• Title/Summary/Keyword: 아곤.알레아.미미크리.일링크스

Search Result 5, Processing Time 0.019 seconds

A Comparative Analysis on the Effectiveness of Reformatting in Children's Brick Stack through Play Theory (놀이론을 통한 어린이 브릭 쌓기의 매체전환 효과성 비교분석)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
    • /
    • v.18 no.4
    • /
    • pp.419-424
    • /
    • 2020
  • The purpose of this study is to find out whether changed interactions due to reformatting has a significant effect on the play attribute of children's play from an instrumental point of view. Based on the study of Roser Caillois theory of play (Agon, Mimicry, Area, Ilinx) and previous studies, a questionnaire was written and experimental design was carried out through brick stack which are most preferred in the whole development of children. Brick stack were selected from physical and electronic spaces and the survey was conducted with children's experiences by dividing into experimental group and comparative group. Correlation and T-test results, the brick stack by reformating showed significant difference in the play attributes (Agon, Mimicry, Area, Ilinx) of Rose Caillois and we found that the effectiveness of play is doubled in the electronic space. Play properties evenly distributed in electronic space brick stacking suggest that pleasure and fun can double.

A Study on the Playfulness of YouTube: Focused on the Analysis of Play Types (유튜브의 유희성 연구: 놀이 유형의 분석을 중심으로)

  • Oh, Dong-Il
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.2
    • /
    • pp.349-357
    • /
    • 2022
  • The various types of play structures and environments in which the playful motivation of YouTube users is effectively implemented are the main backgrounds of YouTube development and activation. This study discussed the types of play in YouTube space by dividing them into 'Agon', 'Alea', 'Mimicry', 'Ilinx' categories. And, it was found that the types of play that can be experienced in YouTube spaces are not divided into clear boundaries, but the elements of 'competition', 'luck', 'mimicry' and 'vertigo', which are essential characteritiscs of each category, are fused into various combinations. As such, this study is sufficiently academic in the fact that it is a humanistic approach to YouTube. In addition, it is a practical research result that can be actually used in the process of planning and producing user-centered similar platforms in the future.

Homo Ludens, Analysis on PLAY Contents of University Campus Festival (호모루덴스, 대학 축제 놀이콘텐츠 분석)

  • Ahn, Kyungju
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.5
    • /
    • pp.554-565
    • /
    • 2018
  • This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.

Play Theory Comparative study with Amusement of Figure based on Image Contents and Roger Caillois (영상콘텐츠 기반 피규어의 유희성과 로제카이와의 놀이이론 비교)

  • Sohn, Jong-Nam;Chung, Jean-Hun
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.4
    • /
    • pp.157-164
    • /
    • 2010
  • Figure that make image contents of movie, animation, game etc. by base is one of representative industry of OSMU (One Source Multi Use). Figure that is culturally continuous as industrial while is growing scientific study that is lacking in many way consider. With amusement to the center as a preceding study about this and offered preceding research about theories that several scholars advocate, and divide into commerce, industry, imagination and amusement about characteristics of figure based on image contents and investigated. Investigated amusement characteristics of figure that is center of this study because do comparative analysis with insistence of Roger Caillois- Agon, Alea, Mimicry, Ilinks that classify to meaning that is four amusement characteristics competitions, fortune, conspiracy, dizziness - that is representative scholar of play theory and France's thinker. According to this study, we can know that there is close connection with amusement characteristics of four plays that Roger Caillois advocates in amusements of figure.

A Study on Digital Play Types of Virtuality through the Play Theory of Roger Caillois (로제카이와의 놀이론을 통한 가상성의 디지털 놀이 유형 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.16 no.9
    • /
    • pp.383-390
    • /
    • 2018
  • The purpose of this study is to find out how the evolution of digital play in virtualization and digital play tools are combined with and stereotyping the properties of traditional play. Virtualization characteristics and play theory were examined and the case was derived in four types and analyzed in four play properties with Roser Cailliois. In the case of Agon, the targets of mutual competition are expanded to singular and plural, computer and oneself of the future, and Mimicry showed the ambiguity of the segments and boundaries crossing the on-off line boundary, and in the case of Alea, the diversity of accident occurrence by immediacy and simultaneity has been strengthened, and in the case of Ilinx, the maximization of immersion has been developed and experimented with a variety of techniques for the utilization of senses and tools and the virtuality for this. As a result, play is developing due to the tendency to expand and coexist in time and space by various fusion combinations.