• 제목/요약/키워드: Domestic Character

검색결과 217건 처리시간 0.022초

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

국내 주거용 가구디자인 특성에 관한 연구 (A Study on Design Characteristics of Domestic Furniture for Residence)

  • 김국선;박성원
    • 한국가구학회지
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    • 제16권2호
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    • pp.49-57
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    • 2005
  • This study purposed to grasp the Design Characteristic of the representative Furnitures produced recently by Domestic Furniture Manufacturers. As for the researching method, setting as the object of the selected 7 furniture manufacturers, through the regional classification such as living room, bedroom, dining room, and then chose again the 395 items of furnitures to be analyzed. The Design Characteristic of the chosen furnitures has been examined clearly by the analysis standard framework for those peculiarities at view of aesthetic, decorating and material. As the result of analysis, as for the aesthetic Peculiarity of the furnitures, the rectilinear form was overwhelming than the curve lined shape, and it was appeared that the brighter tone of color was used quite more. In the respect of aesthetic characteristic, the furnitures decorated with modern style is pretty gaining predominance than that of reflected style of traditional character, and since modern residential space has been maintained continuously as minimal shaped trend for several years, it could be known that such moulding and decorating peculiarities and also furniture as the composing factor of space had been selected together with it. Based on such conclusion, standing on this time point where the design trend of residential space is being changed, it is also considered that the Development of Furniture Design which copes positively with such change tendency in the future.

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친환경 화장품 잡지 광고의 조형적 특성에 관한 연구 (Formative Characteristics of Magazine Advertisement in Eco-friendly Cosmetics)

  • 김명리;제기연;이경희
    • 복식문화연구
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    • 제19권1호
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    • pp.150-162
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    • 2011
  • Personal health and environment is being aimed recently to show increase in preferences of eco-friendly cosmetics with longing of clean nature, and environment on pure plant ingredients. This study has the purpose of inquiring components and types of magazine advertisement in eco-friendly cosmetics and to analyze the model characteristics. The standards of analysis were classified as product, face, background, article, arrangement of colors, image, and eco-friendly factors. The results of this study are as follow. First, in inquiring the general characteristics of the magazine advertisement in eco-friendly cosmetics, the results were shown as the order of attention on product, face, background, article, arrangement of colors, image and eco-friendly factors. Second, in inquiring the components and types of magazine advertisement in eco-friendly cosmetics, the results showed an attentive difference in product, face, background, article, arrangement of colors and eco-friendly factors. Third, in inquiring relationships of model characteristics between domestic and foreign eco-friendly cosmetics, the results showed lots of domestic cosmetics advertising direct advertising, product type emerged was a lot of character type emerged. International cosmetics advertising, indirect advertising and highlighting the many articles that appeared prominently type is characterized.

제주 동부지역에서 발견된 국내 미기록 자생버섯 보고 (Domestic Unrecorded Species Found in the Eastern Part of Jeju Island)

  • 이승학;고평열;전용철
    • 한국균학회지
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    • 제46권2호
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    • pp.105-113
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    • 2018
  • 본 연구에서는 2016년 5월에서 9월까지 제주 동부지역에서 채집된 317종의 버섯들 중 국내 미기록된 4종을 보고하고자 한다. 미기록종으로 추정되는 버섯의 정확한 동정을 위하여 채집된 자실체에서 분리한 DNA의 염기서열을 버섯의 유전자은행을 통하여 비교 분석한 결과 Agaricus flocculosipes, Amanita concentrica, Coprinopsis strossmayeri, Favolus acervatus로 동정되었으며 이들은 모두 국내 미기록종으로 확인되었다. 한편 현미경을 이용하여 버섯의 미세구조를 관찰한 결과는 모두 DNA 염기서열을 분석하여 동정한 버섯과 일치하였다.

