비디오 게이머들이 게임 관련 미디어를 온라인에서 어떻게 그리고 왜 시청하는지에 대한 분석: 철권7을 중심으로
(주)코리아스칼라
- 최초 등록일
- 2023.04.05
- 최종 저작일
- 2015.12
- 13페이지/ 어도비 PDF
- 가격 4,500원
* 본 문서는 배포용으로 복사 및 편집이 불가합니다.
서지정보
ㆍ발행기관 : 한국컴퓨터게임학회
ㆍ수록지정보 : 한국컴퓨터게임학회 논문지 / 28권 / 4호
ㆍ저자명 : 한석희
목차
ABSTRACT
1. Introduction
2. Theoretical Backgrounds
2.1 Uses and Gratification Theory
2.2 Evolution of New Media
2.3 Function of Advertisement Through New Media in Video Game Industry
3. Method
4. Uses
4.1 Afreeca TV
4.2 Twitch TV
5. Gratifications
5.1 Enjoyment
5.2 Information-seeking
5.3 Direct Communication
6. Conclusion
References
영어 초록
This study analyzes how and why video gamers intentionally watch media on video games that they play and like through online platforms such as YouTube and Afreeca TV. More specifically, this study utilizes the Uses and Gratification theory in order to understand game players’ psychological behaviors and patterns in detail. Among the various types and genres of video games, this study focuses on the fighting game “Tekken 7” published by the Japanese company Namco. Tekken 7 is distinguished in some ways in that its platform is an arcade rather than PC or mobile phones and that it emphasizes mind game between game players. By analyzing how and why Tekken 7 gamers watch Tekken 7-related media over the Internet and new media, this study further provides a blueprint for the future of the new media.
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