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      • AVG 호러 요소가 플레이어의 Loyalty에 미치는 영향

        이금준 전북대학교 일반대학원 2022 국내박사

        RANK : 247599

        The COVID-19 pandemic has promoted the development of the online gaming market, with the number of released AVG(Adventure Game) games continuously increasing. However, through the investigation of market data, What has been discovered that the development of the popularity of AVG horror games is not very sustainable. Therefore, this paper explores the existing problems of AVG horror games. Through literature review, questionnaire surveys, expert interviews and other methods, it was found that there is a contradiction between the non-horrific property of existing horror games and the psychological desire of horror game players. In this study, 14 problems that made horror games less scary were collected. The 14 problems are divided into 5 dimensions (background, zombie attribute, sound, combat, physical strength). At the same time, it was found that the reason why players like horror games is that they like the immersion and emotion caused by the horror elements in the game. Therefore, in order to further understand the contradiction between horror games and players, we use a simple questionnaire survey to find the following two specific problems. First, the problem that the horror elements are not scary causes players to reduce the loyalty of the game. Second, the problem that the horror elements are not scary and can not arouse players' immersion and feelings causes players to reduce their loyalty of the game. Therefore, in order to improve the player’s loyalty for the horror game, this research focuses on the internal problems of AVG horror games to investigate the relationship between horror elements and player loyalty. The order of the effect value of the five horror elements on player loyalty has also been verified. First of all, in order to determine the research scope of this thesis, in the prior research, the theory of Bartle Taxonomy of Player Types was used to classify the horror game players. It was found that the players who enjoy horror games the most and account for the largest proportion of Bartle game players are killers. Therefore, the killer type player is the main research object of this paper. At the same time, according to the current research, it is unknown whether the AVG horror element directly affects the player loyalty, or indirectly affects the player loyalty through the mediating effect. In order to find the mediating variable between the two variables, survey methods including questionnaires were employed for investigation. According to the research results, it was found that the mediating variables that can represent the horror elements and player loyalty are excitement and immersion. So, the four variables that have been determined in this research are the horror elements, player loyalty, excitement and immersion. In order to study the relationship between the four variables, we collected the elements that can represent them. The elements of the 4 variables were made into a questionnaire, and a questionnaire survey was conducted. After receiving the data from the questionnaire survey, an exploratory factor analysis and reliability analysis of the data were carried out through SPSS(Statistical Product Service Solutions). The analysis results show that the data in this research are in line with statistics standard. Moreover, through exploratory factor analysis, the elements in the 4 variables are divided into 18 dimensions. In order to further verify the relationship between the four variables, four hypothetical models and eight research hypotheses are proposed in this paper, which are centered on the horror elements, player loyalty, excitement, and immersion. Then the path analysis of AMOS(Analysis of Moment Structure) verifies the validity of eight hypotheses. According to the research results, 7 hypotheses are found to be valid and 1 hypothesis is not. The details are shown in <Tab. 65>. According to the research results of the path analysis, the horror elements cannot directly affect the player loyalty, but in fact can indirectly affect the player loyalty through the mediating effect. The total effect coefficients of horror elements that indirectly affect player loyalty are ranked as follows. The first is zombie attribute, the second is combat, the third is health, the fourth is scene, and the fifth is sound. In the process of designing the game, in order to improve player loyalty more efficiently, the game designer needs to update and iterate the horror elements according to the different effect values of the five horror elements. For example, the effect value of the zombie attribute element is the most, so in the update process of AVG horror games, it is necessary to give priority to improving the design elements of the dimension of zombie attribute. The design of zombie attributes is divided into internal elements and external elements in a more detailed way, and the types of zombie characters are optimized from the aspects of appearance, attack power, and speed, etc. The effect value of the combat dimension on player loyalty ranks second. Therefore, the game designers need to consider the relationship between the player's weapon strength, the number of zombies, and the ability value in the game. If the player's weapon is too strong, the zombie character will become very weak, so it is necessary to find a balance between combat elements. For detailed improvement schemes, please refer to Section 6.2 of this paper. At the same time, the horror element can influence the player loyalty through the mediating effect of excitement and immersion. Therefore, it is also necessary to pay attention to the role of the mediating effect between the two variables. The significance of this research is to verify that different horror elements have different influences on player loyalty through the study of the impact of AVG horror elements on player loyalty, and to propose improvements for horror game designers to increase player loyalty more effectively. At the same time, it is verified that the horror element is an important internal factor to maintain the loyalty of horror game players. This study supplements the existing research on AVG horror games. In addition, according to the research results, killer type players are the main group who play AVG horror games. So, in the future research on AVG horror games, researchers can take killers as the main research object. At the same time, we extract the elements that can represent players' excitement and horror in horror games. For future analysis, AVG researchers can use the existing two elements as a basis, combined with new variables, to further explore the possibility of increasing the loyalty of AVG players.