스페이스 프레임의 소개 및 시공사례 (The Introduction & Construction Case of the Space Frame)

  • 엄정효;조승현;강기석;김기문;김창덕
    • 한국건설관리학회:학술대회논문집
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    • 한국건설관리학회 2003년도 학술대회지
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    • pp.630-633
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    • 2003
  • 국내 건설 산업에 있어 공항시설, 체육시설, 집회시설, 판매시설 등에 대한 수요가 증가하면서 무주대공간의 필요성이 증가되고 있는 추세이다. 우주대공간 구축에 있어,기존의 PEB(Pre-Engineered Building)구조나 Pipe Truss구조는 span이 커짐에 따라 철재중량이 급격히 증대되고 장스판에는 적용이 어려운 구조적 문제가 발생하게 된다. 이러한 문제를 해결하는 구조방법 중 하나로 Space Frame이 고려되고 있으나 아직 국내에서는 Space Frame에 대한 연구가 미흡하여 그 활용성이 높지 않은 실정이다. 본 연구에서는 공사비용, 공사기간, 시공성 등에서 여러 장정을 지닌 Space Frame을 소개하고 무주대공간 구축에 있어 Space Frame을 적용한 사례분석을 통하여 Space Frame의 특징을 조사하고자 하였다. 더 나아가 향후 국내 건설업계에 무한한 발전 가능성을 가진 Space frame의 기본적 특성과 다른 구법들과의 비교를 통해 장점을 확인함으로써 Space Frame에 대한 국내연구를 활성화시키고 향후 실무를 담당하는 현장에서 무주대공간으로서의 Space Frame의 활용을 높이고자 한다.

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국내 대학의 심볼 마크 디자인 -2000년대 UI(University Identity)의 사례를 중심으로- (Symbol Mark Design of Domestic Universities -With Focus on Case of UI(University)in the 2000s-)

  • 권윤경
    • 한국콘텐츠학회논문지
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    • 제7권7호
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    • pp.77-86
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    • 2007
  • 21세기 교육환경의 급격한 변화로 각 대학들은 새로운 대학이미지 구축의 바람 즉, 이미지통합화를 위한 UI(University Identity)를 개발하고 있다. 외적으로는 대학을 상징하며 대학의 이미지 전달의 역할을 하고 내적으로는 소속된 집단의 올바른 의식을 갖게 하는 UI개발에서, 심볼 마크는 그 시각적 효과가 커 대학 이미지의 확립에 중요한 요인이 되고, 또 대학의 자긍심과 단결심 그리고 연대감을 고취시키는 것은 물론이고 타 대학과의 식별도 용이하게 해 주는 중요한 역할을 하고 있다. 본 연구에서는 대학 이미지를 구축하는 요소들 중 심볼 마크가 차별화 효과와 고유의 아이덴티티를 나타내는 중요한 브랜드 자산이라는 점을 제시하고, 2000년대 개발된 국내 대학의 심볼 마크 디자인 상황을 36개 대학을 대상으로 조형 형태별과 적용 컬러별로 각각 분류하고, 엠블럼 활용 현황도 조사하여 각 심볼 마크의 특성과 개발 현황을 분석하였다. 이에 본 연구의 결과물은 국내 대학 심볼 마크의 유형을 이해하고 향후 대학들의 차별화 전략을 수립하는데 기초자료로 활용될 수 있을 것으로 기대한다.

WIPI 플랫폼 기반의 상용어구 기능 적용에 관한 연구 (A Study on Application of Common Phrase Function Based on WIPI Platform)

  • 김창수;임창묵;임재홍
    • 한국정보통신학회논문지
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    • 제9권3호
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    • pp.480-486
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    • 2005
  • 서로 다른 플랫폼을 사용하는 콘텐츠 제공자의 개발환경이 국내 무선 인터넷 시장의 콘텐츠 보급화에 걸림돌이 되어 왔다. 이러한 문제점을 해결하기 위하여 창립된 한국 무선 인터넷 표준화 포럼(KWISF; Korea Wireless Internet Standardization Forum)에서 개발한 무선 인터넷 플랫폼인 WIPI(Wireless Inte구et Platform for Interoperability)의 사용으로 무선 응용프로그램의 상호 운용 및 하드웨어에 대한 독립성을 보장할 수 있게 되었다. 따라서 본 논문에서는 현재의 서로 다른 플랫폼에서 발생하는 비용을 절감할 수 있는 표준 플랫폼인 WIPI의 특징과 주요규격을 살펴보고, 최근 사용되고 있는 휴대폰간의 채팅 서비스의 편리성을 고려한 상용어구 기능을 설계 및 구현한다. 그리고 이를 통하여 휴대폰의 문자입력 속도의 향상과 사용자의 편리성 및 키 입력의 효율성에 대해 논하고자 한다.

