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        Fusion research on gender differences of MOBA gamers and preference factors of PLEX theoretical model

        펑명연,조동민 한국전시산업융합연구원 2022 한국과학예술융합학회 Vol.40 No.3

        Statistics on the number of video game players show that the ratio of male to female players is close to 1:1. But in MOBA games, there are almost twice as many male players as female players. To this end, this study starts from the literature review of MOBA games and gender differences and finds that the gender differences of players will affect the preference needs of game experience. However, specific preference demand elements have not been studied from the perspective of the PLEX theoretical model. The PLEX theoretical model is 22 interesting elements provided by Arrasvuori J for game designers based on players' psychological cognition. These elements can evoke player expectations and preferences. The 22 elements are Fellowship, Suffering, Captivation, Challenge, Control, Competition, Humor, Nurture, Expression, Sympathy, Fantasy, Control, Relaxation, Sensation, Exploration, Thrill, Submission, Discovery, Simulation, Eroticism, Cruelty, Subversion. This theoretical model is widely used as a design principle and game evaluation method in game design, product design, and user experience. Especially in recent years, game designers often combine the PLEX theoretical model with player experience preferences for fusion research. Therefore, this paper takes the PLEX theoretical model as the research starting point and selects MOBA games with large differences in the number of male and female players as the research object. The purpose is to combine the gender differences of MOBA game players with the PLEX theoretical model. The empirical results and content of this paper are as follows: Gender differences affect competition, completion, and humor choices. Men have the highest preference for competitive elements in games, while women prefer humor. Therefore, this paper suggests that game designers can enhance the humor element in MOBA game design to attract female players from the perspective of the PLEX theoretical model, to solve the problem of more male players than female players. In addition, the fusion research results of this paper can also play a positive theoretical guiding role in the development of related games that take the gender needs of players and female players as potential development objects. This article also provides opinions to help MOBA game users and game developers' satisfaction experience for better future development and research games.

      • KCI등재

        Research on the Convergent Effects of Emotional Regulation of Video Games on Users' Continuance Intention - Based on the perspective of empathy and flow

        펑명연,조동민 한국전시산업융합연구원 2022 한국과학예술융합학회 Vol.40 No.5

        This paper investigates game players' willingness to use games during the COVID-19 period and finds that after the epidemic, the game industry's development will face the challenge of losing game users. Therefore, how to improve users' willingness to continue using games and maintain the scale of game users will be an urgent problem to be solved for current scholars. Because users' continuance intention has a direct predictive effect on users' continuous use behavior, this paper will aim to improve users' continuance intention and prevent the shrinking of game users after the end of the epidemic as the research purpose. This article will start from the new perspectives of player empathy flow and investigate the influence of emotional regulation on users' continuance intention in video games and the mechanism of action between them. Through the survey of current video users, data collection, and analysis, the following conclusions are drawn: (1) In video games, emotional regulation is significantly correlated with flow, empathy, and users' continuance intention. (2) Emotion regulation has a positive effect on flow, empathy. (3) flow and empathy have positive effects on users' continuance intention in video games. (4) In video games, flow mediates the process of emotional regulation on users' continuance intention Empathy has no significant mediating effect in the process of emotional regulation on users' continuance intention. Based on conclusions (1) and (2), this paper suggests that game designers and scholars can start with empathy and flow to study ways to improve players’ emotional regulation. Based on the conclusion (3), this paper suggests that game designers can improve users' continuance intention from the aspects of flow and empathy. Based on the conclusion (4), that is, flow is the mechanism by which emotional regulation affects users’ continued intentions, this paper suggests that designers start with the mediating role of flow to study the impact of emotional regulation on users' continuance intention. The research content of this paper increases the theoretical research related to emotion regulation, empathy, and flow users' continuance intention in game theory, and provides new method suggestions for maintaining the existing scale of video game users.

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