본문 바로가기
KERD
논문KCI 등재

미디어 심리학 융합교육을 통한 게임 몰입이론학습

Learning Game Flow Theory through Media Psychology Education

0

조회

0

다운로드

3

인용

0

참고문헌

키워드

초록

The flow channel is a game design aspect that has been widely used by experienced game designers. Apsychologist named Mihaly Csikszentmihalyi found that a person's skill and the difficulty of a task wouldinteract to result in different cognitive and emotional states. When a person’s skill and the difficulty of the taskare roughly balanced, he or she enters the flow state. Otherwise, the person becomes bored or frustrated, andswitches to another activity[3]. Unfortunately, for game designers, this is the point where the flow theory stops helping. While a designerstrive to keep players in the flow channel for as long as possible, he or she has to figure out how to implementthe flow channel in the game by oneself. Therefore, in this paper, we tried to bridge or narrow the gap between game flow and psychology theories. We showed how the whole game flow mechanics work and how several major psychological elements operatedynamically and interactively on the game play. The challenges and skills should be balanced and should worktogether to create game flow experiences. The contents described in the paper was used to teach university students in game design and mediapsychology courses. Quantitative and qualitative measures show that our media psychology education could bean effective way of teaching a creative design philosophy.

Abstract

The flow channel is a game design aspect that has been widely used by experienced game designers. Apsychologist named Mihaly Csikszentmihalyi found that a person's skill and the difficulty of a task wouldinteract to result in different cognitive and emotional states. When a person’s skill and the difficulty of the taskare roughly balanced, he or she enters the flow state. Otherwise, the person becomes bored or frustrated, andswitches to another activity[3]. Unfortunately, for game designers, this is the point where the flow theory stops helping. While a designerstrive to keep players in the flow channel for as long as possible, he or she has to figure out how to implementthe flow channel in the game by oneself. Therefore, in this paper, we tried to bridge or narrow the gap between game flow and psychology theories. We showed how the whole game flow mechanics work and how several major psychological elements operatedynamically and interactively on the game play. The challenges and skills should be balanced and should worktogether to create game flow experiences. The contents described in the paper was used to teach university students in game design and mediapsychology courses. Quantitative and qualitative measures show that our media psychology education could bean effective way of teaching a creative design philosophy.

참고문헌 (25)

  1. Elizabeth Boyle, "The role of psychology in understanding the impact of computer games", Journal of Entertainment Computing, 2(2), pp.69~74 (2011)
  2. 성백순, "컴퓨터게임 산업에서 몰입요인 변수 도출에 관한 연구", 한국컴퓨터게임학회논문지, 24(4), pp.117~126 (2011), (사)한국컴퓨터게임학회
  3. 김정이, "국내 게임 분야에서 플로우 연구의 동향", 한국컴퓨터게임학회논문지, 26(4), pp.75~85 (2013), (사)한국컴퓨터게임학회
  4. 성백순, "재미요소가 몰입과 만족에 미치는 영향", 한국컴퓨터게임학회논문지, 25(3), pp.139~147 (2012), (사)한국컴퓨터게임학회
  5. Christina M. Finneran, "Flow in Computer-Mediated Environments : Promises and Challenges", Communications of the Association for Information Systems, 15(4), pp.1~20 (2005)
  6. Sang-Jin Park, "The Study of the Interrelations between Game Components and Flow", Journal of Korean Contents Association, 4(2), pp.819~823 (2006)
  7. Jeng, Shin-Ping, "Personality and motivations for playing online games", Social Behavior and Personality, 36(8), pp.1053~1060 (2008)
  8. 탕군, "MMORPG게임 캐릭터의 몰입감과 감성이미지의 관계성 연구", 디자인학연구, 24(1), pp.77~87 (2011), 한국디자인학회
  9. 정형원, "온라인 게임에 있어서 과몰입의탐색적 요인에 관한 연구", 한국컴퓨터게임학회논문지, 25(3), pp.129~137 (2012), (사)한국컴퓨터게임학회
  10. 임규혁, "자기효능감이 온라인 게임몰입에 미치는 영향 - 자기통제능력의 조절변수를 중심으로 -", 한국컴퓨터게임학회논문지, 3(21), pp.131~141 (2010), (사)한국컴퓨터게임학회
  11. Andrew J. Elliot, "The Hierarchial Model of Approach-Avoidance Motivation", Motivation and Emotion, 30(2), pp.111~116 (2006)
  12. Lennart Nacke, "Flow and immersion in first-person shooters : measuring the player’s gameplay experience", Future Play 2008Proceedings of the 2008 Conference on Future Play, pp.81~88 (2006)
  13. Chsikszentmihalyi M., "Flow : The Psychology of Optimal Experience" (1990), Harper & Row Publishers Inc.
  14. Dolf Zillmann, "Media Entertainment : The Psychology of its Appeal" (2009), Lawrence Erlbaum Associates, Inc
  15. Daniel L.Schacter, "Psychology" (2009), worth publishers
  16. Andrew Rollings, "Andrew Rollings and Ernest Adams on Game Design" (2000), New Riders Group
  17. Leon Festinger, "A Theory of Cognitive Dissonance" (1962), Standford University Press
  18. Curtiss Murphy, "the Design and Development of Training Games : Practical Guidelines from a Multi-Disciplinary Perspective" (2013), Cambridge University Press
  19. Anderson, "Cognitive Psychology and It’s Applications"
  20. Matthew D. Pistilli, "Purdue Signals" (2010), Willey Interscience

관련 논문AI추천

이 간행물의 다른 논문 (24건)