The purpose of this study is to derive various clues for the establishment of marketing strategies for companies that produce and sell high-involvement products for Millennials who are not the subject of current consumption but who will lead future consumption. For this purpose, this study aimed to derive 17 factors of high-involvement product selection attributes through FGI, and its relationship on repurchase intention after make a variable through PCA. A total of 158 valid questionnaires were used, and IPA, independent sample t-test, regression analysis, and hierarchical controlled regression analysis were performed. The results showed that overall, external and internal selection factors had a positive influence on repurchase intentions, and in particular, appealing to internal and external selection factors in order to promote repurchase intention. Meanwhile, the Millennials were found to have no gender difference. Therefore, the company producing and selling high-involvement products suggests that it is necessary to make a priority effort to secure brand awareness, trust in product producers, store trust, and product self-reputation as components of internal selection factors. It was also concluded that more strategic efforts were needed to focus on and appeal to the characteristics of the Millennial itself rather than to consider gender differences.
플레이어의 게임공간에 대한 상호작용이 타 장르에 비해 직접적인 FPS게임은 특정 테마를 바탕으로 공간에서의 유리한 지점 확보 및 적의 제거가 주된 플레이이다. 본 논문은 근미래전테마 위주의 Hullett과 Whitehead 연구의 10가지 패턴을 기준으로 과거전, 현대전, 근미래전 3가지 테마에 대한 9종의 FPS게임 디자인패턴을 분석하였다. 그 결과, 10가지의 패턴 외에 주류 패턴으로써 '엄폐물 요소'의 중요한 역할을 발견하였고 '엄폐물 요소'의 패턴 속성을 분석하여 레벨디자인을 위한 효율적인 엄폐물 패턴의 활용방법을 제시하였다. 이러한 결과는 테마에 따른 FPS게임의 레벨디자인을 위한 실증적인 가이드라인으로 활용 될 수 있다.