• Title/Summary/Keyword: 놀이 이론

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A Study on the Characteristics of Play to Induce Fun in Metabus - Roger Caillois focuses on the theory of play (메타버스에서 재미유도를 위한 놀이적 특성 연구 -로제카유아 놀이 이론 중심으로)

  • SeungHwan Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.57-58
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    • 2023
  • 본 연구는 메타버스 플랫폼에서 사용자 커뮤니티 형성에 몰입과 재미를 추구하는 방법으로 로제 카유아의 놀이이론을 바탕으로 지속적인 사용자 유입과 서로간의 상호관계 형성의 유의한 특성을 살펴보았다. 가상공간 사회에서 아바타를 통한 역할놀이로 자신의 다양한 모습을 표현할 수 있고 서로 자유로운 경쟁, 때로는 게임과 같은 규칙이 설정된 곳에서 경쟁하며 스릴을 즐길 수 있다. 또한 현실과 비슷한 운에 기대어 확률 뽑기를 하면서 충분히 놀이를 만끽하고 있다. 본 논문에서는 로제 카유아의 놀이이론과 메타버스에서 공동체가 형성되는 과정에 재미를 유도하는 놀이적 특성을 비교하여 새로운 콘텐츠를 찾는 연구방향을 제시하는 것을 목표로 한다.

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In the Study of Theoretical Formation Process of Edutainment (에듀테인먼트의 이론적 형성 과정에 관한 연구)

  • 최인규;김은정
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.516-519
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    • 2002
  • 멀티미디어 기술 발전으로 인하여 최근 에듀테인먼트에 관하여 많은 연구가 이루어지고 있다. 에듀테인먼트(edutainment)는 교육(education)과 놀이(entertainment)의 합성어로 교육용 소프트웨어에 놀이를 가미하여 게임 하듯이 즐기면서 학습하는 방법이나 프로그램을 말한다. 본 논문에서는 에듀테인먼트의 이론적 형성과정인 놀이, 게임과 교육의 관계를 역사를 통하여 살펴보아서, 에듀테인먼트의 과학적 개발과정의 이론적 토대를 마련하는 것을 제안한다.

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Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.55-64
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    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.

Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.148-156
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    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.

A Study on the Ritual of Exorcism Play and Mask Play - Based on Victor Turner's theory of social drama (굿놀이와 탈놀이의 제의성 고찰 -빅터 터너(V. Turner)의 사회극 이론을 바탕으로)

  • Yang, Jin-Young
    • (The) Research of the performance art and culture
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    • no.39
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    • pp.581-607
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    • 2019
  • Noting that exorcism play and mask play are different in their ritual nature, this paper aims to examine their ritual through the social drama theory of Victor Turner, a cultural anthropologist. Turner views every incident in human history as a social drama and interprets it based on the four-step structural theory of breach, crisis, redressive action, and reintegration. In particular, he believes that the redressive phase takes place through a ritual solution rather than a legal or political solution in the village community. Based on such Turner's theory, Chapter 2 analyzes Yeonggamnori, Jeju's typical exorcism play, and explains the process leading to reintegration in accordance with peaceful ritual. Chapter 3 then analyzes the Puppet Play on the same principle and examines that redressive action is being resolved through a sacrificial ritual in the case of this play. Chapter 4 checks whether the results from the previous two plays show similar aspects in other traditional plays. To this end, the exorcism play will be analyzed for Jeju's Seocheon Flower Play, Junsangnori, Segyeongnori and Sanshinnori, while the mask play will include Bongsan Mask Dance, Yangju Byeonsandae Play, Goseong Ogwangdae and Hahoe Mask Dance. As a result of these studies, it is the main point of the study to prove that exorcism play and mask play are different in their ritual nature. However, this research is only in the stage of seeking differences in its ritual, and the review on the historical and social causes of differences is left as a research task at a later date.

