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Ȩ Ȩ > ¿¬±¸¹®Çå > ±¹³» ³í¹®Áö > Çѱ¹Á¤º¸Åë½ÅÇÐȸ ³í¹®Áö (Journal of the Korea Institute of Information and Communication Engineering)

Çѱ¹Á¤º¸Åë½ÅÇÐȸ ³í¹®Áö (Journal of the Korea Institute of Information and Communication Engineering)

Current Result Document :

ÇѱÛÁ¦¸ñ(Korean Title) Ã漺µµ¿¡ µû¸¥ ºí·¹ÀÌµå ¾Ø ¼Ò¿ï °ÔÀÓÀÇ »ç¿ëÀÚ ±×·ì Çൿ ÆÐÅÏ ºÐ¼®
¿µ¹®Á¦¸ñ(English Title) Group Behavior Pattern Analysis with respect to Playing Loyalty among Blade & Sole Game Users
ÀúÀÚ(Author) Á¤ÁöÀΠ  ¼ÛµÎÇå   Ji-in Chung   Doo Heon Song  
¿ø¹®¼ö·Ïó(Citation) VOL 22 NO. 10 PP. 1340 ~ 1346 (2018. 10)
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(Korean Abstract)
°ÔÀÓ °í°´ÀÇ Ã漺µµ ȤÀº À籸¸Å Àǵµ¸¦ °æ¿µÇÐÀÇ °í°´ Ã漺µµ ÀÌ·ÐÀ» Àû¿ëÇØ º¸´Â °Å½ÃÀû ºÐ¼®ÀÌ ÀÖ¾úÁö¸¸ °ÔÀÓ ½Ã½ºÅÛÀÌ º¹ÀâÇØÁö¸é¼­ ÈïÇà¿¡ ¼º°øÇÑ Æ¯Á¤ °ÔÀÓÀÇ Àå±â Ã漺 »ç¿ëÀÚÀÇ Çൿ ÆÐÅÏÀ» ºÐ¼®ÇÔÀ¸·Î½á ½ÇÁõÀûÀ¸·Î ±× °ÔÀÓ¿¡ ´ëÇÑ ¾ÖÂø°ú ¼º°øÀÇ ¿øÀÎÀ» ¾Ë¾Æº¸´Â °Íµµ Àǹ̰¡ ÀÖ´Ù. º» ³í¹®¿¡¼­´Â 2012³â Ãâ½ÃµÇ¾î ÃÊâ±â¿¡ ÈïÇà¿¡ Å« ¼º°øÀ» °ÅµÎ°í Áö±Ýµµ Á¡À¯À² 10À§±Ç¿¡ ÀÚ¸®ÇÏ°í ÀÖ´Â ÆÇŸÁö Ç»Àü ¹«Çù MMORPG ºí·¹ÀÌµå ¾Ø ¼Ò¿ïÀÇ 3³â ÀÌ»ó Àå±â Ã漺 »ç¿ëÀÚµéÀÇ Çൿ ÆÐÅÏÀÌ 1³â ¹Ì¸¸ÀÇ Ä³ÁÖ¾ó Áý´Ü, Ç÷¹ÀÌ °æ·Â 1~3³â »çÀÌÀÇ Áý´Ü°ú ¾î¶»°Ô ´Ù¸¥ Áö 222¸íÀÇ ÇÇÇèÀÚ¿¡ ´ëÇØ ¼³¹®À» ÅëÇØ »ìÆ캸¾Ò´Ù. ±× °á°ú ±× °ÔÀÓÀÇ °­Á¡À¸·Î ¾Ë·ÁÁø ´øÀü È°µ¿, ºñ¹«, ÀüÀåÀÇ ÀüÅõ ¹æ½Ä°ú ³»¿ëº¸´Ù´Â ±× °ÔÀÓ Ä¿¹Â´ÏƼ¿¡ÀÇ ²ö²öÇÑ ¾ÖÂøÀÌ ´õ Áß¿äÇß´Ù. ½ÉÁö¾î ÀüÅõ ¹ë·±½ºÀÇ ¸¸Á·µµ´Â 5Á¡ ôµµ¿¡¼­ ¸ðµç ±×·ìÀÌ 1Á¡´ë¸¦ ±â·ÏÇϱ⵵ ÇÏ°í ÃʽÉÀÚ¿Í Àå±â»ç¿ëÀÚ°¡ 1~3³â »ç¿ëÀÚº¸´Ù ÀüÅõ ·¹º§ÀÌ ³ôÀº U-Ä¿ºê¸¦ ³ªÅ¸³»±âµµ Çß´Ù. ÀÌ¿¡ ´Ù½Ã 148¸íÀÇ Àå±â »ç¿ëÀÚÀÇ ¼³¹® ºÐ¼®À» ÅëÇØ Ä¿¹Â´ÏƼ ³» Àΰ£°ü°è Çü¼º ¿äÀΰú ÆÐÅÏÀ» Á¶»çÇÏ¿´´Ù.
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(English Abstract)
There have been researches on game continuance intention based on consumer behaviour theory of management science. Such macro access of computer game analysis might be insufficient to draw valuable results due to complex subsystem structure of recent computer games. In this paper, we choose ¡®Blade and Soul¡¯ game that was first published in 2012 and has been within top 20 MMORPG in Korea but known as a ¡®long time users¡¯ only game¡¯among game players recently. Three user groups – long loyalty, concentrated, casual – are classified based on their play history and play time per day of Blade and Soul. The first survey with 222 subjects revealed that the real strength of the game was not the combat – Dungeon, Arena, Battleground competition – but very cohesive game community Blade and Soul has. Thus, we conduct another survey on the game community issues among 148 long time users (over 3 years playing history) and analyze their traits and behaviour patterns.
Å°¿öµå(Keyword) ºí·¹ÀÌµå ¾Ø ¼Ò¿ï   Çൿ ºÐ¼®   Ä¿¹Â´ÏƼ È°µ¿   »÷µå ¹Ú½º   ¹®ÆÄ   Blade and Soul   Behaviour Analysis   Community   Sect   Sandbox  
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