      • MMORPG 모바일 게임의 Grinding 경험 만족도 최적화 디자인 연구

        양단 전북대학교 일반대학원 2023 국내박사

        RANK : 247599

        This research investigates MMORPG mobile games in the following four aspects: (1) Surveying market data of MMORPG mobile games, (2) Examining literature related to 'MMORPG mobile game Grinding experience satisfaction,' (3) Visiting and surveying some MMORPG mobile game forums to listen to players' opinions, and (4) Personally experiencing popular MMORPG mobile games for extended periods of time. Through the empirical investigation and literature review, we identified three main issues with MMORPG mobile games: (1) Low download rates and popularity of MMORPG mobile game apps, resulting in low player satisfaction with this type of mobile game, (2) Short duration and poor stability in player preference for MMORPG mobile games, leading to low game loyalty, and (3) Dissatisfaction among players and scholars with the Grinding experience in MMORPG mobile games. The primary issue with Grinding is the poor quality of the content itself, which is mainly characterized by repetition, boredom, lack of appeal, and causing players to quit. However, every outstanding game pursues more engaging design techniques and superior game mechanics to better deliver the desired gaming experience to players. To address the aforementioned issues in MMORPG mobile games, we set seven research objectives in this study: Research Objective 1: What is the current state of satisfaction and loyalty in MMORPG mobile games? Research Objective 2: What are the causes of low Grinding experience satisfaction in MMORPG mobile games? Research Objective 3: What is the current state of Grinding experience satisfaction in MMORPG mobile games? Research Objective 4: Does the Grinding experience satisfaction in MMORPG mobile games affect game satisfaction and loyalty? Research Objective 5: How does Grinding experience satisfaction in MMORPG mobile games impact game satisfaction and loyalty? Research Objective 6: How can the Grinding experience satisfaction in MMORPG mobile games be improved in the future? Research Objective 7: How can the satisfaction and loyalty of MMORPG mobile games be enhanced in the future? This study designed the following research approach to address the above research questions and objectives. To address Research Objective 1, we conducted a technical statistical analysis of MMORPG mobile game satisfaction and loyalty in Chapter 3, Study 1, and obtained Research Conclusion 1 and Research Conclusion 2; to address Research Objectives 2 and 3, we first explored the 10 factors of 'Grinding experience satisfaction in MMORPG mobile games' in Chapter 4, Study 2, and then developed a measurement scale for 'Grinding experience satisfaction in MMORPG mobile games' in Chapter 5, Study 3, and conducted a technical statistical analysis of the current status of Grinding experience satisfaction, resulting in Research Conclusion 3; to address Research Objective 7, we first verified the relationship between 'Grinding experience satisfaction in MMORPG mobile games' and 'game satisfaction and loyalty' in Chapter 6, Study 4, and obtained Research Conclusion 4; based on Study 4, we discussed specific plans to improve 'Grinding experience satisfaction in MMORPG mobile games' in Chapter 7, Study 5, in an attempt to improve 'game satisfaction and loyalty' by improving 'Grinding experience satisfaction in MMORPG mobile games,' resulting in Research Conclusion 5. This study yielded five research conclusions, which can help relevant researchers and game designers in both theoretical and practical aspects. Research Conclusion 1 empirically determined the current status of 'MMORPG mobile game satisfaction'; Research Conclusion 2 empirically determined the current status of 'MMORPG mobile game loyalty'; Research Conclusions 1 and 2 can help relevant researchers gain a more comprehensive understanding of MMORPG mobile game satisfaction and loyalty and can provide a reference for other researchers studying MMORPG genre games; Research Conclusion 3 explored the factors of 'Grinding experience satisfaction in MMORPG mobile games' through literature review, theoretical investigation, focus group interviews, and thematic analysis, developed a reliable measurement tool to assess 'Grinding experience satisfaction in MMORPG mobile games,' and empirically determined the current status of 'Grinding experience satisfaction in MMORPG mobile games'; Research Conclusion 3 can help relevant researchers gain a more comprehensive understanding of 'Grinding experience satisfaction in MMORPG mobile games'; the factors of 'Grinding experience satisfaction in MMORPG mobile games' provide an important theoretical basis for future research on the dimensions of Grinding player experience; the measurement scale for 'Grinding experience satisfaction in MMORPG mobile games' provides a reliable tool for researchers of mobile game product user experience, game mechanics, and services to measure Grinding player experience; researchers can use the 'Grinding experience satisfaction in MMORPG mobile games' measurement scale to explore Grinding player experience and its impact on target behavior; Research Conclusion 4 empirically verified the mediating mechanism and model framework of the impact of 'Grinding experience satisfaction in MMORPG mobile games' on 'game loyalty,' theoretically explaining how Grinding experience satisfaction impacts game loyalty; Research Conclusion 4 can provide a theoretical reference for relevant researchers to improve the loyalty and market share of MMORPG genre games; Research Conclusion 5, through empirical research and the Delphi method, classified the Grinding elements in MMORPG mobile games into six types according to content characteristics, measured the experience satisfaction of each Grinding type based on Research Conclusion 3, formed 42 coordinate points through vertical and horizontal research approaches, and proposed an MMORPG mobile game Grinding experience optimization design plan table by studying the Grinding experience satisfaction of each coordinate point; that is, specific plans to optimize collection-type Grinding experience, NPC-type Grinding experience, instance-type Grinding experience, PVE-type Grinding experience, PVP-type Grinding experience, and check-in-type Grinding experience (for specific plan recommendations, please refer to Research Conclusion 4 in Chapter 7). Based on Research Conclusion 4, we improved 'game satisfaction and loyalty' by improving 'Grinding experience satisfaction in MMORPG mobile games.' Research Conclusion 5 can help relevant game industry practitioners and game designers pay more attention to the issue of Grinding experience. Game industry practitioners and game designers can use the 'Grinding experience satisfaction in MMORPG mobile games' measurement questionnaire to assess the specific status of Grinding experience satisfaction. When improving game mechanics, game industry practitioners and game designers can refer to the 'MMORPG mobile game Grinding experience optimization design plan table'.

