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Character attachment in team-based first person shooter game with respect to the role in the combat among Korean young gamers Doo Heon Song; Seunghun Lee
International Journal of Electrical and Computer Engineering (IJECE) Vol 11, No 3: June 2021
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v11i3.pp2393-2398

Abstract

Character attachment have been studied thoroughly from the view of psychology and media researches. In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management systems such as character customizing and in game purchasing policy. In this paper, we investigate such player-avatar relationship on the theme of team-based FPS where in general the attachment is not expected to be high. However, from the online survey for Tom Clancy’s Rainbow 6 Siege mania groups, we find that there are different character attachment patterns with respect to the role of players in the team–attacker, defender, and supporter. It shows that attackers think avatar as an ‘object, but the defenders show more ‘avatar as others’ than the attackers. The supporters show high responsibility for the avatar and their play style is most like ‘avatar as symbiote’ manner.
Age group differences on perception of autoplay in mobile game playing among korean gamers Doo Heon Song; Seunghun Lee
Indonesian Journal of Electrical Engineering and Computer Science Vol 19, No 3: September 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v19.i3.pp1519-1524

Abstract

Autoplay functions are embedded in most mobile role playing games and mobile multiplayer online battle arena games recently. Theoretically, there are different views on autoplay function in that it may be a ‘fake play’ from the traditional view and it is economical and gives functional benefits for game developing companies on balancing from functionalists’ view. In this paper, we investigate how this autoplay functions are perceived to the Korean mobile gamers. We report that there exists a strong age group effect on it and age 25 is the inflection point. Among 304 subjects including 69 females participated in this survey, the positive perception rate is positively proportional to the age from 36% to 73%. The reasons they choose to play autocombat function are convenience and utilizing sack times but the older groups (over 30) emphasize playing while doing other personal doings. Those who do not use autoplay function sustain the traditional view of game playing in that autoplay is ‘not’ the real game playing and there exists an age effect in that the inclination rate of autoplay function is negatively proportional to the age.