Press, Chicago, USA,1953.
  34. H.K.Kim, Q-Methodology: Theory, Analysis, and Application in the Philosophy of Science, Seoul Communication Books, Seoul, Korea, 2008.
  35. H.K.Kim, and J.S.Hong, "A study on the motivation and attitudinal factors of overseas travelers - Approach to Q-Methodology-," Tourism Management Research, Vol.13, Issue 4, pp.12, December 2009. UCI: G704-SER000009812.2009.13.4.011.