      • 신기후체제 하의 국제탄소시장에 통용 가능한 배출권 잠재성 분석에 관한 연구 : 파리협정 제6조에 기반한 교토메커니즘의 JI를 중심으로

        어광선 中央大學校 産業·創業經營大學院 2019 국내석사

        RANK : 247599

        2015년 12월, 국제사회는 UN 기후변화협약에 따라 2020년 이후 신기후체제인 파리협정을 체결하였다. 파리협정에 따라 2020년 신기후체제 하에서는 모든 당사국이 NDC를 통해 ‘공통의, 그러나 차별화된’ 원칙에 따라 자발적으로 국가 감축목표를 제시하고 이행하는 노력을 실행하게 된다. 그리하여 대부분의 당사국은 국가 내 온실가스 흡수․감축 및 ITMO의 활용 등 국제탄소시장을 연계하여 국가 온실가스 감축목표를 달성하여야 한다. 기존 교토메커니즘에서는 시장기반 메커니즘인 ‘공동이행제도(JI)’, ‘청정개발체제(CDM)’, ‘배출권거래제(ET)’를 운영하였고, 파리협정에서는 모든 당사국이 지구의 온도 상승을 산업화 이전 수준에 비하여 2℃ 보다 이하로 온도를 유지하고 더 나아가 온도 상승을 1.5℃까지 제한하도록 목표를 달성하여야 한다. 그리하여 국내 온실가스 감축 뿐만 아니라 국제탄소시장을 활용하여 감축 산출물을 생산하고, 모든 국가가 참여하는 시장기반 메커니즘이 필수적이다. 따라서 파리협정 제6조와 유사한 양자협력 기반인 교토메커니즘 JI를 분석하여 신기후체제 하의 국제탄소시장에 연계 및 활용하고 감축 산출물을 통해 NDC 목표 달성을 이행하는 방안에 대한 연구가 필요한 상황이다. 이에 본 연구에서는 국제탄소시장의 동향 및 후속 협상을 분석하여 파리협정 제6조에 기반한 교토메커니즘 JI의 국제탄소시장 활용을 위한 ERU 잠재성 분석과 연계 방안을 도출하고자 한다. 그리고 교토메커니즘 JI의 사업 운영 체계 및 ERU 현황을 분석하여 신기후체제 하의 국제탄소시장에 통용 가능한 배출권 잠재성을 분석하는데 그 의미와 목적을 갖고 있다. In December 2015, the international community concluded the Paris agreement under the United Nations Framework Convention on Climate Change in the year 2020. The Paris Agreement, under the POST2020, all parties will voluntarily present and implement a national reduction goal based on the "common, but differentiated" principle through the NDC. Therefore, most of the parties concerned should achieve the national greenhouse gas reduction goals by linking them to the international carbon market, such as the absorption and reduction of greenhouse gases in the country and the utilization of ITMO. In the existing Kyoto mechanism, the market-based mechanisms 'Joint Implementation(JI)', 'Clean Development Mechanism(CDM), and 'Emission Trading(ET)' were operated, and the Paris Agreement requires all parties to maintain the global temperature rise below 2°C and further limit the temperature rise to 1.5°C, compared to pre-industrial levels. Therefore, it is essential that the market-based mechanism in which all countries participate in production of reduced products by utilizing international carbon markets as well as domestic greenhouse gas reduction is necessary. Thus, it is necessary to analyze the Kyoto Mechanism JI, a bilateral cooperation base similar to Article 6 of the Paris Agreement, to link and utilize the international carbon market under the POST2020 and to achieve the NDC goals through the ITMO. In this study, by analyzing trends in the international carbon market and follow-up negotiations to derive a link to the ERU potential analysis for the utilization of the international carbon market of the Kyoto mechanism JI based on Article 6 of the Paris Agreement. In addition, it proposes at analyzing the business operating system and ERU status of the Kyoto Mechanism JI to analyze the potential of emissions available in the international carbon market under the POST2020

      • 의류제품 소비의식이 친환경 지식과 구매행동에 미치는 매개효과 연구

        현성완 中央大學校 産業·創業經營大學院 2018 국내석사

        RANK : 247599

        20세기 후반에 고도로 발달한 과학문명과 경제발전은 의(衣)생활 소비양식에 변화를 가져왔으며, 이로 인해 의복의 피복재료가 다양해지고 대중매체에 의한 빠른 정보 전달로 인하여 유행에 따라 급속도로 의류의 수명이 짧아지고 있다(노영래, 김시월, 2002). 의류의 수명이 짧아짐에 따라 의류를 포함한 섬유쓰레기가 차지하는 비율이 높아지고 있으며, 이는 환경오염에도 영향을 미친다. 이에 따라, 본 연구의 목적은 의류 소비의식(친환경 의식, 사회책임 의식, 자원절약 의식)을 매개변수로 활용하여 친환경 지식이 의류제품 소비의식과 구매행동에 미치는 영향을 미시적으로 분석함으로써, 의류상품의 환경오염감소 및 친환경소비를 위한 인식변화 방안 모색의 기초자료를 마련하고자 하였다. 조사대상은 백화점과 마트 의류제품 코너를 이용하는 일반 소비자를 연구대상으로 설정하였다. 공간적 범위는 서울, 경기로 한정하였다. 연구의 범위는 의류상품의 환경오염감소 및 친환경소비를 위한 인식변화 방안에 영향을 줄 수 있는 요인들 즉, 친환경 지식과 의류 소비의식(친환경 의식, 사회책임 의식, 자원절약 의식), 구매행동(소비행위, 구전행위) 등의 내용들이 포함 되었다. 연구방법은 현장조사((field survey) 위주로 이루어졌으며, 구조화된 설문지를 이용한 설문조사를 실시하였다. 본 연구의 분석결과는 다음과 같다. 첫째, “소비자의 친환경 지식”은 “의류제품 소비의식(친환경 의식, 사회책임 의식, 자원절약의식)”에 긍정적인 영향을 미치는 것으로 나타났다. 그러나 의류제품 소비의식의 세부변인 간 분석결과 사회책임의식과 자원절약의식은 강한상관관계가 발생 하였으나 친환경의식은 통계적으로 유의하지 않았다. 둘쨰, “소비자의 의류제품 소비의식(친환경 의식, 사회책임 의식, 자원절약 의식)”은 “구매행동(소비행위, 구전행위)”에 긍정적인 영향을 미치는 것으로 나타났다. 그러나 소비자의 의류제픔 소비의식의 세부요인 분석결과, 사회책임의식은 통계적으로 유의한 영향을 미쳤지만, 친환경의식과 자원절약의식은 통계적으로 유의한 영향을 미치지 않은 것으로 나타났다. 셋쨰, “의류제품 소비의식”은 “친환경지식”과 “구매행동”의 관계에서 매개효과가 발생하는 것으로 나타났다. 넷째, 인구통계학적 특성(성별, 연령, 학력, 소득)에 따라 “친환경 지식”, “의류제품 소비의식(친환경의식, 사회책임의식, 자원절약의식)”, “구매행동(소비행위, 구전행위)”의 차이는 부분적으로 차이가 발생하는 것으로 나타났다. 특히, 성별과 연령에서는 차이가 발생하였으나, 학력, 소득에 따른 차이는 발생하지 않았다. In the latter half of the 20th century, the highly developed scientific civilization and economic development brought about a change in the way of consumption of clothing. As a result, clothing materials for clothes are diversified and information is transmitted fast by the mass media, the lifespan of clothes is rapidly shortened according to the fashion.(No Young Rae, Kim Si Wol, 2002) As the life span of the clothing becomes shorter, the proportion of garbage including clothes increases, which also affects environmental pollution. The purpose of this study is to provide basic data by analyzing the impact of eco - friendly knowledge on clothing consumption consciousness and purchasing behavior through clothing awareness consciousness (environment consciousness, sense of social responsibility, consciousness of resource saving) as a parameter. The subjects of this study were general consumers who use department store and mart clothing product corner. The spatial range was limited to Seoul and Gyeonggi. The survey was conducted for two weeks from November 1, 2017 to November 14, 2017 using an offline questionnaire, and the researcher explained the purpose and purpose of the research. A total of 257 consumers in Seoul and Gyeonggi provinces who had experience using the store filled out questionnaires directly. The results of this study are as follows. First, "eco-friendly knowledge of consumers" positively affects "apparel consumption consciousness (environment consciousness, social responsibility consciousness, resource saving consciousness)". However, as a result of analyzing the detailed variables of apparel consumption consciousness, there was a strong correlation between social responsibility consciousness and consciousness of resource saving, but the environment consciousness was not statistically significant. Second, consumers' apparel consumption consciousness (environment consciousness, social responsibility awareness, resource saving consciousness) positively affects purchase behavior (consumption behavior, word of mouth). However, as a result of detailed factor analysis of consumers' apparel consumption consciousness, the awareness of social responsibility has a statistically significant effect, but the environment consciousness and resource saving did not have a statistically significant effect. Third, "apparel consumption consciousness" showed mediating effects in relation to "environment - friendly knowledge" and "purchase behavior". Fourth, according to the demographic characteristics (sex, age, educational background, income), "environment friendly knowledge", "apparel product consumption consciousness (environment consciousness, social responsibility consciousness, resource saving consciousness)", "Purchasing behavior (consumption behavior, word of mouth)" showed a partial difference. Especially, there was a difference between sex and age, but there was no difference according to educational background and income.

