• Title/Summary/Keyword: 사회적 요인과 게임

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Exploring Factors Affecting Active Video Gaming and General Physical Activity

  • Choi, Ji Hye
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.99-108
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    • 2022
  • Despite the widespread use of digital games as a means of promoting physical activity, little is known about the factors that affect active video gaming. Based on the ecological model of health behavior, this study examined how personal, environmental, and social factors would influence active video gaming and general physical activity. The results showed that while all three factors significantly influence general physical activity, social factor is the only factor that affects active video gaming. The finding highlights the importance of social factors in predicting the use of active video games.

A Study on Social Interaction Factors Influencing on Excessive Online Game Usage (온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.387-398
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    • 2016
  • The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday life and social interaction has an impact on online gaming behaviors. Social interaction does not only have a positive impact on online game behaviors, but it also has a negative impact on them such as excessive online game usage. Previous research has a limitation to consider social interaction as a comprehensive concept. In order to fill the gap, we explore the factors of social interaction influencing on excessive online game usage. After reviewing previous literature, this study chooses three factors of social interaction such as escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital. The findings show that all of three factors of social interaction positively affect the excessive online game usage.

Analysis on the Influence of Player's Social Factors on Game Play (개인의 사회적 요소들이 게임 수행에 미치는 영향 분석)

  • Choi, Seong-Rak;Park, Junhwi
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.613-621
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    • 2018
  • This study analyzes the influence of player's social factors on their game play. By conducting a survey of 1,000 general public in Korea, this study aims to understand how game player's social factors influence on their game play behavior: whether they play a game or not, how long they play, and how frequent they play. The survey result suggests that there are some relations between player's social factors and their game play behaviour. The personal factors such as sex, age, monthly income level are seen to have influence on the length and frequency of their game play. Players' the social factors such as social status, social activity participation level and confidence level also have influence over their game play behaviours as well. And the influences are seen to be different depending on whether it's on online game or mobile game.

Factors Influencing Mobile Game Loyalty (모바일 게임의 충성도 형성에 미치는 영향요인)

  • Lee, Min-Sun;Park, Cheol;Lee, Hong-Il
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2003.11a
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    • pp.189-206
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    • 2003
  • 본 연구는 무선인터넷 컨텐츠 중 가장 많은 비중을 차지하고 있는 모바일 게임의 고객 충성도 형성요인을 고찰하였다. 모바일 게임 산업은 그동안 각 이동통신사에 종속된 게임업체들이 게임 컨텐츠를 공급함으로써 게임업체에 지속적인 충성도를 가지는 고객을 확보하기가 어려웠다. 그러나 이제 무선망 개방과 더불어 이동 통신회사와는 관계없이 자유롭게 무선인터넷 접속이 가능해짐에 따라 많은 변화가 예상된다. 즉, 시장의 장벽이 사라지게 되어 모바일 게임업체들 간의 경쟁은 더 한층 심화될 것이며, 결국 안정적인 고객을 확보한 몇몇 기업만이 살아남게 될 것이다. 따라서 본 연구에서는 모바일 게임의 충성도 형성에 영향을 미치는 변수들에는 어떠한 것이 있는지 조사해 보고자 한다. 기존의 온라인 게임이나 컴퓨터 게임의 충성도에 관한 연구들을 참조하여 모바일 게임만의 특성을 고려한 연구모형을 설정하였다. 먼저 모바일 게임의 충성도에 영향을 미치는 요인을 게임의 내적 요인과 외적 요인으로 구분하였다. 모바일 게임의 내적 요인으로는 게임 컨텐츠 자체의 참신성, 조작용이성을, 게임 외적 요인으로는 브랜드 인지도와 사회적 상호작용성을 선정하였다. 이러한 변수들이 모바일 게임 만족도에 영향을 미치고 또 이 만족도가 모바일 게임에 대한 고객 충성도로 이어진다는 모델과 가설을 제시하였다.

