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Transaction Pattern between Real Life and Games Centered on Players

플레이어의 현실과 게임내의 교류패턴

  • 현혜정 (숭실대학교 미디어학부) ;
  • 고일주 (숭실대학교 미디어학부)
  • Received : 2012.02.06
  • Accepted : 2012.03.07
  • Published : 2012.04.28

Abstract

Communication skill to maintain personal relationships is a crucial factor in our social life. However, even though a number of people are experiencing difficulty in communication owing to their poor interpersonal interchanges in real life, they are interacting with virtual characters in artificially created virtual space. In order to remedy such a lack of communication among game players, first, they need to search appropriate ways to communicate each other in real life, but not in virtual space, or to create a game space as a new place for interaction among them by utilizing advantages of the game world. To accomplish such an aim, it is necessary to precede the research on what kind of relations or characteristics for game players' interaction to others in the real life and game world. For the reason, in this paper, we investigate interaction patterns of game players in real life and in the virtual space. In order to perform this investigation, an ego-gram, which demonstrates the pattern of the ego states as a field-oriented approach is used as the research method. The result shows that there are differences between patterns in each spaces. so, we apply a factor analysis and analyse the relationship between the transaction pattern of players in two spaces using the ego-gram.

Keywords

Transaction Pattern;Ego-gram;Centered-player;Factor Analysis

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