      • 게임의 사실성 요소와 플레이어 감정 애착의 상관성 연구 : 모바일 온라인 연애게임을 중심으로

        곡청기 전북대학교 일반대학원 2023 국내석사

        RANK : 247599

        In recent years, the mobile game market has maintained steady development. Love games are also part of the game market. Although virtual love games are the first to appear, this type of game has been around for a long time. Different from previous mobile love games, mobile online love games are a brand-new game mode that combines communication with immersive love experience, attracting the attention of many players.Love games are mostly stand-alone games, with less interaction with characters, and the follow-up playability of games after the end of the plot is relatively low. Compared with the game mode of stand-alone love games, mobile online love games are closer to real "love". Early love games tended to read other people's stories rather than experience games. In this study, we try to explore the relationship between authenticity and Emotional Attachment in mobile online love games. The first chapter of this study is the introduction part, elaborated the love game background, the research purpose, the research love game authenticity and the player's Emotional Attachment between the necessity. Because of the wide classification of love games, this study controls the research scope. The target of this study is players who have experience in online love games on mobile phones. The second chapter of this study is pre-study. Through literature investigation and material collection, this chapter makes a theoretical investigation on love games, authenticity and Emotional Attachment, which provides a theoretical basis for the follow-up empirical research. The third and fourth chapters of this study are empirical research and experimental results. Firstly, through interviews, questionnaires and reference materials (xx), the authenticity elements in the top three downloaded love games "Mr. Love: Queen's Choice", "TEARS OF THEMIS" and "Light and Night" are extracted and classified. Then through (xx), the player's Emotional Attachment element is extracted. On the basis of previous research, the questionnaire questions are revised and improved. On this basis, the SPSS statistical program is used to carry out exploratory factor analysis and correlation analysis of authenticity elements, and finally effective data and results are obtained.The fifth chapter of this study is the conclusion. The results show that the authenticity of the game has a great influence on the player's Emotional Attachment in love games. Through the data analysis of the correlation between the two, and put forward reasonable suggestions, so as to further improve the love game, to give players a better game experience.

