• 제목/요약/키워드: Play Motive

검색결과 42건 처리시간 0.032초

MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 방안 모색 (Play Motive Augmentation Research Method through Quest Understanding of MMORPG and Pluralistic Understanding of a Player)

  • 박용현;경병표;이동열
    • 한국콘텐츠학회논문지
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    • 제9권10호
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    • pp.122-129
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    • 2009
  • MMORPG는 퀘스트는 이야기 전달의 역할보다는 아이템과 경험치와 같은 아바타와 관련된 보상을 통한 게임 플레이 동기부여 역할이 강하다. 이것은 결국 MMORPG를 캐릭터 성장을 위해 퀘스트의 보상을 공부해야 하는 어려운 게임으로 만들어 유저 층의 고착화를 초래하고 있다. 유저 고착화 해소방안으로 퀘스트 플레이의 동기부여 구조를 밝히고 플레이어에 대한 다원주의(多元主義, pluralism)적인 이해를 통해 다양한 유저의 플레이 동기를 증강 시킬 수 있는 방안을 살펴보았다. 이것은 게임 시스템 내에서 사용자에게 직접질의를 하거나 로그 정보를 활용하는 방법이다. 다원주의적인 이해는 이렇게 수집된 데이터의 활용에 있어서 객관성과 구현 가능성을 보장해 줄 수 있는 가치가 있을 것이다.

A Research on the Characteristics of Japan's Video Games Focused on the Connection of Japan's Traditional Play Culture

  • Oh, Dong-Il
    • International Journal of Contents
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    • 제7권3호
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    • pp.29-37
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    • 2011
  • This research discusses the unique characteristics of Japanese video game from the cultural viewpoint of Japan's traditional play. It starts with the possibility that Japanese video game can share the characteristics of traditional Japanese play. Accordingly, this research first considers the connection between play and video game for a theoretical background, by comparing their theoretical definitions and characteristics. Particularly, it shows the research direction from the viewpoint of Ludology that approaches video game from the aspect of play. Second, the characteristics of traditional Japanese play are examined in connection with Japan's inherent animism culture. Based on such characteristics, the common characteristics and backgrounds of Japanese video game and traditional Japanese play are discussed from the 'spatial' aspect of game, from the 'identity' aspect of game characters, and from the 'motive' behind playing game.

다문화 이해 접근을 통한 세계 여러 나라 프로그램이 유아의 창의적 사고력과 창의적 놀이행동에 미치는 영향 (The Influence of Theme Plays in Various Countries and their Influence on Child Creativity)

  • 박재옥;이완정
    • 아동학회지
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    • 제34권4호
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    • pp.125-141
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    • 2013
  • The following study to enhance children's creativity in the context of diverse cultures and ethnic groups, and utilizes various programs from different countries aimed at 5 year old children with the Nuri framework. The study also seeks to measure pre and post play behaviors, creativity levels, and thinking capabilities of the children, then compare these results with those from a control group. Analysis of the results indicates that children who experienced programs from various countries through a multicultural approach had much higher levels of fluency, adaptability, originality, and imaginative capabilities than children who had not experienced such programs. Among the children's creative play behaviors, intrinsic motive-magination, sensitivity-curiosity, longetivity-concentration, various forms of interest-challenge, and leadership-independence were all found to be significantly higher.

MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 가능성 (Play motive augmentation possibility through Quest understanding of MMORPG and pluralistic understanding of a player)

  • 박용현;녕서가;경병표;이동열
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2009년도 춘계 종합학술대회 논문집
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    • pp.215-220
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    • 2009
  • MMORPG는 퀘스트를 통해 진행되며 그것을 통해 레벨과 밸런스가 구현된다. 또한 퀘스트는 이야기 전달의 역할보다는 아이템과 경험치와 같은 아바타와 관련된 보상을 통한 동기부여 역할이 강하다. 이러한 상황은 결국 MMORPG를 캐릭터 성장을 위해 퀘스트의 보상을 공부해야 하는 어려운 게임으로 만들어 유저 층의 고착화를 초래하고 있다. 이러한 유저 고착화 해소방안으로 퀘스트 플레이의 동기부여 구조를 밝히고 플레이어에 대한 다원주의(多元主義, pluralism)적인 이해를 통해 다양한 유저의 플레이 동기를 증강 시킬 수 있는 퀘스트의 가능성을 살펴보았다. 플레이어의 다원주의적인 이해 방법은 다양한 유저 층의 선호도를 만족시켜줄 퀘스트를 디자인하고 평가할 수 있는 툴로써 가치가 있을 것이다.

