Hae Kyung Rhee
Yong-In SongDam College

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Gender inequality among champions and players’ reception of gender disproportion of utility support champions in league of legends Doo Heon Song; Hae Kyung Rhee; Jeong Hoon Kim
International Journal of Electrical and Computer Engineering (IJECE) Vol 11, No 3: June 2021
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v11i3.pp2647-2652

Abstract

Designing female character in video game has been criticized as being sexually objectified and underrepresented in quantity (number of characters and their appearance rate in the game) and in quality (take only secondary role and inferior ability statistics given). In this paper, we analyze world leading multiple-user online battle arena game league of legends to see if previously criticized gender inequality of champions still stands and conduct a survey of 1,403 players of that game and asks how they feel about serious gender disproportion of utility support champions (all females). The result shows that league of legends still has serious gender disparity in performance parameters and there has been only a small change in 5-year span (2014-2019). The survey result tells us that game players also feel political incorrectness of such gender disproportion, but they accept such gender prototype because they have been taught as such as social role theory explains gender inequality issues.
From Agasa Cristie to Group Image Play-Analysis of Horror Survival Game Panic Room : Escaping from the Den on Emotional Elements Development Doo Heon Song; Hae Kyung Rhee; Ji-eun Kim; Jong Hee Lee
International Journal of Electrical and Computer Engineering (IJECE) Vol 8, No 2: April 2018
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.709 KB) | DOI: 10.11591/ijece.v8i2.pp644-650

Abstract

A maniac computer game genre called "Survival Horror Games‟ is aimed for making gamers feel cathartic feeling when they escaped from the designed horror successfully. The degree of gaming quality, however, is not easy to measure. In this paper, we apply Caillois‟ game playing categories and other standards to measure how a game induces the feeling of fear and other emotional experience to players. Once dominated horror survival game series called Panic Room: Escaping from the Den was chosen to analyze and evaluate with those standards as well as its narratives and subsystems. Especially the 2nd version was most welcomed to users among 4 versions thus we focused on the difference between the version 1 and the version 2 in terms of game playing and fear elements in the game content and story structure. In result, version 2 showed much more Agon and Mimicry and all other fear elements than version 1. The group image playing structure and conference/collection subsystem that were newly provided to version 2 were attributed to its success.
Gender stereotype and hostile sexism among young korean gamers based on teammate selection strategy and game style preferences Doo Heon Song; Hae Kyung Rhee; Jeong Hoon Kim
Indonesian Journal of Electrical Engineering and Computer Science Vol 19, No 3: September 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v19.i3.pp1512-1518

Abstract

Female gamers are growing rapidly worldwide especially in young age groups and in mobile platform. Since that population change appears in recent 10 years, formerly male-oriented gaming community has confronted gender issues. In this paper, we witness that a strong gender stereotype exists for both genders in Korea by two surveys. In the first survey, subjects show that they have different expectations of opposite gender’s favorable game style where both genders have exactly same favorite styles. In the second survey, we investigate how members of hostile sexism community groups choose teammates in Overwatch game if they have privilege to select teammates for specific roles. Ilbe and Womad as two far extreme misogyny and misandry groups show hostile sexism in teammate selection. The result implies that hostile sexism and gender stereotype shown in game playing may be induced from other social factors than the amount of the game playing experiences.       
Comparative analysis of first person shooter games on game modes and weapons – military-themed, overwatch, and player unknowns’ battleground Hae Kyung Rhee; Doo Heon Song; Jeong Hoon Kim
Indonesian Journal of Electrical Engineering and Computer Science Vol 13, No 1: January 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v13.i1.pp116-122

Abstract

First-person shooter is a video game genre centered on gun and other weapon-based combat in a first-person perspective. It is the second most favored genre among young Korean male gamers. Recently, the resurrected old-school-shooter Overwatch and Battle Royale style Player Unknowns’ Battleground enjoy a big success in  Korean game market and worldwide meanwhile the military-themed games in the genre have shrunken especially in Korean market. In this paper, we take a comparative analysis on the game structures and game modes and particularly the weapon system used in the game to facilitate the player balancing in the team based combat. Two recent successful games in the genre showed different strengths over traditional military-themed first-person-shooter in this comparative study.