      • 액션 게임의 융합적 난이도가 다각적 유저타입의 플로우 경험에 미치는 영향요인 연구

        이흔우 전북대학교 일반대학원 2022 국내박사

        RANK : 247599

        With the video game market already saturated, the Chinese game market will naturally shift to console games. First, China has the world's second-largest group of console gamers. Console games have become the future trend of China's game market. Game development in China is still in an immature stage, with a lack of self-developed games from design to development. In designing games, it is important to recognize the importance of designing with difficulty in mind and allowing users to experience new experiences. Based on the fusion difficulty of action games, this study examines the difficulty factors used by multilateral user types in action games, and discusses the effects of these difficulty factors on game rewards, pressure, errors and punishment in action games. In addition, in the process of playing action games, between difficulty and game rewards, pressure, Errors and punishment, confirm whether there will be an impact on the flow state, and what kind of effect they have on each other. That is, in the process of playing an action game, whether the flow state that the user can experience will become an influencing factor between the integration difficulty. This study uses the theory of achievement and difficult fun, based on previous studies related to this, and integrates game design elements such as difficulty and compensation, sense of pressure, mistakes, penalties, etc. In addition, according to the relationship between ability and challenge, this study, based on the rhythm theory, added the rhythm state of multilateral user types as the research reason, and set up the research question and research model. To this end, this study conducted a questionnaire survey on PC (Personal Computer), PlayStation, Microsoft (XBOX) and other platforms that enjoy action games in China. Effective samples of 229 users were finally analyzed in the first questionnaire survey. The second questionnaire selected 209 users as samples for analysis. In addition, as an exploratory and confirmatory factor analysis, the research hypothesis was verified by structural equation after ensuring the reliability and appropriateness of the questionnaire results. The fusion difficulty factors are firstly extracted from the results of the research questions and hypotheses. It is composed of 23 factors including Difficulty, Difficulty Rewards, Difficulty Pressure, Difficulty Error, Difficulty Flow and Difficulty Punishment. In general, each element exists independently of the game and does not directly affect the user's pacing state. In order to verify the research problem, the indirect effect of flow pattern is analyzed by path analysis between factors. In terms of rhythm, the pressure of environment and experience has a negative impact on user ability and visual rhythm. In addition, it will impact the user's proficiency and rhythm. Secondly, the influence of difficulty and compensation on penalty error is verified. Difficulty and penalties have a positive effect on difficulty errors. Thus, as the difficulty and penalties increase, so do the errors. Finally, it proposes Chinese users' difficult-related preferences and appropriate difficulty design schemes for action games to provide a good Balance of action games to gain a sense of achievement and fun in challenging games. 비디오 게임 시장은 이미 포화된 상태에 이르면서 이제는 중국 게임 시장은 콘솔 게임 산업으로 자연스럽게 이동할 것이다. 우선, 중국의 콘솔 게임은 전 세계에서 두 번째로 큰 게이머 그룹을 가지고 있다. 콘솔 게임은 중국 게임 시장의 미래 발전 추세가 되었다. 게이머들에게 이미 인기가 많은 콘솔 게임이지만 중국은 게임 개발이 아직 미숙한 단계이며 디자인하는 단계부터 개발까지 자체 개발 게임이 부족하다는 상황에 부닥친다. 게임디자인을 하면서 어려운 요소를 고려한 디자인의 중요성을 인식해야 하고, 사용자가 새로운 경험을 할 수 있도록 해야 한다. 본 연구는 액션 게임의 융합적인 난이도에서 출발하여, 다각적 유저타입은 어떠한 난이도 요인으로 액션 게임을 하는지에 대해 고찰하며, 이러한 난이도 요인은 액션 게임에 대한 보상, 압박감, 실수와 처벌에 어떠한 영향을 미치는지를 살펴보고자 한다. 또한, 액션 게임을 하는 과정에서 난이도와 보상, 압박감, 실수, 처벌 사이에서 플로우(Flow) 상태의 영향이 나타나는지, 이러한 영향이 어떠한 역할을 하는지 살펴보고자 한다. 즉, 액션 게임을 하면서 유저들이 경험할 수 있는 플로우 상태가 융합적 난이도 간에 영향 요인이 되는지 분석하고자 한다. 본 연구에서는 성취감과 어려운 재미 이론을 적용하여, 이와 관련된 선행연구를 바탕으로 게임 디자인 요소의 난이도와 보상, 압박감, 실수, 처벌로 융합하였으며 융합적 난이도의 영향요인을 추출하였다. 또한, 능력과 도전의 관계에 의한 플로우에 영향을 주는 변인 연구에 의하면, 본 연구는 플로우 이론을 바탕으로 다각적 유저타입의 플로우의 상태를 연구 변인으로 추가하여 연구 문제와 연구모형을 설정하였다. 이를 검증하기 위하여 본 연구는 중국에서 액션 게임을 즐기는 PC (PersonalComputer), 플레이스테이션(PlayStation), 마이크로소프트 엑스박스(XBOX) 등의 플랫폼에서 호스트 플레이어를 대상으로 설문 조사를 실시하였고, 1차 설문조사는 최종적으로 229명 유저를 유효 표본을 분석에 활용하였고 2차 설문조사는 209명 유저를 표본으로 선정하여 분석에 사용하였다. 또한, 탐색적과 확인적 요인분석으로서 설문조사 결과의 신뢰도 및 타당성을 확보한 후에 구조방정식을 가지고 연구가설을 검증하였다. 연구 문제 및 가설 결과의 경우, 먼저 융합적 난이도 요소를 추출하였다. 난이도, 난이도 보상, 난이도 압박감, 난이도 실수, 난이도 플로우, 난이도 처벌 총 23가지 요인으로 구성된다. 전체적으로 각 요소는 게임 속에 독립적으로 존재하며, 유저들의 플로우 상태에 직접적인 영향을 미치지 않는다. 연구 문제를 검증하기 위해 요인 간의 경로 분석을 가지고 플로우 상태의 간접적인 효과를 분석하였다. 플로우 측면에서 환경과 경험의 압박감은 유저 능력과 시각 플로우에 부정적인 영향을 미친다. 또한, 유저의 숙련도와 플로우에도 영향을 미칠 수 있다. 다음 단계에서는 난이도와 보상이 처벌 실수에 미친 영향을 검증하였다. 난이도와 처벌은 난이도 실수에 긍정적인 영향을 미친다. 따라서 게임 난이도나 처벌이 높아지면 게임 실수가 늘어날 수 있다. 마지막으로 중국 유저의 난이도 관련한 선호도와 적합한 액션 게임 난이도 디자인 개발 방안을 제안하여 게임 도전에서 성취감과 재미를 얻을 수 있는 좋은 액션 게임 밸런스(Balance)를 제공한다.

