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http://dx.doi.org/10.9717/kmms.2022.25.6.852

A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan -  

Lim, SangGuk (Major in Virtual Reality Contents, School of Game and VR, Youngsan University)
Publication Information
Abstract
During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.
Keywords
Metaverse; Immersion; Korea-China and Japan Game; Web 3.0 era; Realistic Game Device; Immersive Analysis Tool;
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