Browse > Article

Introduction of New Game Paradigm-Digital Physical Field Game  

Woo, Tack (KAIST Institute Entertainment Engineering)
Leem, Eek-Su (Graduate School Culture Technology KAIST)
Wohn, Kwang-Yun (Graduate School Culture Technology KAIST)
Abstract
This research will suggest a Digital Physical Field Game (Digital PFG) as a new ubiquitous paradigm. Based on the evolution of videogame paradigm which is affected by the social paradigm evolves, meanings of "participation" and "communication" as an interaction in the videogames are examined. Additionally, a general concept of ubiquitous games and its limitations are also investigated. Based on that, a new game paradigm which contains a concept of ubiquitous games, Digital PFG's main concepts and examples are newly designed and proposed. As contributions of this research, next are expected, such as, improved immersive contents for the serious games and new approaches to the theme and science parks design as a user participated digital contents.
Keywords
futuregame; videogame paradigm; ubiquitous game; physical field game;
Citations & Related Records
연도 인용수 순위
  • Reference
1 Dreyfus, H., On the internet, Routledge, 2008.
2 Weiser, M., "The computer for the 21 century. Scientific American", 256(3): p. 94-104, 1991.
3 Bjork, S., et al., "Designing ubiquitous computing games a report from a workshop exploring ubiquitous computing entertainment". Personal and Ubiquitous Computing, 6(5): p. 443-458, 2002.   DOI   ScienceOn
4 Magerkurth, C., et al., "Pervasive games: bringing computer entertainment back to the real world", Computers in Entertainment (CIE), 3(3): p. 4, 2005.
5 Koster, R. and W. Wright, A theory of fun for game design, Paraglyph press, 2004.
6 Crawford, C., The art of computer game design, Osborne/McGraw-Hill, 1984.
7 임익수, 교육용게임의 효과성 평가모형 개선연구, KAIST 석사논문, 2009.
8 유승호, 교육용 게임의 효과성 연구: 2차년도 연구보고서, 게임산업진흥원, 2006
9 Salen, K. and E. Zimmerman, Rules of play: Game design fundamentals, 2001
10 Sinclair, B., Kurzweil: "Exponential' change ahead for games, people", Gamespot. 2008.
11 Ermi, L. and F. Mayra. Fundamental components of the gameplay experience: Analysing immersion, Citeseer, 2005.
12 Pasch, M., et al., Immersion in Movement-Based Interaction. http://purl.org/utwente/62775, 2009.
13 Bogost, "I. The rhetoric of exergaming". 2005.