• 제목/요약/키워드: Statistics Analysis

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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.

한국농촌의학회지(韓國農村醫學會誌)에 게재된 연구논문의 분류 및 연구동향 (A Study on the Classification and Research Trends of Articles in The Korean Journal of Rural Medicine)

  • 위유미;김석일;박향;류소연;박종;김기순
    • 농촌의학ㆍ지역보건
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    • 제25권2호
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    • pp.231-244
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    • 2000
  • 한국농촌의학회지 창간호(1976년 발행)부터 24권2호(1999년 발행)까지 총 3호에 게재된 연구논문을 종합 분석한 결과는 다음과 같다. 1. 총 34호에 게재된 전체논문수는 337편이었고 이중 원저논문수는 240편(71.2%)이었다. 원저논문은 1970년대에 13편, 1980년대에 73편, 1990년대에 154편으로 계속 증가하고 있었다. 2. 원저논문 240편의 저자수는 1명에서 10명까지였고 3인인 경우가 55편(22.9%)으로 가장 높았다. 공동저자수가 점차 증가하는 추이를 나타냈다. 연구기관수는 l개에서 5개까지였고 단일기관인 경우가 106편(44.2%)으로 가장 높았다. 1990년대에 오면서 3개이상의 연구기관들이 공동연구하는 양상을 뚜렷이 나타냈다. 3. 게재논문의 사용언어는 97.5%가 한글로 기술되었으며, 영어논문은 2.5%이었다. 원저논문에 연구비를 받았다고 표시된 논문은 24편(10.0%)이었다. 4. 원저논문의 연구영역별 분류에 의하면 보건 관리에 관한 논문이 105편(43.8%), 질병역학 연구논문이 96편(40.0%), 농촌환경 및 농민의 직업성 질환분야는 39편(16.3%)으로 순이었다. 1970년대에는 질병역학 12편(92.3%), 보건관리 1편((7.7%)이었다. 1980년대에는 질병역학 33편(45.2%), 보건관리 29편(39.7%), 농촌환경 및 농민의 직업성질환 11편(15.1%)이었다. 1990년대에는 보건관리 75편(48.7%)으로 가장 많았고 질병역학 51편(33.1%), 농촌환경 및 농민의 직업성질환 28편 (18.2%) 순이었다. 5. 각 영역별 연구주제별 분류에 의하면 농촌 환경 및 농민의 직업성질환 논문 39편중 농약중독 8편(20.5%)으로 가장 많았고 농부증, 비닐하우스증에 관한 논문은 각각 7편(17.9%), 사고손상 및 기타중독 6편(15.4%) 순이었다. 질병역학 논문 96편중 기생충 56편(58.3%)으로 가장 많았고, 비감영성질환 16편(16.7%), 감염성질환 12편(12.5%)순이었다. 보건관리 논문 105편중 의료이용행태 25편(23.8%)으로 가장 많았고, 보건의료체계 18편(17.1%), 모자보건 13편(12.4%)순이었다. 연대별 다빈도 10순위 연구주제별 분포에 의하면 1970년대에는 기생충 6편(46.2%), 비감염성질환 4편(30.8%)순이었다. 1980년대에는 기생충 28편(38.4%)으로 가장 많았고, 보건의료체계 9편(12.3%), 의료이용행태 7편(9.6%), 모자보건 5편(6.8%), 농약중독 4편(5.5% )순이었다. 1990년대에는 기생충 22편(14.3%), 의료이용행태 18편(11.7%), 노인보건 16편(10.4%), 보건의료체계 14편(9.1%), 감염성질환 10편(6.5%), 비감염성질환 10편(6.5%) 순이었다. 6. 원저논문의 연구설계방법은 분석적연구 115편(47.9%), 기술적연구 92편(38.3%), 실험적 연구 21편(9.2%), 증례보고 6편(2.5%)순이었다. 1970년대에는 기술적연구 13편(100%)이고, 1980년대에는 기술적 연구 47편(64.4%), 분석적연구 19편(26.0%)이었으며, 1990년대에는 분석적연구 96편(62.8%), 기술적연구 32편(20.9%)으로 나타났다. 통계처리방법으로는 3개 연구영역 모두 지술적통계량을 모든 논문에 시도하였고, ${\chi}^2$-검정, t-검정 순이었다. 이상의 결과에서, 한국농촌의학회지에 원저 논문의 게재가 점차 증가하고 있고, 저자수 및 연구기관수도 1990년대에 들어 증가하여 농촌의 보건의료에 관한 연구가 계속 활발히 이루어지고 있다고 판단된다. 연구영역을 분석한 결과 보건관리에 관한 논문이 가장 많았는데 1970, 1980년대에 질병역학 논문이 가장 많았지만 1990년대에 와서 보건관리 논문이 급증한데 기인한다. 연구주제별 분석결과 1970, 1980, 1990년대 공히 질병역학 영역에 속한 기생충에 관한 논문이 가장 많아서 그동안 우리나라 농촌에 기생충 문제가 현 비중을 차지하고 있었음을 반영 할 수 있다. 그러나 1990년대에 그 비중이 감소하는 추세이며 앞으로 의료 이용행태, 노인보건 등 보건관리에 관한 주제에 대한 연구가 더 많이 이루어질 것으로 예측된다.

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