Linguistic Characteristics of Domestic Men's Formal Wear Brand Names

  • Kwon, Hae-Sook
    • 패션비즈니스
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    • 제14권6호
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    • pp.11-22
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    • 2010
  • The main purpose of this research was to examine the linguistic characteristics of domestic men's formal wear brand name. Four linguistic characteristics of language type, combined structure type of language, word class, length of brand name were investigated in this research and also examined the difference between brand type. For sample selection, the 209 men's fashion brands were selected from '2009 Korea Fashion Yearbook' and then, 25 brands which could not collect proper informations about the brand name or naming were excluded. Among total 184 men's brand names, 66 men's formal wear brands were selected and studied. For data analysis, quantitative evaluation of the frequency and qualitative evaluation have been used. The result as follows.; (1) Seven language types were found in domestic men's formal wear brand names. English has been used the most, then followed by Italian and French. (2) For combined structure type of brand name language, the single word used the most, followed by separately combined word type, artificially combined word, and unified word type. (3) The most frequently used the type of word class was noun, and followed by phrase, adjective, and verb. In the noun type, 6 different types which expressed a person, concrete & abstract entity, place, acronym, and neologic were found. For phrase, only noun type was appeared, however, 6 out of 20 phrases were abbreviated type. All eight adjective brand names implied an attributive character of the brand such as 'Dainty' or 'Solus(Solo)'. (4) The long name used most and then followed by normal and short length of brand name. Looking by the number of syllable, 4 syllables appeared the most and then followed by 3, 5, 6, 2 & 7 showed the same rate, and 8 syllables. (5) The result which compared the difference according to each brand type showed a difference in its language type, language combined style, word class, but length of brand name.

현대복식에 나타난 모자이크풍 패턴에 관한 연구 (A Study on Mosaic Pattern in Modern Costume)

  • 남윤숙;김복희
    • 복식
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    • 제51권2호
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    • pp.43-52
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    • 2001
  • The purpose of this research is to study the aesthetic character of a mosaic which is expressed in the Modern Costume. The methods of the research were by literature and it was mainly done with reference to master's theses, doctor's theses, separate volumes, periodicals, domestic and overseas fashion magazines and internet on the subject. The result of the research appears as rhythm, exoticism, abstraction, mystery, recreation by disintegration. First, rhythm appears in a sense of free rhythm with the method of arranging motives and the kinds of materials varying. Second, exoticism gives impression with such motives as Oriental designs, African designs and the geometric designs of nature occupying the surface. Third, abstraction displays motives such as unrealistic fashion. Fourth, mystery gives a cyber-related impression with the help of such scientific materials as fluorescent plastics, metal and glass. Fifth, recreation pelves an aesthetic impression by reorganizing the costume with the disintegration and transformation of Industrial materials such as plastics, metal and glass, etc. based on their unique colors and quality.

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일본 소규모 노인복지시설의 복합화 특성에 관한 연구 (A Study on Complex Character of Small-Scale Welfare Facilities for the Aged in Japan)

  • 장예숙;류호창
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 추계학술발표대회 논문집
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    • pp.95-98
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    • 2006
  • Movement from aging society to aged society and to ultra aged society is a fact that we have to accept as reality. It also means that we are given a common assignment of supporting the aged. Therefore, this study dealt with forms of space of the welfare facilities for the aged in Japan that are being suggested as a plan to solve the problem of supporting the aged. Japan who has similar Confucian culture like Korea experienced the aging of population 30 years earlier and enactment of law 20 years earlier than Korea. Therefore, Korean policies, systems and standards for welfare of the aged have been following Japanese welfare development model. This study analyzed the small-scale multifunctional welfare facilities for the aged in Japan before founding them in Korea to adapt the facilities that are compatible in domestic circumstance.

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