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논문 기본 정보

자료유형
학술저널
저자정보
Hai, Qi (Jeonbuk University) Cho, Dong Min (Jeonbuk National University)
저널정보
한국전시산업융합연구원 한국과학예술융합학회 한국과학예술융합학회 Vol.42 No.4
발행연도
2024.9
수록면
721 - 732 (12page)
DOI
10.17548/ksaf.2024.09.30.721

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초록· 키워드

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This study is based on the discovery that otome games create a space for the generation of intimate relationships through narrative texts that conform to female aesthetics. Players project emotions onto male characters through self-construction and gain emotional satisfaction in interaction. The purpose of this study is to explore how otome games maintain virtual intimate relationships with players based on the framework of game immersion.
The results of this study are as follows. First, a questionnaire was conducted on 214 otome game players, and second, the correlation between the sense of immersion in otome games and virtual emotional relationships was analyzed. Based on the research results, it can be seen that there is a significant relationship between immersion and virtual emotional relationships in otome games. Through the optimization of the four elements of "game experience", "emotional dependence", "game mechanics" and "realism", the intimate relationship between otome game players will be stronger. It is proposed that future game design should consider how to improve players" negative impact on real-life social skills and emotional development while using the positive effects of virtual intimacy.

목차

Abstract
I. Introduction
Ⅱ. Pilot Study
Ⅲ. Empirical Research
IV. Empirical Research
Reference

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