Study of Player Attitudes Regarding MMORPG Avatar Customization in the Transformation Stage
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 백철호 | - |
dc.date.available | 2020-07-10T05:37:57Z | - |
dc.date.created | 2020-07-06 | - |
dc.date.issued | 2017 | - |
dc.identifier.issn | 1598-4540 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/6590 | - |
dc.description.abstract | MMORPG users can create their own identity that they will use to act through in the virtual world utilizing the avatar creation system. The MMORPG customization process, divided into the creation and transformation stages, provides a sandbox for the identity play by users. In this study, analysis of the users’ customization attitudes using the Q methodology especially in the transformation stage was conducted. The users’ attitudes were found to be categorized into 4 types: 1) fulfilling attitude, 2) customization immersed attitude, 3) customization challenging attitude, and 4) community oriented attitude. Of particular interest are the immersed customization type, where the attitude is driven by the internal motivation of “self-satisfaction” unlike the fulfillment and community oriented attitudes which are driven by instrumental motivation of the avatar, and the continuous desire towards transformation revealed by the challenging customization attitude. This study provides valuable insight in the design perspective for developers in instilling critical immersion elements to the users while preparing to update the level. | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | 한국게임학회 | - |
dc.title | Study of Player Attitudes Regarding MMORPG Avatar Customization in the Transformation Stage | - |
dc.title.alternative | Study of Player Attitudes Regarding MMORPG Avatar Customization in the Transformation Stage | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | 백철호 | - |
dc.identifier.bibliographicCitation | 한국게임학회 논문지, v.17, no.3, pp.7 - 20 | - |
dc.relation.isPartOf | 한국게임학회 논문지 | - |
dc.citation.title | 한국게임학회 논문지 | - |
dc.citation.volume | 17 | - |
dc.citation.number | 3 | - |
dc.citation.startPage | 7 | - |
dc.citation.endPage | 20 | - |
dc.type.rims | ART | - |
dc.identifier.kciid | ART002231752 | - |
dc.description.journalClass | 2 | - |
dc.description.journalRegisteredClass | kci | - |
dc.subject.keywordAuthor | MMORPG | - |
dc.subject.keywordAuthor | avatar | - |
dc.subject.keywordAuthor | customization | - |
dc.subject.keywordAuthor | identity play | - |
dc.subject.keywordAuthor | game design | - |
dc.subject.keywordAuthor | Q methodology | - |
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