      • 기후변화 대응을 위한 국내의 에너지 빈곤층 지원 정책 분석 및 개선방향에 관한 연구 : 해외 정책 사례 비교연구를 중심으로

        송미혜 중앙대학교 산업·창업경영대학원 2015 국내석사

        RANK : 247599

        IPCC 제 5차 평가보고서에 의하면 ‘기후변화가 인간의 활동에 영향을 미치는 것은 명백하다'는 메시지를 담고 있다. 이에 대해 전 세계적으로, 기후변화의 악영향을 최소화하기 위하여 기후변화 완화와 적응 정책의 중요성을 인식하고 이를 시행하고 있다. 산업발전과 경제성장으로 인한 에너지 소비에 의하여 에너지 소비와 온실가스 배출량은 계속적으로 증가하고 있으며, 전 세계 모두 온실가스 배출량을 조절하기 위한 노력을 하고 있다. 이에 대한 방안으로 에너지 효율개선이 단기적인 축면에서 가장 효과적이고 가장 경제적인 온실가스 저감대책으로 부상하면서 전 세계적으로 에너지 효율개선 정책을 수립하기 시작하였다. 하지만 에너지절약 및 온실가스 감축 정책으로 인한 에너지의 비용의 증가로 인해 에너지 빈곤이 심화되었다. 에너지 빈곤은 낮은 에너지 효율과 저소득이 복합적으로 작용한다는 것을 파악한 해외 국가들은 이미 ‘에너지 빈곤 지원 정책’을 수립하여 에너지빈곤층 해소와 온실가스 저감목표를 달성하고 있다. 하지만 우리나라의 에너지복지정책은 해외 에너지 복지 정책에 비해 아직 미흡하다. 이에 본 연구는 에너지빈곤층을 대상으로 에너지복지 정책을 시행하고 있는 미국, 영국, 캐나다, 일본의 사례를 살펴보고 우리나라의 정책과 사례를 비교연구 하여 에너지 복지 효율성을 위한 개선방향을 제시하는데 그 의미와 목적을 가지고 있다. According to the IPCC fifth assessment report, it is clear that the climate change affects human activity. In order to minimize the negative influence of climate change, the world started to recognize the significance of climate change mitigation and adaptation policy. Due to industrial development and economic growth, the energy consumption rate and greenhouse gas emissions are increasing continuously. And as the energy efficiency revealed that it is the most efficient and economical way to reduce the greenhouse gas emissions in short term, the world started to establish the energy efficiency improvement policy. However the increase in energy costs caused by energy conservation and greenhouse gas reduction act, paying energy costs became a burden for low-income and it caused 'energy poverty'. As a result, other foreign countries realized that energy poverty is influenced by low energy efficiency and low income. So to relieve this problem, they started to establish the 'energy poverty assistant policy(also known as energy welfare policy)' to reduce the rate of energy poor and to achieve the goal of greenhouse reduction goals. But in Korea, the energy welfare policies are yet inadequate by comparing to other countries' policy. So using comparative study methode by comparing America, the United Kingdom, Canada and Japan's energy welfare policies and cases with Korea's policies and cases, this study has meaning and purpose on suggesting improvement direction of the energy welfare efficiency.

      • 감정체험과 인지기반 VR Tourism 디자인 요소에 관한 연구

        세교 전북대학교 일반대학원 2023 국내박사

        RANK : 247599

        As People’s traveling has been restricted due to the pandemic and the Metaverse, location-agnostic virtual reality (VR) tourism caught attention. Despite the ever-changing demands of travelers, the VR tourism industry experiences rapid economic growth. However, current VR tourism development faces challenges, such as limited activity scopes and interactivity, insufficient emotional design elements, and low cognitive efficiency. This study examines the design components of VR tourism products from the perspectives of cognition and the emotional experience, offering advice on enhancing the designs for VR tourism products. It aims at providing effective design guidelines for VR tourism product designers, thereby increasing design efficiency. In this study, the researcher first provided a definition of VR tourism design based on prior research, then developed a conceptual model and proposed hypotheses based on theories of embodied cognition, the ABC Theory of Emotion, and the Attribution Theory of Emotion. The design for VR tourism products was categorized into three levels: "information input" (sensory level), "information processing" (behavioral level), and "information output" (emotional level), and a theoretical model of cognitive and emotional experiences in VR tourism product design was established. The researcher selected a sample of individuals between the ages of 20 and 45 as the subjects of their empirical study and identified key design elements based on the correlation between the dimensions of sensory input, physiological arousal, cognition, and emotional experience. In their first empirical study, Study 1, the researcher conducted theoretical research on the information input at the sensory level of VR tourism product design and did a questionnaire survey. Through the exploratory and confirmatory factor analyses, the results confirmed that the important design elements for sensory input in VR tourism product design were interface, visual angle, information depth, and image quality in visual elements, as well as the sense of direction and spatial awareness in auditory elements. In Study 2, the researcher examined the level of physiological arousal of participants at the behavioral level. They first conducted a theoretical analysis of physiological arousal and galvanic skin response and carried out a questionnaire survey for participants in both VR tourism and non-VR environments. The researcher conducted a T-Test analysis of the collected physiological data, and the results showed that participants had higher levels of physiological arousal in VR tourism environments than in non-VR environments, and were able to maintain high levels of physiological arousal for longer periods of time. In Study 3, the researcher explored the design elements in the cognitive level, using a combination of theoretical analysis and questionnaire surveys to obtain data. Data analysis was conducted by using exploratory and confirmatory factor analyses, as well as correlation analysis. Through the study, it was found that content, process, environment, and function were the design elements that influenced cognition. Study 4 investigated the design elements of emotional experience in the emotional level, using a combination of theoretical analysis and questionnaire surveys to obtain data. Data analysis was conducted by using exploratory and confirmatory factor analyses. The study found that culture, experience, memory, and narration were the design elements that influenced emotional experience. Finally, after ensuring the reliability and appropriateness of the questionnaire results, the research hypotheses were validated using structural equation modeling to arrive at the final conclusion. The study found that visual and auditory stimuli had a positive impact on users' emotional experience through physiological arousal and cognition as intermediate factors. In addition, users' physiological arousal had a positive impact on their cognition and emotional experience apparently. Guided by the three-level emotional experience design theory, the design and development of VR tourism products can be effectively carried out. The conclusion of this study provides designers with systematic and effective design guidance to enhance the effectiveness of VR tourism product design. 随着大流行和元宇宙(Metaverse)的混合限制了人们的旅游出行,不限时间和地点的VR旅游开始受到关注。虽然旅游者的需求不断变化,但VR旅游产业经济增长迅速。然而,当前的VR旅游开发存在一些问题,如活动范围和互动有限、缺乏情感设计要素以及认知效率低下。因此,本研究从认知和情感体验的角度出发,探讨了VR旅游产品的设计要素,并提出了改进VR旅游产品设计的建议,旨在为VR旅游产品设计者提供有效的设计指导方针,提高VR旅游产品的设计效率。 在本研究中,研究者首先通过先行研究对VR旅游设计进行了定义。接着,基于“具身认知”(Embodied cognition)、“ABC情感理论”(ABC Theory of Emotion)、“情感归因(Attribution theory of emotion)”理论,建立了概念模型并提出了假设。将VR旅游产品设计分为“信息输入”(感官层)、“信息加工”(行为层)和“信息输出”(情感层)三个设计层次,并建立了基于认知和情感体验的VR旅游产品的设计理论模型。研究者选择20-45岁年龄段的人群作为实验研究对象,并通过对“感官输入、生理唤醒、认知、情绪体验”四个维度的相关性研究,提出了关键的设计要素。 在实证研究中,研究1首先针对VR旅游产品感官层的信息输入展开理论研究并进行了问卷调查,通过探索性因子分析和验证性因子分析,确认了VR旅游产品设计中感官层重要的信息输入设计要素为:视觉要素中的界面、可视角度、信息深度和画面质量;听觉要素中的方位感和空间感。研究2进行了行为层中实验者的生理唤醒水平的研究。研究者首先对生理唤醒及皮肤电测量方法进行了理论分析,然后对VR旅游环境内和普通环境内实验者的皮肤电水平进行了测量并进行了问卷调查。研究者对收集的生理数据进行了T-Test分析,结果显示在VR旅游环境中,用户的生理唤醒水平高于普通环境,并且可以维持更久的高水平生理唤醒状态。 研究三探讨了认知层中的设计要素,采用了理论分析法和问卷调查来获得数据。数据分析使用了探索性因子分析、验证性因子分析、相关分析等方法,通过研究发现内容、过程、环境、功能是影响认知的设计要素。 研究四探讨了情感层中情感体验的设计要素,采用了理论分析法和问卷调查来获得数据。数据分析使用了探索性因子分析、验证性因子分析等方法。通过研究发现文化因素、体验因素、记忆因素、叙事因素是影响情感体验的设计要素。 最后,在确保问卷结果的可靠性和适当性后,通过结构方程对研究假设进行验证,得出最终结论。研究表明,视觉和听觉通过生理唤醒和认知作为中介因素,对用户的情感体验产生正向影响。此外,用户的生理唤醒对用户的认知和情感体验也具有显著正向影响作用。 通过情感体验三层设计理论指导VR旅游产品的设计工作,能够帮助设计开发者有效开发VR旅游产品。本研究结论可以为设计开发者提供系统而有效的设计指导,提升VR旅游产品的设计有效性。