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What Happens When Games Users Have a Tool to Play Better: The effect of mobile accessibility to game user's usage duration and game involvement

  • 이보경;전성민
    • 한국벤처창업학회:학술대회논문집
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    • 한국벤처창업학회 2017년도 춘계학술대회
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    • pp.51-51
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    • 2017
  • In the domain of IS, game was used as a tool to enhance the results of decision making, education and more. In another stream of research, researchers focused on revealing the motive of people playing games. This study focuses on the effect of the tool; increased accessibility via mobile, to online game using patterns and behaviors. Due human reaction towards competition, technology acceptance and the online game's gambling traits, it is expected that the increased mobile accessibility (tool) will increase and intensify the game playing behavior. Also, it is expected that the in-game purchase will increase as well. In depth interview with both game service providers and players is planned to confirm that the mobile version acted as a tool to increase accessibility, rather than a additional game. Survey along with an interview is to be conducted to find relevant play and spending patterns if they are to exist.

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Exploring the role of referral efficacy in the relationship between consumer innovativeness and intention to generate word of mouth

  • Yoo, Chul Woo;Jin, Sung;Sanders, G. Lawrence
    • Agribusiness and Information Management
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    • 제5권2호
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    • pp.27-37
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    • 2013
  • Referral marketing plays an important role in promoting new products. When it comes to innovative agricultural products, early adopter's review or recommendation has a more critical impact on follower's purchase decision making. Hence, understanding of consumer's characteristics and needs play more important role in success of innovation. More particularly, other researchers pay attention to the role of consumer innovativeness. This study attempts to fill this gap in knowledge between innovative propensity of consumer and her/his intention to generate positive word of mouth about new agricultural products. Furthermore, in this paper, we adopt Vandecasteele and Geunes' motivated consumer innovativeness model to investigate consumer innovativeness in extrinsic motive and intrinsic motive level, and examine the moderating role of referral efficacy. For empirical verification, survey method is used for data collection. Partial least square (PLS) is adopted to analyze the data. Finally, several theoretical contributions and practical implications are discussed.

Nitrate Uptake in the Halotolerant Cyanobacterium Aphanothece halophytica is energy-dependent driven by ΔpH

  • Incharoensakdi, Aran;Laloknam, Surasak
    • BMB Reports
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    • 제38권4호
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    • pp.468-473
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    • 2005
  • The energetics of nitrate uptake by intact cells of the halotolerant cyanobacterium Aphanothece halophytica were investigated. Nitrate uptake was inhibited by various protonophores suggesting the coupling of nitrate uptake to the proton motive force. An artificially-generated pH gradient across the membrane (${\Delta}pH$) caused an increase of nitrate uptake. In contrast, the suppression of ${\Delta}pH$ resulted in a decrease of nitrate uptake. The increase of external pH also resulted in an enhancement of nitrate uptake. The generation of the electrical potential across the membrane ($\Delta\psi$) resulted in no elevation of the rate of nitrate uptake. On the other hand, the valinomycin-mediated dissipation of $\Delta\psi$ caused no depression of the rate of nitrate uptake. Thus, it is unlikely that $\Delta\psi$ participated in the energization of the uptake of nitrate. However, $Na^+$-gradient across the membrane was suggested to play a role in nitrate uptake since monensin which collapses $Na^+$-gradient strongly inhibited nitrate uptake. Exogenously added glucose and lactate stimulated nitrate uptake in the starved cells. N, N'-dicyclohexylcarbodiimide, an inhibitor of ATPase, could also inhibit nitrate uptake suggesting that ATP hydrolysis was required for nitrate uptake. All these results indicate that nitrate uptake in A. halophytica is ATP-dependent, driven by ${\Delta}pH$ and $Na^+$-gradient.

체코 큐비즘 가구디자인에 나타난 표현특성에 관한 연구 - 회화, 공예, 건축과의 상호연관성을 중심으로 - (A Study on the Expressive Characteristics of Czech Cubism's furniture Design - chiefly focusing on mutual relationship with Czech Cubism's painting, craft, and architecture)

