• Title/Summary/Keyword: 공포

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A Study on the Differences of Preconceptions in Horror Game Genre (공포 게임 장르에서의 선입견 차이에 관한 연구)

  • Lee, Hyun-Jung;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.57-60
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    • 2021
  • 현재까지 나타나고 있는 공포 게임은 크게 두 가지로 나뉘어 있다. 시각적으로 유저들의 눈을 감기느냐 아니면 심리적으로 유저들의 마음을 두렵게 사로잡느냐 하는 것으로 나뉘어 공포 게임들이 출시되고 있다. 이렇게 크게 두 가지로 나뉘고 있지만 이 두 가지를 또 나누어 시각적인 공포로는 점프 스케어, 즉 갑툭튀 방식의 플레이가 더 공포를 느끼는지 아니면 게임에 크리처가 나온다면 그 크리처의 모습만으로 공포감을 느끼는지, 심리적인 공포로는 크리처가 없는 심리 공포 게임이 무서운지 아니면 크리처가 있는 심리 공포 게임이 무서운지로 더 자세히 나누어 흔하디흔한 공포 게임들의 선입견을 찾아보고자 한다. 본 논문에서는 유저들이 공포 게임을 접할 때 시각적으로 더 공포감이 느껴지는지 아니면 심리적으로 더 공포감이 느껴지는지에 대한 선입견 차이를 통계를 통해 설명하고 해당 공포심으로 공포 게임들의 공포 방향성을 어떻게 바뀌어야 할지 제안을 하고자 한다.

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공포게임에서 유희적 공포요소와 플레이어의 반응에 대한 연구

  • Yun, Jang-Won
    • 한국게임학회지
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    • v.6 no.1
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    • pp.37-40
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    • 2009
  • 본 논문에서는 정성적, 정량적 측정을 통한 게임 감성 유희(遊戱)요소 도출을 목적으로, 공포게임의 '공포'를 '유희적 공포'라 보고 로제카이와의 놀이이론에 근거하여 분석한 후, 이를 바탕으로 공포게임내 '유희적 공포요소'를 '감각적 유희공포', '기대적 유희공포', '제한적 유희공포', '수행적 유희공포'의 4가지로 분류했다. 연구자는 플레이어의 반응을 통해 이를 검증하기 위해 실증적 실험을 수행하였는데, 실험은 공포게임을 플레이 하는 동안 심박계를 통해서 각 실험자들의 심박을 측정하고 이를 촬영한 비디오 데이타를 분석하여 유희적 공포요소가 심리적, 생리적인 영향을 줄 것이라 예측된 지점을 공포지점(fear point)이라 명명하였으며, 이 지점에서 측정된 심박이 평상시 평균심박 및 실험 중 평균심박과 통계적으로 유의한 차가 있는지 알아보고 설문을 통한 플레이어의 주관적 데이타를 첨부하여 심박수와의 통계적인 상관관계를 알아보았다. 연구 결과, 공포지점에서 실험자들의 심박이 평상시 심박 및 실험중 평균심박 보다 통계적으로 유의미하게 상승됨을 증명했으며, 주관적 데이터와도 상관관계가 높음을 보여주었다. 본 연구는 게임 내 유희적 요소로서의 공포요소를 이론적인 방법과 실증적인 방법을 통해 검증하고 앞으로의 게임 제작 및 기획에 도움이 되는 기준을 제시할 수 있었다.

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Study on fear-inducing factors in game - Focused on the compositions and camera angles (게임의 공포 유발 요소에 관한 연구 - 카메라 각도와 구도 중심으로)

  • Zhu, Jia-Li;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.221-228
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    • 2018
  • This study mainly focused on horror movies and horror games. Camera angles of horror movies and compositions of horror games are main factors that can cause fear in people's minds. Through analyzing four kinds of factors, including sensual, expectant, restrictive and executive fear elements, in horror games, and combining with the patterns of camera angles and film techniques that Alfred Hitchcock applied in his horror movies, this research investigated certain types of compositions and concluded ones that were more effective on growing fear in players' minds and enhancing their involvement. In conclusion, only the combination of factors in horror-game compositions, like diagonal composition, dual-diagonal composition and inverse triangle-line composition, with visual elements enables player's growing sense of fear and the increase in involvement. Therefore, future works should apply more of these fear-inducing compositions.

