• Title/Summary/Keyword: 인디 게임

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Analysis of Game Documentary - Focused on Indie Game: The Movie (게임 다큐멘터리 분석 - Indie Game: The Movie를 중심으로)

  • Han, Sukhee
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.37-50
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    • 2018
  • This study multi-dimensionally analyzes "Indie Game: The Movie", The game documentary film published in June, 2012. As game industry increases, game-related documentary films are also being produced. Previous game documentary films usually focus on the success of popular game or game users and deal with the reason of success. However, "Indie Game: The Movie" centers on Indie game developers who are not from famous and huge companies. Due to the development of the game engine, these days, Indie games become a new trend that game developers are able to develop their own game freely. Then, this study has a purpose to study the life of Indie game developers and explore how and why they want to make their own game. More specifically, this study analyzes "Indie Game: The Movie" by 1) Story 2) Conflict and Resolution 3) Form 4) Sequence. As a result, it concludes that "Indie Game: The Movie" has interview section mainly and represents that Indie game developers want to develop their own games due to their ego and identity. In other words, throughout the analysis of the documentary film, it explores the reality that Indie Game developers face and many features of Indie Game in the game industry.

The Influence of Modernism on Independent Games - From an Analysis of - (모더니즘이 독립 게임에 미친 영향 - 인디게임<더 바인딩 오브 아이작> 분석 -)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.385-390
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    • 2017
  • With improvements in science and technology, independent game which through individuals or small groups development mode has become one of new art creation. In these constantly emerging works, there are contents include trend of modernism thought. In this article, independent game < The Binding of Isaac > is used as an example, by analyzing that game's script, art style and animation sequence, and comparing with westward modernism literature, modernism art and modernism movie's characteristics and manifestation, we try to find how modernism thought influences the independent game design, and conclude modernism game's characteristics. Through those deep influences, we prove that the progress of productivity can also stimulate mass culture to develop in a certain extent.

A Study on the Limits and Improvement Methods of Korean Indie Game Development Policy (국내 인디게임 육성정책의 한계 및 개선방안에 관한 연구)

  • Choi, JoongBin;Kim, SunYoung
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.25-36
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    • 2019
  • The Indie Game market is emerging as a niche for game startups. We analyzed policy cases related to indie games in local governments, and the private sector to suggest ways to improve the Indie Game market. As a result, the problems of Indie Game-related policies resulted in lack of market research and success case analysis, lack of manpower training program, accelerator program, and public-private cooperation project. To build an Indie Game ecosystem, we proposed the necessity of establishing an effective promotion system through cooperation between the local government and the state.

A Study on Interaction Mechanism and Narrative Style of Indie Games (인디게임의 인터랙션 매커니즘과 서술방식 연구)

  • Lee, Jung Yeop
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.17-26
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    • 2014
  • This Paper discusses about the popularity of indie games that have recently caught spotlight from multiple platforms by finding the reason from the games' innovative way of interaction and new attempts in narrative style, and the objective is a preliminary study on indie games' game design, storytelling and it's prestige. This paper focuses on the aspects of indie games compared to established studio games by means of interaction mechanism, directing style and narrative style, and analyzed it with examples. In addition, it looks into examples of Korean indie games entering global platforms such as Steam.

Analysis of the change of the characters according to the change of the media -A Study on Composite Representation of Game Character in Sandboxed Indy Game (매체의 변화에 따른 캐릭터의 시대적 변화분석 -샌드박스형 인디 게임에 있어 게임 캐릭터 융복합적 표현법에 대한 고찰)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.335-340
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    • 2019
  • With the development of the media, pirate platforms and technologies are critical to the design of video content. Games based on online platforms and networking can help you develop games and expand your game as games are developed. Better yet. This paper is a major feature of the growth of the sandbox game that leads the game of InGame. Phenotypical 3D Dress Graphics You can study the usefulness of graphics based on doubles, the advantages of game characters, and space game graphics.

Analysis of Parody Game as Tragicomedy (현실을 패러디한 인디게임의 희비극성 연구)

  • Han, Hye-Won;Kim, Su-jin
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.97-110
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    • 2016
  • Digital game is an entertainment content as well as a cultural content so that digital game can deliver social messages to make people confront with current problems. Based on Gonzalo Frasca's expanded model theory, this study aims to analyze independent games parodying reality on the level of the narrative and the gameplay to demonstrate that digital game can be a powerful medium to represent a satire on society. Parody games describe irrational side of society as being comical and provoke players' repetitive gameplay. Therefore, players can experience serious theme through casual play in the first-person, and realize the tragic reality directly.

국산 온라인게임, 중국시장 재도약 시도

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.8 s.147
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    • pp.84-85
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    • 2005
  • 지난해 말부터 중국수출에 어려움을 겪어왔던 국내 게임업체들이 중국시장을 향해 재도약에 나섰다. 네오위즈, 엔도어즈, 인디21, 미리내엔터테인먼트 등 국내 게임업체들은 지난달 21일부터 24일까지 3일 동안 열린 중국 게임전시회‘차이나조이(China Joy)’ 에 참가, 국산 온라인게임의 최대고객인 중국 게이머들의 유혹에 나섰다. 이와 함께 한국소프트웨어진흥원은 베이징과 상하이에서 수출 상담회를 개최해 중국의 많은 업체들로부터 상담요청 및 계약을 성사시켰다.

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Analysis of Identity of Meta Game - A Focus on Games about Games - (메타 게임의 정체성 연구 - 게임에 대한 게임을 중심으로 -)

  • Kim, So-Yeon;Han, Hye-Won
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.99-108
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    • 2018
  • With the development of the game industry, 'games about games,' which examine the identity of game itself through a form of the game, emerged with a variety of shapes. Thus, this paper aims to suggest a definition, characteristics, and meaning of 'meta game.' Firstly, meta games strengthen the artificiality of the games and suggest procedurality through a form of the game play. Meta games also utilize the external context as a part of the games, and use the metaphor of 'labyrinth' to identify a feature of the game space. Furthermore, they emphasize intertextuality and prove that the fantasy and the reality can merge within the game world. In conclusion, meta games prove themselves to be independent expressional arts and experimental content, and suggest the potential for an alternative medium beyond formality.

생활 속 레저 - 이색 네트 스포츠 인디아카 vs 프리테니스

  • Choe, Gi-Yeong
    • 건강소식
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    • v.38 no.9
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    • pp.22-23
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    • 2014
  • 서로 다른 네트스포츠를 융합하여 만든 이색 네트 스포츠가 관심을 받고 있다. 탁구와 배드민턴을 접목해 만든 전용 라켓으로 셔틀콕을 주고받는 패드민턴, 일반 셔틀콕보다 앞부분이 무거운 셔툴콕인 스피더를 주고받는 스피드민턴이 대표적이다. 이 외에도 손으로 치는 배드민턴으로 불리는 인디아카, 탁구와 테니스의 특성을 접목하여 만든 프리테니스 또한 이색 네트 게임으로 인기를 몰고 있다.

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A Study on Using case of Bible character In the game Series (게임 시리즈 내 성경 속 캐릭터 활용사례 연구)

  • Shim, Sang-Uoo;Kim, GongSook
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.493-494
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    • 2018
  • 인디게임 시리즈의 게임 캐릭터 디자인의 특징에 대해 연구하였다. 성경 속의 캐릭터를 중심으로, 게임 내부에서 어떠한 모습으로 특정되고 구현되었는지를 알아보고, 신화적 텍스트를 이용한 게임들이 지향해야 할 방향을 제시하였다.

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