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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

机译:基于团队的第一人称射击游戏的角色依恋,了解韩国年轻游戏玩家中的战斗中的作用

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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.
机译:从心理学和媒体研究的角度彻底研究了字符附件。 在游戏中,玩家 - 头像关系是一种字符附件的形式,并影响一个良好的游戏设计以及管理系统,如字符定制和游戏购买政策。 在本文中,我们调查了基于团队的FPS主题的这些玩家 - 头像关系,一般情况下,附件预计不会很高。 然而,从汤米克朗西氏彩虹6围攻狂热群体的在线调查中,我们发现在团队攻击者,后卫和支持者中的玩家的角色有不同的性格附件模式。 它表明,攻击者认为化身作为“对象”,但是防守者比攻击者展示了更多的“阿凡达”。 支持者对阿凡达和他们的游戏风格表现出高责任,最像“作为Symbiote”的头像。

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