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The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players (심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로)

  • Lee, Seung Je;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.6
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    • pp.341-352
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    • 2019
  • Recently, e-sports has been receiving social attention. Game leadership is a necessary skill to perform effective game tasks, and it is very important to e-sports game and improve teamwork. As a result, there is a need to identify psychosocial factor that promote game leadership. This study tried to examine how game motivation, game efficacy, and psychological factors(self-control, social intelligence, self-esteem) reported to have an important effect on leadership have relation with game leadership to MOBA genre users who were known to consider role of game leadership as important factor. We used data from 196 adolescents using MOBA games for surveys. As a result of analysis, internet game time, game efficacy, and social intelligence had a positive relationship with game leadership. And game motivation(social, exploration and escape) also had a positive effect on game leadership. But self-control, self-esteem and some game motivations(acquisition, achievement) was not significant.

A Study on the Factors Affecting Customer's Intention to Use the Mobile Game Service (모바일 게임 이용의도에 영향을 미치는 요인에 관한 연구)

  • Kim Hyo-Jeung;Han Chang Hee;Suh Bomil;Kim Keun-Chong
    • The Journal of Society for e-Business Studies
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    • v.10 no.1
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    • pp.1-19
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    • 2005
  • Recently, the mobile game industry is explosively extending and advancing. Nevertheless, although research on IT acceptance has been actively performed, the effective studies have not been accomplished in the acceptance of mobile game. This study, therefore, explores the factors affecting customer's intention to use mobile game. Five external factors(service quality, social influence, instant connectivity, self-innovativeness, and self-efficacy) are proposed to test the several hypotheses. The factors are classified to three dimensions - system, individual, and society. The research model is based on various studies on TAM(Technology Acceptance Model) and mobile service. A survey of mobile game users collected 270 cases, and we used 261 cases for statistical analyses. The analyses show that service quality, instant connectivity, self-innovativeness, and self-efficacy have an indirect effect on the intention to use through perceived usefulness and perceived ease of use. We provide the important factors that should be focused on when an enterprise develops and promotes new mobile game products.

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The Influences of Cooperative Games on Psycosocial factors and Offline Social Participation (게임에서의 협동성 요인이 심리적 관계 요인과 오프라인 사회참여에 미치는 영향)

  • Lee, Jong Wouk;Lee, Sun Young
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.153-162
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    • 2015
  • This study explores the social sides of games by investigating the relationship between cooperative games and psychological factors determining social relationships (i.e., self-disclosure, intimacy) and how such psycosocial factors influence offline social participations. Utilizing both online and offline surveys, the results indicated that the amount of time spending on cooperative games have a positive impact on self-disclosure and intimacy. The results also showed that users' self-disclosure and intimacy influence offline social participation.

A Study on Factors Influencing Attachment of Gamers to MMORPG On-line Games (MMORPG 온라인 게이머의 애착감 영향요인 연구)

  • Park, Seong-Taek;Lee, Han-Chul;Kim, Tae-Ung;Choi, Soo-Myung
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.109-119
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    • 2012
  • MMORPG online game business has emerged as the most lucrative entertainment industry, with over 10 million gamers in South Korea. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' attachment or affection, game contents-related and social interaction-related construct. We assume that game contents-related construct consists of storytelling, game-play method, contents-diversity and the sense of identification, and that social interaction-related construct includes information-sharing, gamers' empowerment and the word-of-mouth. Based on data collected from online questionnaire survey, the validity of the research model has been tested. The results show that contents-related construct influences the players' attachment, and that social interaction-related construct has no direct impact on the attachment. But social interaction-related construct has been shown to influence contents-related construct, implying the indirect impact on the players' attachment.

Study on the Development Model and Improvement of Social Function of Social Games (소셜게임의 사회적 기능 향상에 관한 개발 모델 제안)

  • Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.449-454
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    • 2015
  • This study is done to analyze the social function of social games, propose a development model, and demonstrate predisposing factors and consequences on the model. Therefore, the predisposing variables on social functions of social games are explored through related theory and previous studies to propose the social function developing model of social games. Social function model of social games are classified in detail in terms of emotional ties, open communication, sense of belonging to a community and interaction to derive a measure for social function improvement, to prove social function improvement elements through various social network services and social game theories and to propose a social game development model.

Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.11-24
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    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.