게임플레이어들의 협력 매커니즘 : '오버워치' 영웅 선택과정을 중심으로 (2)[韩语论文]

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In the mean time, online FPS games feature negative effectiveness studies such as ‘aggression’ because they have short game sessions compared with MMORPG games and provide destructive actions. Accordingly, this aims to minimize social proble...

In the mean time, online FPS games feature negative effectiveness studies such as ‘aggression’ because they have short game sessions compared with MMORPG games and provide destructive actions. Accordingly, this aims to minimize social problems caused by the online FPS games and examine their positive functions through an advanced conceptual FPS game, ‘Over Watch,’ that is a kind of a role-play game of MMORPG. For this, I focused on its generic nature of the game, ‘Over Watch,’ which is a team-based game required for interdependent decision making and examined several cooperative behaviors of game players through a case study. The tried to concentrate on reciprocity that is a normative element that facilitates collective actions and even cooperation between members and figure out ‘Over Watch’ game players’ reciprocal behaviors by priority. I set up a group of acquaintances and friends who have social ties and a group of individuals who don’t have in order to confirm research problems and carried out forty game tests by each group. In addition, I carried on in-depth interviews of participants for an in-depth analysis and interpretation of results of the tests. As a result, two groups showed different reciprocal behaviors. ‘A, B, C’ group members who consisted of friends and acquaintances and had relatively strong social ties often displayed reciprocal behaviors and brought group actions, that is, cooperated with each other. These behaviors differed in each participant. However, some of them showed the balanced reciprocity that required relatively equal compensations with each other, whereas others had the generalized reciprocal actions such as considering social reputation and dignity rather than the immediacy and equality of the compensations. On the other hand, member of D group that consisted of anonymous game players who didn’t know each other mostly had negative reciprocity due to reliability-based problems, but some of them showed positive one and tried to lead the rest of the members who didn’t form trust in each other to cooperate with each other. That is, they solved problems relating the mutual cooperation attributable to trust issues between FPS game players through a reciprocal action strategy such as devotion to each other first. In fact, they strategically made decisions win the game based on the results from playing games. The different reciprocal features also differed in team cooperative processes of each group. The reciprocal behaviors from two groups’ members commonly had a positive effect on each group. This facilitated collective actions between the members due to their reciprocal behaviors as a norm like a moral obligation. There was a difference in the frequency of the behaviors between the members of two groups that were divided depending on the extent of social ties, but their reciprocal trust in each other reminded us that this was a very important factor for the cooperative processes regardless of groups. However, two groups’ reciprocal behaviors sometimes had a negative effect on their own cooperative processes. A group of acquaintances and friends tended to pursue the safety of the group depending on customs rather than develop the processes through an innovative and flexible strategy. In fact, this was because they were tied down a social relationship such as a trust in each other and did reciprocal behaviors. On the other hand, D group’s members had an online social relationship that led them to be unconscious of each other, so they could decide to select heroes autonomously and strategically for cooperation. Also, this relationship didn’t form any implicit norms and official systems between members, so the members could have a relatively democratic and open communication with each other compared with the other group. For example, everyone in this group was able to establish strategies, implement processes, and set up a plan of the strategies. As a result, the open communication-oriented culture of the group, D, with a horizontal structure played a role in accelerating the cooperation between the group’s members. The result of this was obtained from an exploratory study, so it isn’t able to present objective indicators of every action. However, this has great significance in the way that this showed the possibility of cooperation between individual FPS game players who didn’t have social ties and even the cooperative environment of the FPS game. Many of anonymous players in online games have met a lot of times. In this situation, MMORPG and social games focusing on cooperation with human beings in an imaginary world show cooperative mechanisms through an intensive interaction between a limited number of players such as a group of acquaintances and friends who have social ties, whereas this is very significant in examining the cooperation actions between players who didn’t know each other.

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