  • 최병훈;김진우
    • 한국실내디자인학회논문집
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    • 제14권3호
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    • pp.165-172
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    • 2005
  • Cubism is a style that led the way to proclaim a new era of 20th century's art and contemporarily had an influence on several trends of thoughts. Geographically it formed Czech Cubism exerting an effect upon thoughts and plastic art of the progressive art group which showed activity around Prague, Czech in 1911, later for 10 years, it was developed as an unique form of which origin cannot be traced inside and outside Europe and expressed its own plastic art world in craft, furniture, painting, architecture, etc. The object of this study is to pull out the expressive characteristics showed especially in furniture design among Czech Cubism around interrelationship with painting, craft and architecture. The scope of study is to bring out the characteristics about the examples which 7 designers such as Josef Gocar, Pavel Janak, etc., who were representative designers of furniture design of Czech Cubism for 15 years from 1910 to 1925. The method of study is to investigate the origin of Czech Cubism by means of primitive elements of Africa, traces of Islamic architectures, and Czech traditional architectural motive, and the development process of Czech Cubism was arranged around the artist and exhibitions which led this current. After being synthesized the characteristics showed in painting, craft, architecture of Czech Cubism on the basis of the result of this study, the expressive characteristics of furniture design of Czech Cubism were brought out. As a result, the expressive characteristics of furniture design of Czech cubism are indicated in a large way as follow; 1) symbolic characteristic based on primitive plastic art, 2) dynamic characteristic by dividing form, 3) ethnic decorative characteristic combined with national motive. The significance of furniture design of Czech Cubism is not only to accept positively and digest the progressive trend of modern art, that is to say, Paris Cubism but also to succeed in recreate it in its own national style, to play a role to offer another motive to post modern design development at the end of 20th century and by means of these examples to provide the necessity and the base of more profound study in the future.

나르시시즘 성향, 패션소셜미디어 이용동기, 정보확산 행동 간 관계 연구 (The Relationship among Narcissism, Usage Motives, and Information Diffusion of Social Media)

  • 김내은;송광석;김미숙
    • 산경연구논집
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    • 제9권1호
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    • pp.99-110
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    • 2018
  • Purpose - The purpose of this study is to investigate the relationship among narcissism, usage motives, usage behaviors, satisfaction with and continuance intention to use fashion social media. Research design, data, methodology - A questionnaire survey was used to collect data after conducting a pilot test. Based on the reliability test of the preliminary questionnaire used for the pilot test, the questionnaire was revised. The final questionnaires were administered to 238 fashion social media users and 216 were used for the data analysis. To assess the validity of these measures, exploratory factor analysis and the confirmatory factor analysis were performed. Structural equation modeling analysis were employed for data analysis. Results - Five factors of the usage motivation of fashion social media were extracted: information-seeking, relationship-seeking, practicality-seeking, enjoyment-seeking and self-expression motives. The statistical analysis confirmed the influence of the narcissism tendency on all of the usage motives of fashion social media, three of the fashion social media usage motives influencing information diffusion behavior, and the influence of the information diffusion behavior on users' satisfaction and continuance intention to use fashion social media. Narcissism exerted the highest influences on self-expression motive followed by information-seeking, enjoyment-seeking, relationship-seeking and practicality-seeking motives in order. Factors affecting fashion information diffusion behaviors are practicality-seeking motive, self-expression motive, and relationship-seeking motive. The greater the diffusion of information, the higher the satisfaction with using fashion social media. The consumers with higher satisfaction intended to use fashion social media and share information more frequently. Conclusions - The results indicate that narcissism is an important factor in fashion social media usage motivation. The main motives for narcissistic people to spread information is for the practical purpose at the most, and then to express their personality and style, and to build relationship with others. The satisfaction through active information sharing behaviors seems to play a key role to lead high continuance intention of fashion social media. These implies that marketing strategies to satisfy consumers' narcissism and motives to use social media, and to stimulate the information diffusion behaviors can be used to meet their needs for higher satisfaction with fashion social media.

The moderating role of motivations in problematic use of online gaming: A study of live streaming viewers of Twitch

  • Chen, Chi-Ying;Chang, Shao-Liang
    • International Journal of Internet, Broadcasting and Communication
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    • 제11권2호
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    • pp.84-92
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    • 2019
  • While the Internet continues to integrate with modern lives, the risks of negative outcomes resulting from problematic use (PU) are also increasing. Although psychological well-being and use motivations have been shown to play major roles in Internet PU, understanding the moderating mechanism is critical for advanced knowledge. The present study employed survey data from users of a live video-game streaming service (LVGS) that is an area rarely been studied. Result concluded a positive moderating effect of escapism motive (EM) on the association between loneliness and the PU of LVGS, while the moderating mechanism between EM and stress was not indicated. A moderating effect of information seeking (IS) on the relationship between stress and the PU of LVGS was found negative, but no mechanism between IS and loneliness was indicated. This study highlights how the interplay of different motivation and pathologies may induce or prevent video-game-related addiction.