      • '긍정 심리학' 기반한 Animation Character 디자인 연구

        진엽 전북대학교 일반대학원 2023 국내박사

        RANK : 247599

        本文基于“积极心理学”、艺术治疗与情感阶层理论多学科融合分析动画电影角色设计要素,以本能层、行为层、反思层为研究对象解析了动画电影角色视觉设计要素、行为设计要素、内容设计要素。期待通过提出增加积极心理学、情感阶层理论与动画电影角色设计多学科融合的建议,帮助设计师提高设计制作积极动画角色形象效率,增加动画心理学研究案例;帮助青少年观众更好的生活、积极面对生活中困境。 研究者通过先行研究,了解了积极心理学理论、艺术治疗理论、情感阶层理论,定义了积极动画角色设计。通过调查和采访,整理了动画电影用户对角色设计的新要求,并定义了动画电影用户在观看动画时体验到的感性情感。通过AHP分析法,确认了动画用户感受到的动画角色设计要素由二十二个下位要素组成,并压缩为三个层级、六个主要素。为验证三个层级、六个主要素的结构是否恰当,研究者进行了确定性要因分析。而后,对要素的有效性进行了验证,确定了提取的要素是各自独立的。因此,可评估积极动画角色感性设计的要素分为“本能层”要素、“行为层”要素、“反思层”要素。先行研究表明,需要对六个主要元素中的“角色性格”要素进行更详细的研究,而“观众的积极心理体验”要素也是需要进一步研究的要素。 通过先行研究的结果,本研究选取了“角色性格”要素和“观众的积极心理体验”要素作为实证研究课题。 首先,进行了社会研究,了解在(COVID-19)爆发的三年中,全球居民的心理状态。经过分析得出,青少年在疫情期间受到的心理冲击最大,焦虑和抑郁程度显着增加。抑郁症在全球致死率居高不下且呈现持续增长的状态。而积极心理学(PERMA理论)是一种以积极心理学为指导的心理治疗方法。在全球有许多焦虑和抑郁症患者通过PERMA疗法调整了思想和行为得到治疗。而心理疾病的羞耻感和疫情期间的出行不便、不安全性以及医疗资源的匮乏,使得很多抑郁症患者无法得到妥善的治疗和照顾。而艺术治疗的轻松性与氛围感为很多抑郁症患者提供了新的治疗方式,且有趣愉悦的治疗方法让很多抑郁症患者避免了耻辱感,愿意积极接受治疗。而由于网络与数字媒体传播的普及,在疫情期间动画电影可以更方便更快捷的展示自己的优势,设计制作拥有积极感性的动画角色,帮助青少年在观看动画电影同时,缓解自己的心理压力,增加面对生活的信心。 动画电影的“角色性格”要素实证研究,考察了当前全球票房前十和获得了动画行业4个大奖的动画电影,对动画角色分析表明,尽管‘Spider-Man: Into the Spider-Verse’拥有在同一部动画电影中最多蜘蛛侠衍生角色和成功的票房与口碑,但观众对角色性格喜爱度差异仍然明显。因此对动画角色性格形成环境进行分类,如果动画角色性格形成环境具有积极向上的能量,观众的喜爱度最高。角色性格形成环境具有争议,观众喜爱度一般。角色性格形成环境负面且无趣,观众喜爱度低。为了测量出最佳动画角色性格形成环境用户喜爱度,根据用户满意度、动画角色设计原理、心理学社会人格形成理论设计了用户问卷。 为了了解“观众的积极心理体验”值和青少年用户喜爱度差异水平是否受到影响,设计了满意度结构模型和假设验证。根据调查结果,动画电影角色用户偏爱度研究的5个组成部分值存在差异。 在先行研究的基础上,对动画电影角色设计现状进行了考察和分析,以改进“观众的积极心理体验”要素。了解了动画电影用户的喜爱度和对角色性格差异性要求。随着生活的发展、疫情到来以后,人们对动画角色的需求不仅仅是视觉上的,而是期望通过动画角色体验不同的生活和心理慰藉。 但是到目前为止,还没有研究系统的将心理学与动画电影角色作为路径设计了角色模型。 因此,为了研究积极动画角色感性设计,综合了前两次的研究后,加入了积极心理学、情感层次理论为动画角色设计了模型。为了获得准确的考察青少年用户在与角色共情过程中的感性情感体验结果。首先进行了专家问卷和专家访谈,根据AHP分析法设计了角色设计模型,并通过权重计算得出二十二个元素的权重占比,权重占比越大元素越重要,为设计师节约时间提高了效率。再通过青少访谈和问卷,测试模型的准确性和实用性。了解不同年龄、不同学历青少年对动画电影角色设计的差异性态度。通过以上研究发现,学历层次越高的青年用户对动画角色设计需求有明显的差异性态度和行为。结果证明学历越高的青少年用户对积极的心理体验和视觉要素要求越高。 This paper analyzes the perceptual elements of character design in animated films based on the multi-disciplinary integration of “Positive Psychology”, Art Therapy and Hierarchy Theory of Perceptual Design, and analyzes the formal design elements, behavioral design elements and content design elements of characters in animated films by studying the instinctive layer, behavior layer and reflective layer. It is hoped to help designers improve the efficiency of creating positive animated characters, increase case studies of animation psychology, help the teenage audience live a better life and positively face the dilemma in life through putting forward the suggestion on multi-disciplinary integration of Positive Psychology, Art Therapy, Kansei Engineering and Character Design for Animated Films. Based on the prior research, researchers understood the Positive Psychology Theory, Art Therapy Theory and Kansei Engineering Theory, and defined the sensibility design of active animated characters. Through the investigation and visit, they sorted out the new requirements of animated film users for character design, and defined the perceptual emotions experienced by animated film users when watching the animation. Through the Analytic Hierarchy Process, they determined that the design elements of animated characters experienced by animated film users are composed of twenty-two lower elements, which are compressed into three levels and six main elements. In order to verify whether the structure of three levels and six main elements is proper, researchers performed a deterministic factor analysis. And then, they verified the effectiveness of elements and determined that the extracted elements are independent separately. Therefore, the elements that can evaluate the perceptual design of positive animated characters can be divided into the “instinctive layer”, “behavior layer” and “reflective layer”. The prior research indicates that the “character personality” in the six main elements shall be studied in more detail, and the “positive psychological experience of the audience” shall also be further studied. Based on the results of the previous research, this study selects the elements of "character" and "the audience's positive psychological experience" as empirical research topics. Firstly, this paper conducted the social research to know the psychological states of inhabitants all over the world in the three years of COVID-19. Through the analysis, it can be drawn that adolescents suffered the greatest psychological impact during the epidemic, with a significant increase in anxiety and depression. The global mortality rate of depression is high and rising. Positive psychological intervention (PPI) is a kind of psychotherapy guiding by Positive Psychology, and many people suffer from anxiety and depression are treated with PPI therapy that modifies their thoughts and behaviors around the world. Many patients with depression cannot receive proper treatment and care due to the stigma