A Study on the Characteristics of play in the VR Game (VR 게임의 놀이적 특성에 관한 연구)

  • Park, Man-Su;Lee, Seung-Je;Lee, Dae-Yeong
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.239-240
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    • 2017
  • 본고는 하위징아와 카이저의 놀이 이론을 통해, VR 게임의 놀이적 특성이 기존의 디지털 게임과 어떤 차이점을 가지고 있는지 살펴보았다. 본 연구는 먼저 놀이로서의 디지털 게임 특징을 유형화하여 VR 게임의 놀이적 특징을 분석하였다. 이를 바탕으로 기존 게임의 놀이적 특성과의 비교 분석을 실시하였다. 이후 분석 결과를 논하고 연구 의의를 제시하였다.

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The Effects of the Play with Multiplication Activities Based on Skemp's Theory on Mathematics Achievements and Attitudes towards Mathematics (Skemp 이론에 따른 곱셈 놀이활동이 수학학업성취도 및 수학적 태도에 미치는 효과)

  • Park, Man-Goo;Park, Kyeong-Seon
    • Journal of the Korean School Mathematics Society
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    • v.12 no.3
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    • pp.211-230
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    • 2009
  • The purpose of this study was to investigate the effects of using the play with multiplication activities based on Skemp's theory for mathematics achievements and attitudes toward mathematics of elementary school students. For this study, we rearranged Skemp's play activities according to our curriculum in the area of multiplication and applied them to the 2nd grade classes of an elementary school. The plays with multiplication activities were applied to the experimental group while traditional teaching method was used with the current mathematics textbook for the comparative group. We obtained the following conclusions: First, in terms of mathematics achievement, the experimental group who used the plays with multiplication activities based on Skemp's theory didn't show significant difference with the comparative group. Second, it proved that the plays with multiplication activities based on Skemp's theory was more effective for lower level of students than the higher level of students. Third, the plays with multiplication activities based on Skemp's theory have positive effects on improving students' attitudes toward mathematics. We need to use the plays with multiplication activities based on Skemp's theory in the classrooms and find problems with the applying the activities. In addition, we need to develop a more various activities based on Skemp's theory for a better teaching.

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Play Analysis of the Play Therapy conducted for a 4-year-old girl on the basis of Erikson's Psychosocial Development (에릭슨의 발달단계 이론에 따른 4세 여아의 놀이치료에 나타난 놀이 분석)

  • Jeon, Hye Jin;Yoo, Mee Sook
    • Korean Journal of Play Therapy
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    • v.21 no.4
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    • pp.449-471
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    • 2018
  • This instrumental case study analysed the play engaged in during play therapy sessions provided for a child suffering from tension, embarrassment, and anxiety. The client, a 4-year-old girl, was referred to play therapy due to high levels of difficulties in expressing her thoughts, and her refusal to engage in group activities at a child care center. Child initiative play therapy and the consultation with the mother focused on building her child rearing skills and helping her create a facilitating environment for her child were employed as the therapeutic intervention. The teacher's weekly report focused on child behaviors at the child care center were continued during the sessions. 12 play therapy sessions were provided and there was a follow-up session after one month. The process of the play therapy itself and the themes thus revealed were analyzed on the basis of Erikson's developmental theory and the findings provide implications for mental health professionals.

Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory- (패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로-)

  • Park, Shin Young;Lee, Yoon Kyung;Lee, Mi Ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.1
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    • pp.73-93
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    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.

A Programming Learning by Diense's Play Activities (딘즈의 놀이학습을 이용한 프로그래밍 학습모형)

  • Kim, Gil-Hyun;Kim, Kap-Su
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.349-356
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    • 2005
  • 본 연구는 초등학교에서 프로그래밍 학습을 효과적으로 하기 위하여 초등학생들이 흥미를 갖고 참여할 수 있는 놀이 학습을 이용하여 프로그래밍 학습 모형을 작성하였다. 본 논문은 1) 놀이학습이 프로그래밍 언어 학습에 어느 정도 효과가 있는지 이론적 연구를 통하여 알아보고, 2) 학습자와 학습내용을 분석, 3) 수업모형과 각 단계별 세부사항, 4) 실제 수업에의 활용 등을 주요 내용으로 한다. 놀이학습을 이용한 프로그래밍 학습은 초등학생이 프로그램에 대해서 쉽게 이해하고 흥미있게 접근할 수 있다는 점에 그 의의가 있다.

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