• Title/Summary/Keyword: 롤 플레잉

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The Information Worlds of Online Role-Players (온라인 롤 플레이어의 정보 세계)

  • Hollister, Jonathan M.
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.223-266
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    • 2020
  • Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

A Study on the Expressive Factors of Exhibition Space (전시공간의 표현요소 연구)

  • 김준호
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.46-47
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    • 2000
  • 전시공간에는 공간성과 시간성이 교차한다. 구조화된 공간은 시간적 인식 매커니즘으로 개별 시퀀스의 맥락적 합으로 인식된다. 그것은 마치 한편의 영화를 감상할 때나 전통 중국음식을 음미할 때에 잔상, 잔미의 연속적 롤 플레잉의 과정과 유사하다. (중략)

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A Study on AOI for Massively Multiplayer Online Role-Playing Games (대용량 롤-플레잉 게임을 위한 AOI에 관한 연구)

  • Jeon, Il-Gon;Oh, Sam-Kweon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.135-138
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    • 2004
  • MMORPG(Massively Multiplayer Online Role Playing Game)에서의 게임 서버는 모든 플레이어에게 게임 정보(오브젝트, NPC, 이벤트, 다른 플레이어들의 정보 등)를 실시간으로 전송해야 한다. 그러나, MMORPG에 참여하는 플레이어의 증가로 인해 전송되는 정보의 양이 많아지면 네트워크 전송 지연과 서버의 부담으로 인해 플레이어들간 정보 전송의 문제가 발생한다. 이를 해결하기 위해 본 논문에서는 AOI(Area Of Interest, 관심영역)를 이용하여 자원 이동 및 동기화를 효율적으로 관리할 수 있는 구성요소들과 적용방안을 제시한다.

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Design and Development of the TPS action games Integrated with RPG (RPG를 융합한 TPS 액션 게임 설계 및 구현)

  • Kim, Hyun-Jun;Park, Dong-Won
    • Journal of the Korea Convergence Society
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    • v.7 no.3
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    • pp.143-148
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    • 2016
  • This paper analyses the main aspects the aspects of the Third-person shooting game and then investigates the released TPS games which are integrated with Role-playing game types of genres. Then we propose the technical points in designing and developing of the integrated action games to increase the immersion in playing the games. Also we propose the artifice in order to cut down the cost and enhance the portability to the mobile platform.

Analysis of MMORPG's Item Crafting Contents Using Game Theory: Leatherworking in 'World of Warcraft' (게임이론을 활용한 MMORPG 아이템 제작 콘텐츠 분석: 'World of Warcraft'의 가죽세공 전문기술을 중심으로)

  • Gu, Ja-Won;Moon, Eun-Jung
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.13-26
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    • 2020
  • This study analyzed the crafting contents that have a great influence on the communication activation in MMORPG. Four situations were set by combining the factors that would affect the game world. The set of behaviors selected by the virtual player according to each situation is defined as a player scenario. As a result, we found problems such as bias of contents using and barriers of skill growth. This study is meaningful in that it presents a basic analysis method appling at the MMORPG developing and reveals the factors to be considered in the designing crafting contents.

Research on the Design of Chinese Online Games in the Application of Cultural Content (문화 콘텐츠를 응용한 중국 온라인(MMORPG)게임 디자인 연구 -돈황벽화를 중심으로-)

An XML-based Message Definition System for Massively Multiplayer Online Games (대규모 온라인 게임을 위한 XML 기반의 메시지 정의 시스템)

  • Piao, Xue-Feng;Oh, Sam-Kweon
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.901-906
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    • 2004
  • Client- server interaction in a massive multi-player online role-playing game(MMORPG) is usually made via network-message Passing. Since the game contents and elements in such MMORPGs are consistently evolved, messages need to be added, deleted, or modified accordingly. Therefore, game programmers are repeatedly required to write new programs or at least modify existing programs. The XML-based message definition system introduced in this paper facilitates the addition and modification of messages for game interaction ; it not only allows programmers to save a considerable amount of time for modifying existing messages or adding new messages but also relieves them of a serious burden of programming bugs. In addition, this system can be used for general client-server applications.