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논문 기본 정보

자료유형
학술저널
저자정보
Feng, Ming Yan (Jeonbuk National University) Cho, Dong Min (Jeonbuk National University)
저널정보
한국전시산업융합연구원 한국과학예술융합학회 한국과학예술융합학회 Vol.40 No.3
발행연도
2022.6
수록면
487 - 496 (10page)
DOI
10.17548/ksaf.2022.06.30.487

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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.

목차

Abstract
I. Introduction
II. Theoretical investigation
III. Empirical research
IV. Analysis of results
V. Conclusion
Reference

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