• Title/Summary/Keyword: 역사 게임

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The Study of Countermove and Distorted Instances about Korean History in Japanese Game (일본 게임에 나타난 한국 역사의 왜곡사례와 대응방안 연구)

  • Ko Byeong-Hee
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.1-8
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    • 2006
  • The relations between the two countries, Korea and Japan, are growing worse because of the matter of distorting korean history, absurd remark for aggressive war, and claiming Dokdo by Japan. At the point of time, I research the distorted instances of Korean history in Japanese game. The distorted instances of Korean history in game are existed in any countries' game such as China and the West; however, Japanese game takes distorted instances too far. Teenagers in the interior of a country and people from other countries easily access the distorted game because of the development of Internet and promoted cultural exchange among nations so it is necessary that systematic countermeasure should be set.

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A Serious Game Development for Historical Education Using OGRE Engine (OGRE 엔진을 이용한 역사 교육용 기능성 게임 개발)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.385-392
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    • 2010
  • At present, educational serious games which are designed for educational purpose including funny element have been developed in korea. This paper proposes a history educational game and describes how to make history educational game using OGRE engine. The OGRE engine is public, and widely used in many universities. Methods of the proposed game's development include development environment, desired plan, game scenario, game interface, method to cooperate with physics engine and so on. The proposed game is played in performing a mission that is based on historical event of our country in itself. And discrimination of the proposed game is to set a quest with actual historical events, in order to learn history beyond the simple fun in the existing history educational games. This paper should be helpful to discrimination of history educational serious game and developers to create history educational serious game with OGRE engine.

Development of a Three-Dimensional Ruins Game in the Internet (인터넷에서의 3차원 유적지 게임 개발)

  • 장현덕;권용대;이명원
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.670-672
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    • 2004
  • 본 논문에서는 인터넷에서 3차원 가상환경인 유적지를 배경으로 게임을 진행하도록 구현된 프로그램에 대해 기술한다. 본 게임 개발의 배경은 이 게임을 통해 청소년들이 유적지와 관련된 역사적 사실을 이해하고 올바른 역사 인식을 갖도록 하자는 취지에서 시작하였다. 이 유적지 게임은 우리나라의 고궁이나 역사적인 장소를 시뮬레이션 하여 유저에게 역사적인 지식을 전달함과 동시에 게임 자체의 재미를 추구하도록 제작되어진 게임이다. 본 시스템은 서버, 클라이언트, 맵에디터로 구성되어 있다

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3D Mobile Management Simulation Game (모바일 환경 기반의 3D 경영 시뮬레이션 게임의 제작)

  • Kim, Jin-Young;Kim, Yun-Jun;Kim, Ji-Youn;Song, Ji-Hyun;Oh, Kyoung-Su
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1341-1347
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    • 2006
  • 기존의 모바일 게임의 경우에는 간단한 스토리를 갖는 2D 게임이 주종을 이루었다. 그러나 이 논문에서는 PC 에서만 가능하다고 여겨지던 3D 경영 시뮬레이션 게임을 모바일에 접목해 보고자 하였다. 시공간의 제약이 없으며 간편성과 이동성을 가진 모바일 게임의 장점을 살리며 3D 게임의 현실감, 시뮬레이션 게임의 재미를 모두 가질 수 있는 게임을 제작하고자 하였다. 게임의 기본적인 줄거리에는 고구려의 역사적 사건을 넣어서 게임을 하면서 고구려의 역사를 직접 느껴보도록 하였다. 세금의 단위나 정책에 관한 내용은 고구려의 실제 역사적 내용을 따랐으며 게임의 중간 중간에 시행되는 고구려의 정책 결정 과정을 통하여 고구려 왕의 생각과 흐름을 느끼도록 하였다. 게이머는 왕을 보조하는 입장에서 고구려의 정책을 간언할 수 있으며 왕의 정책을 지지할 수도, 반대할 수도 있다. 시간의 변화에 따라 왕도 변화하며 왕족의 계도도 고구려의 수순을 따르며, 왕의 역사적인 주요 정책도 게임을 통하여 자연스럽게 적용된다. 이로써 단순한 도시 경영이 주 테마가 아닌 고구려의 역사적 배경을 자연스럽게 삽입한 게임을 제작함으로써 게임의 사실성을 높였으며 한국적인 그래픽과 음악을 삽입하여 통적인 감각을 살렸다. 전본 논문에서는 3D 경영 시뮬레이션 게임 [한고을]의 전체적인 구성과 본 게임의 알고리즘을 소개하고 있다. 본 게임 개발의 가장 큰 목적은 모바일 기반의 3D게임 개발을 통한 사실적인 게임을 제작하고 탄탄한 스토리를 가진 게임 제작이다. 그러나 역사적인 내용을 사용함으로써 부가적으로 교육적인 효과도 있었다. 이 게임개발을 계기로 하여 급속하게 성장하고 있는 모바일 컨텐츠 시장에서도 컨텐츠의 수가 아닌 질적인 증가가 이루어 졌으면 하는 바램을 가진다.

