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MOBA 게임 캐릭터의 기호적 특성에 따른 플레이 양상 분석 - <리그 오브 레전드>와 <히어로즈 오브 더 스톰>을 중심으로

Analysis of play aspect according to the semiotic features of MOBA game characters – focused on League of Legends and Heroes of the Storm

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Digital games are conducted by the interaction between players and characters. Even if it’s same in the MOBA games, the characters in these games are not the ones which players can bring themselves in. But they do occur player’s semiotic process by controlling them. To prove this hypothesis, this study analyzes the correlation between MOBA game player and game character based on the player’s consumption behavior. The two MOBA games, League of Legends and Heroes of the Storm have been selected for the study, by the reason of semiotic difference between the characters. As focusing on the particular structures of MOBA games, this study can confirm the characteristic of this game genre.

Abstract

Digital games are conducted by the interaction between players and characters. Even if it’s same in the MOBA games, the characters in these games are not the ones which players can bring themselves in. But they do occur player’s semiotic process by controlling them. To prove this hypothesis, this study analyzes the correlation between MOBA game player and game character based on the player’s consumption behavior. The two MOBA games, League of Legends and Heroes of the Storm have been selected for the study, by the reason of semiotic difference between the characters. As focusing on the particular structures of MOBA games, this study can confirm the characteristic of this game genre.

참고문헌 (18)

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