DOI QR코드

DOI QR Code

Time-based Restructuring of Mobile Roleplaying Games

모바일 역할수행 게임의 시간 기반 재구조화

  • Lee, Jin (Dept. of Content Convergence in Ewha Womans University)
  • 이진 (이화여자대학교 융합콘텐츠학과)
  • Received : 2017.09.12
  • Accepted : 2017.10.20
  • Published : 2017.10.20

Abstract

This paper explores the concept of mobile gaming platforms and changes in game play through mobile parameters, focusing on the role of role-playing mobile games through mobile parameters. As a move, the Player combines the mobile media with the game platform. The daily time of the mobile mid-dividualization is reconstructed with the principle of superposition, which affects play experience on the mobile gaming platform. The character of a mobile role-playing game plays a non-integrated play where the player is staying, rather than an avatar character, and exhibits a non-dwelling character as a residential space. Automatic battle also regenerates unused combat forces in the form of explicit integration. The experience of combat in overlapping hours serves as a visual spectacle, and the player inhabits the fighter jets.

본고는 모바일 미디어의 이동성을 중심으로 모바일 게임 플랫폼의 개념과 게임하기의 변화를 살피고, 모바일 매개의 시간 변수를 통해 재구조화된 모바일 게임의 텍스트를 역할수행 게임을 중심으로 분석한다. 이동하는 존재로서 플레이어는 모바일 미디어를 통해 게임 플랫폼과 결합한다. 모바일 미디를 통해 매개된 일상의 시간은 중첩된 시간으로 재구성되며, 모바일 게임 플랫폼에서 플레이에 영향을 미친다. 모바일 역할수행 게임의 캐릭터는 사건을 경험하는 아바타가 아닌 플레이어가 머무르는 플레이 거점이 되며, 이는 거주의 공간이 아닌 이동 중 거주의 공간으로서 비장소적 특성을 가진다. 자동전투는 비경험한 전투를 명시적 통합체의 형태로 반복 재생한다. 중첩된 시간에서 전투의 경험은 시각적 스펙터클로서 기능하며, 플레이어로 하여금 기경험한 전투들을 환기시킨다.

Keywords

References

  1. Bernard Stiegler, Technics and time, trans by Richard Beardsworth and George Collins, StanfordUniversityPress, 1998.
  2. Jin Lee, "Mobile+game: mobile media and game platform", Understanding Transmedia Storytelling, EwhaWomansUniv. 2015, pp.117-120.
  3. Chul-Gyun Lyou, HwaHyun Kim, "Satisfying Desires Using Auto-Combat in Mobile RPG", Korea Game Society, Vol.15, No.5, 2015.
  4. Eunkyong Chang, Correlation between optional participation and fun of automatic combat system in mobile game, Hongik University Graduate School of Film and Digital Media, 2015.
  5. Byunggue Kim, A study on play charge balancing strategy for free to play model of mobile game : focused on Kakao games, Hanyang University Dept. of Digital Culture & Contents The Graduate School, 2014.
  6. Sang-Yoon Yi et al., "Market Success Factors of Mobile Games: Differences by Genres and Changes over Time", Information system's review, Vol.10, No.3, 2008.
  7. SunGyu Choi, A study on the continuous usage intention of automatic combat system : focused on smart phone RPG, Korea University Graduate School of Digital Information Media Engineering, Master's Thesis, 2015.
  8. Wan-Ki Go, "Cloud-based Design and Implementation of a Mobile Game Interface", The e-Business Studies, Vol.15, No.4, 2014.
  9. Song-Min Kim ,Mal-Rey Lee, "An On-line Mobile RPG System Development based on Real time", The Korea Institute of Maritime Information & Communication Sciences, Vol.13, No.5, 2009.
  10. Jesper Juul, Casual revolution : reinventing video games and their players, trans by Jung-Yeop Lee, Communication books, 2012, p.11.
  11. Nic Montfort, Ian Bogost, Racing The Beam: The Atari Video Computer System, MITPress, 2009, pp.146-147.
  12. Dong-Hee Shin, Human-computer compatibility, Communication books, 2014, pp.103-122.
  13. Suyub Lee et al., "Changes of a Game Space and Playing Games : Focused on Amusement Arcade, Internet Cafe, and Spaces of Mobile Phone Game", Cybercommunication Academic Society, Vol.33 No.1, 2016, pp.99-101.
  14. John Urry, Mobilities, trans by Hunsu Kang and Heesang Lee, Akanet, 2014, pp.238-239.
  15. Williams, Raymond, Television: Technology and Cultural Form, trans by Hosuk Park, Contemporary Aesthetics, 1996, pp.133-145.
  16. Ling, Richard, and Yttri, Birgitte. "Hypercoordination via mobile phones in Norwqy", Perpetual Contact: Mobile Communication, Private Talk, Public Performance, Edited by James E. Katz and Mark A. Aakhus, Cambridge University Press, 2002, pp.139-169.
  17. Nicola Green, "On the move: Technology, mobility, and the mediation of social time and space." The information society, Vol.18 No.4, 2002, p.287.
  18. Francis Jaureguiberry, "Mobile telecommunications and the management of time", Social Science Information, Vol.39 No.2, 2000, pp.255-268. https://doi.org/10.1177/053901800039002005
  19. Katie Salen, Eric Zimmerman, , Rules of Play: Game Design Fundamentals, trans by Hyoung Sup Yoon, Youngman Kwon, Zicoscience, 2010, pp.82-83.
  20. Jin Lee, "Mobile+game: mobile media and game platform", Understanding Transmedia Storytelling, EwhaWomansUniv. 2015, p.118.
  21. Chul-Gyun Lyou, "A Study in the Temporality in Interactive Storytelling", The Korean Language and Literature, Vol.93 No.0, 2006, 403-404면.
  22. James Newman, Videogames, trans by Geun-su Park, Communication books, 2008, p.221.
  23. Rune Klevjer, "Enter the avatar: The phenomenology of prosthetic telepresence in computer games", The philosophy of computer games, Edited by John Richard Sageng, Hallvard Fossheim and Tarjei Mandt Larsen, Springer, 2012, pp.17-38.
  24. Marc Auge, Non-Place: Introduction to an Anthropology of Supermodernity, Translated by John Howe, Verso, 2008, pp.75-115.
  25. J. David Bolter, Richard A. Grusin, Remediation, trans by Jaehyun Lee, Communication books, 2006, p.214.
  26. Heonmok Jung, Marc Auge, Non-place, Communication book, 2016, p.39.
  27. Tim Ingold, "The temporality of the landscape", World Archaeology, Vol.25 No.2, 1993, pp.152-174. https://doi.org/10.1080/00438243.1993.9980235
  28. Tim Ingold, "The temporality of the landscape", World Archaeology, Vol.25 No.2, 1993, p.167.
  29. Walter Benjamin, Das Paris des Second Empire bei Baudelaire, trans by Youngok Kim, Hyunsan Hwang, Gil, 2010, pp.105-123.
  30. Susan BuckMorss, , Dialectics of seeing : Walter Benjamin and the arcades project, trans by Junga Kin, Munhakdongne, 2004, pp.115-116.