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Analysis of the History of the Game Based on the Historical Facts - Focusing on the game "The Mythology of a Thousand Years" - (역사 사실을 기반으로 한 게임의 역사 사실성 분석 -게임 천년의 신화를 중심으로-)

  • Choi, Min-Seok;Lee, Dong-Yeop
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.361-368
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    • 2017
  • Recently, the historical displeasure of celebrities caused a problem that the people were scolded by the people. On the other hand, people's historical consciousness is rising for a series of broadcasts organized by a famous entertainment program. We are now in the idea of our country people like this in history when history will not be left unsaid thing about realism. Inmates because there is a powerful force that is, that media is the 'immersion' players are interested more in the game, it is important to do it. Therefore, the history of games are made based on players to attract attention and interest or historical fact and to make a feature of the game and character.Does not occur to production. So correct history can have a sense of history the players are in fact this study, based on the development called an 'the mythology of the millennium' in 'hq team', manufactured. Choose the game. Scenario is based on thorough historical facts of the game 'the mythology of the millennium' authority order to conduct verification of the historians made it. These production process to appear in the game 'King Gwanggaeto,', 'Geunchogo of Baekje' and 'muyeorwang' design and comparative analysis to the historical facts.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

A Study on Development of VR Room Escape Game Content on the Background of Historical Places (역사적 장소 배경의 VR 방탈출 게임 콘텐츠 개발연구)

  • Min, Ji-Su;Lee, Jae-Hee;Cha, Jeong-Ho;Seo, Yu-Na;Joo, Ye-Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1196-1199
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    • 2021
  • 본 연구는 청소년들에게 역사에 대한 흥미를 높이고 게임을 통해 이해할 수 있도록 제안한다. 서대문형무소의 내부와 고문 기구를 3D 모델링으로 사실적으로 묘사한다. 문헌과 역사 사료를 바탕으로 일제강점기에 있었던 역사적 사건들을 게임 내부에 설계하고, VR 을 통해 사용자의 플레이에 몰입감을 준다. 이를 통해 사용자가 역사를 자연스럽게 접할 수 있도록 하는 VR 게임 콘텐츠 개발을 목표로 한다.

Narrative Composition and Visual Representation of Alternative History in FPS Game Trailer -By focusing on (FPS 게임 트레일러 속 대체 역사적 서사구성과 시각적 재현 - <울펜슈타인: 더 뉴 오더>를 중심으로)

  • Choi, Do-Won;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.41
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    • pp.253-277
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    • 2015
  • When was launched in 2014, it was immediately ranked 2nd in English gross sales record in the first half of 2014, attracting huge attention from avid game users. Colin Moriarty(2014) states that the worldwide popular game, , lies on the alternative history assumption, 'what if Nazi Germany won the second world war? In regard to this, this research addresses how the characteristics of alternative history was adopted and visually represented in FPS game trailer. In terms of research method, firstly, literatures will be reviewed about definition of alternative history and some of the previous examples where alternative history was applied in novels, films and games. Secondly, narrative composition of alternative history is categorized as three sequential phases, (1) borrowing real history material, (2) connection between real and fictional history and (3) reconstruction of history through reinterpretation. Thirdly, the live-action game trailer will be analysed by three sequential phases of narrative composition, and CG game character and background will be analysed by spatial background, characters and props. The phase of 'borrowing' has used the historic images related to the World War II, and the phase of "connection' has composited by "connection through circumstantial events". The phase of 'reconstruction' has unfolded its fictional narrative in the form of "limited fictional history" In addition to this, has constructed dystopia world through composing of historic images and CG characters by SF design. In the light of this, the narrative composition of alternative history successfully extends to game area.

The Study on the Distorted Instances of Korean History in Japanese Game (일본 게임속에 나타난 한국 역사의 왜곡 사례에 관한 연구)

  • Ko, Byeong-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.512-516
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    • 2006
  • The relations between the two countries, Korea and Japan, are growing worse because of the matter of distorting korean history, absurd remark for aggressive war, and claiming Tokto by Japan. At the point of time, I research the distorted instances of Korean history in Japanese game. The distorted instances of Korean history in game are existed in any countries' game such as China and The West; however, Japanese game takes distorted instances too far. Teenagers in the interior of a country and people from other countries easily access the distorted game because of the development of Internet and promoted cultural exchange among nations so it is necessary that systematic countermeasure should be set.

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Games Application Methodology for History Education: Case Study of Developing a Serious Game for History Education (역사교육에 대한 게임 활용 방안: 기능성 게임 개발사례를 중심으로)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.29-38
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    • 2018
  • Although computer games seem to be efficient tools for facilitating and supporting situated learning in Europe, GBL(game based learning) is less likely in Korea. The objectives of this paper are to address the causes of the problem and evaluate a serious game for history GBL. We review various cases of history GBL projects in European School Net, commercial games and serious games which are related to history. We draw a demand of our game's structural type, learning criterion, basic model of instruction, and executable prototype from the analysis results. Scene management educators pursue and dependencies of turning points in the history are critical differentiator. An evaluation team of educators, learners, and edu-game managers evaluates that the prototype is suitable model for application in history instruction.