Study on Cruelty in the Horror Comics : Focusing on of Ito Junji (공포만화의 잔혹성에 관한 연구 : 이토준지의 <토미에>를 중심으로)

  • An, So-Mi
    • Cartoon and Animation Studies
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    • s.23
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    • pp.19-33
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    • 2011
  • There are the various genres such as current affairs, romance, academy, Wuxia, sports, psychology, learning, living and horror in cartoons. Among them, the horror comics are based on the story full of real or realistic subject or exaggerated imagination. The horror comic by Ito Junji have gone through the various printings for the classes of readers since it was introduced in this country. This study has begun from necessity of research on the effect of the horror comics genre on the readers by analysis. among Ito Junji's horror comics makes its own cruel horror image by giving a very unrealistic situation to the usual structure of horror genre. The cruel horror comics rouse significance of the analysis of the genre as one genre of the comics. has the 'catastrophe' effect for the readers who want to enjoy and deny it at the same time by stubbornly describing aspect of 'cruelty' of the horror things. This study aims to research 'cruelty of portrayal' of in terms of human psychology.

A Single Case Study on the Psychological Analysis of a Middle-aged Woman Suffering from Animal Phobia (동물공포증을 겪는 중년여성의 심리분석 단일사례연구)

  • Dong-Tae Kim
    • Industry Promotion Research
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    • v.9 no.2
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    • pp.127-135
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    • 2024
  • This study is an instrumental case study based on a theoretical proposition on animal phobia as a single case, Six categories were derived for the purpose of psychological analysis of the father of a female research participant suffering from the earthworm phobia. They are 'a fearful existence', 'problems with the woman who is always by her father's side', 'secret adultery and shock', 'fear of punishment', 'symbol for earthworm and fear displacement', and 'earthworm phobia'. Anxiety about punishment from a fearful father was the cause of the phobia. For the study participant, the earthworm phobia was the displacement of her father's fear of earthworm, and the earthworm phobia was interpreted as a substitute for her father. In other words, earthworm phobia should be understood as an escape and defense process as it replaces the re-emergence of long-repressed fearful feeling toward her father, and its symbolism can be seen as a metaphorical transformation of the pathological family atmosphere.

Convergence Study on the Relationship between Kinesiophobia and Fear of Falling in Patients with Stroke (뇌졸중 환자의 운동공포증과 낙상공포 사이의 관계에 대한 융합 연구)

  • Jo, Sungbae;Choi, Wonjae;Jung, Jihye;Park, Jiyu;Lee, Seungwon
    • Journal of the Korea Convergence Society
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    • v.10 no.10
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    • pp.33-41
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    • 2019
  • This study aimed to investigate the convergence relationship between kinesiophobia and fear of falling in patients with stroke. A total of 113 patients with stroke participated in this study. Participants underwent inpatient rehabilitation and completed surveys with three different questionnaires including the fall efficacy scale (FES), translated Tampa Scale for Kinesiophobia 13 (TSK-13), and activity-specific balance confidence scale (ABC). TSK-13 and FES showed weak negative correlation (r=-0.226), and TSK-13 and ABC showed moderate negative correlation (r=-0.300). FES had a very strong positive relationship compared with ABC (r=0.838). Faller showed significantly low FES and ABC scores compared with non-faller (p<0.05). These results present that patients with stroke had mild kinesiophobia, and kinesiophobia is related to fear of falling. It is necessary to evaluate kinesiophobia in stroke rehabilitation.

Animation and Horror - Ghost story, Madness, and Cannibalism (애니메이션과 공포 -괴담(怪談), 광기(狂氣), 식인(食人))

  • Cho, Mi-Ra
    • Cartoon and Animation Studies
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    • s.42
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    • pp.1-24
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    • 2016
  • The 'fear' in animation has a couple of problems to apply the criteria for identical genre as in movie or literature. First, the mutilation and destruction of one's body and the appearance of monsters and ghosts are not a normal way of expression and could not apply to one genre. Second, the cause of fear comes from the subject of fear which is a reality that is something 'unrealistic' and 'special' and is approachable. This is all possible in a three dimensional world, but animation is not founded on realism. According to this logic, the horror genre in animation or the esthetic experience of animation is not possible. However, many of the powerful images you can see from the horror genre are all created from animation. Therefore, many writers are drawn to the horror in animation and tried to express in many different ways. This study will include the general idea of fear which drives the audience to the felling of fear and terror but we will mainly focus on the three types of fear - ghost story, cannibalism, and madness - and discover the meaning of fear used in animation. Through this process, we anticipate that fear in animation is not just for pure amusement, but will be able to investigate the meaning of fear philosophically even if the hidden side of reality is terrifying.