of mental illness and the inconvenience, insecurity and lack of medical resources during the epidemic. The relaxation and atmosphere of Art Therapy provide a new treatment for many patients with depression. Moreover, many patients with depression avoid the sense of shame due to the interesting and pleasant treatment method and are willing to accept the treatment. Due to the popularization of Internet and digital media, animated films can show their advantages more conveniently and quickly during the epidemic. The design and production of animated characters with positive sensibility can help teenagers relieve their psychological pressure and increase their confidence in life while watching animated films. An empirical study on the “character personality” of animated films is conducted to investigate the current top 10 grossing animated films worldwide and those that have won four awards in the animation industry. The analysis of the animated characters shows that although the Spider-Man: Into the Spider-Verse has the most spider-man spin-off roles as well as successful box office and word of mouth in the same animation film, there are still obvious differences in audiences liking for characters. Therefore, the first research of the personality of the animated character is to classify the environment in which the personality of the animated character is formed by using Herlock Effect. If the environment has positive energy, the audience will like it the most. If the environment is controversial, the audience will like it moderately. If the environment is negative and boring, the audience will like it less. In order to measure the user preference of the environment in which the best personality of the animated character is formed, a user questionnaire is designed according to the user satisfaction, the design principle of animation characters and the theory of psychological social personality formation. The second research of animated characters is to design the satisfaction structure model and hypothesis verification to know whether the value of “positive psychological experience of the audience” and the differences in liking among teenage users are affected. According to the findings, there are differences in the values of five components of the research on user preference of animated film characters. Therefore, it is concluded that the perceived quality has the greatest influence on user satisfaction through multiple regression equation, which is the key factor affecting user preference for animated film characters. The relationship between perceived quality and user expectation is the secondary key factor affecting user preference for mythological characters in animated films. The impact efficiency of perceived value and perceived quality, user loyalty on perceived quality, and user satisfaction on animated film characters are the same. The impact of user loyalty on perceived value is minimal compared with the other four factors. Based on the prior research, this paper investigated and analyzed the current design situation of animated film characters to improve the “positive psychological experience of the audience” and know the affection degree of animated film users and the requirements of character difference. With the development of life and the arrival of the epidemic, people's demand for animated characters is not only visual, but expect to experience different emotional life and psychological comfort through animated characters. But up to now, no research has systematically designed character models by taking psychology and animated film characters as paths. Therefore, in order to study the perceptual design of positive animated characters, Positive Psychology and Kansei Engineering were added to design models for animation characters after combining the previous two studies. In order to obtain accurate experience results of perceptual emotion of teenagers users in empathizing with the character, expert questionnaire and expert interview were conducted firstly. The basic character design model was designed according to AHP, and the weight ratio of twenty-two elements was calculated, the greater the weight ratio, the more important the element, which saved time and improved efficiency for designers. And then, the accuracy and practicability of the model were tested through interviews and questionnaires with teenagers to understand the different attitudes of teenagers of different ages and educational backgrounds towards character design in animated films. It can be found from the above research that the younger users with higher educational level have significantly different attitudes and behaviors towards the design of animated characters. The results show that teenagers with higher education have higher requirements for positive psychological experience and visual elements.

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