An analysis of the Space as a Narrative Element in the Horror Game (공포게임의 서사적 요소로서의 공간 분석)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.116-126
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    • 2011
  • In this paper, the horror game is defined as a game that is aimed at causing fear reactions to user. And this paper analyzed narrative elements for studying what causes fear reactions beyond the existing experimental study. This analysis is significant at the point of determining narrative principles in the horror game. So this paper has extracted horror elements from gothic horror novels that established as the 'horror' genre and has considered how these horror elements would be transformed actually in the horror game. So it analyzes how the space and narrative elements as the distinctive characteristics of game are transformed centrally in the case of the 'Silent hill' series(published by Konami Corporation). Furthermore this study will be expected to be a help for clarifying not only the horror game as a peculiar genre but also the relationship between the space and narrative elements in the game.

Research on the Cannibal Expression of Invisible Horror Elements in Films (영화에서 나타나는 비가시적 공포요소의 카니발적 표현 연구)

  • Lee, Timothy Yoon-Suk;Jin, Ju-Hyun
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.190-200
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    • 2011
  • Different from visible horror elements that confront the characters directly and do physical harms, invisible horror elements are expressed through suggestion and imagination and their realities are not disclosed. For the disclosure of the realities of invisible horror elements, they are expressed through the overturned relation between the subject and victim of horror as in 'The Others' or through body snatching as in 'The Happening' and 'Paranormal Activity'. The overturn of relation and body snatching are connected to cannibalism in that the former causes a sudden change of personality and the latter takes the body of others. Cannibalism and the change of personality belong to the formalization and illogic of lower order resulting from cannibalism. The meaning of invisible horror elements in films seems to be contradictory to the original meaning of cannibalism, which is entering the sphere of utopian freedom, but considering that the reversed role resolves conflicts and tensions from terror and gives relief from fear, the meaning may be consistent with the spirit of cannibalism, namely, entering 'the sphere of freedom. In this study, the author attempted to analyze how the expression and plot of films showing invisible horror elements are related with cannibalism.

Relationship between the Level of Anxiety and ANS Responses in Children Induced by Fearful Stimulus (공포자극에 의해 유발된 자율신경계반응과 불안수준과의 관계 : 초등학생을 대상으로)

  • Jang, Eun-Hye;Lee, Young-Chang;Im, Soo-Bin;Kim, Sook-Hee;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.463-470
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    • 2007
  • There have been many studies on patients who suffer from anxiety disorders. However, there is been not enough attention on the difference in the level of between the two populations with and without anxiety disorders. This study was performed to investigate the difference in the ANS responses induced by fear in children. Experimental procedures were as follow: All subjects were in upper grade levels in elementary school. ANX(anxiety) scales of PIC(Personality Inventory for Children) were used to measure fear anxiety. Audio-visual clips were used as stimulus to provoke fear emotion. Baseline of physiological signals, ECG, PPG, EDA, and SKT, were measured for 30 seconds before the fear stimulus. Physiological signals were then recorded for 2 minutes while fear is evoked. Psychological and physiological responses were analyzed. All the children reacted to the fear stimulus with high intensity of fear. Physiological responses showed that SKT, SCR, NSCR, HR, RSA, RESP, HF were increased, while R-R was significantly decreased, respectively, during the period of fear induction. Analysis of the level of anxiety and the physiological responses produced by the experience of fear revealed a statistically significant positive correlation in SKT, HR, and RSA. In other words, the higher the level of anxiety, the higher the levels of SKT, HR, and RSA when children experienced fear in conclusion, it is confirmed through this research that physiological responses to fear is associated with the level of anxiety each individual.

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