• Title/Summary/Keyword: 장르 연구

Search Result 1,153, Processing Time 0.029 seconds

The Study of Genre Differentiation in Korea Film Market (국내 극장용 영화 시장에서의 장르 차별화에 관한 연구)

  • Joung, Won-Jo;Cho, Eun-Ki
    • Korean journal of communication and information
    • /
    • v.51
    • /
    • pp.47-64
    • /
    • 2010
  • Korea film market is heterogeneously divided market that comes from competition between Korean movies and foreign imported movies. This research empirically analyzes genre differentiation in Korean film market with three dimensions (film audience preference, production and import, box office hit). The results indicate that, first, audiences who preferring Korean movie preferred 'cultural factor oriented genres', but audiences who preferring foreign movie preferred 'high budget oriented genres'. Second, imported foreign movie genre distribution was little bit different with box office hit genre of foreign movies. Foreign movie was imported not only hit genre (action genre) but also low cost genre (comedy and Drama/melodrama genre), but most of all Korean film was produced in box office hit genres (comedy and Drama/melodrama genre), third, Korean movies hit a box office in comedy and Drama/melodrama genre, but foreign movies hit a box office in action and SF/Fantasy genre. Those results show that Korea movies' genres are concentrated very much in cultural factor oriented genre. Those results can give implication of diversity policy and movie production strategy of Korea film market.

  • PDF

Classifying Digital Game Genres (게임 장르의 유형화)

  • Lee, Sul-Hi;Kwon, Min-Seok
    • Journal of Korea Game Society
    • /
    • v.8 no.3
    • /
    • pp.3-14
    • /
    • 2008
  • Classifying digital games' genres is quite ambiguous work, as they have been using other media's genre classification such as film genre. Therefore this paper tries to propose a new way of classifying genres of digital games. There are two kinds of approaches to digital games genres: one is based on gamers' activities and the other is on game text. The former turned out to be limitative because the meanings of gamers' activities are sometimes overlapped and this overlapping causes lack of objectivity in deciding which activity belongs to which genre. On the other hand, the latter is comparatively clear and accurate as it is based on what a game text provides. After all. a new classification of digital games based on game text makes total of 7 digital game types, which are Physical obstacles, Mainly Physical & partially intellectual obstacles, Intellectual obstacles, Mainly intellectual & partially physical obstacles, Self-supporting games, Confronting games, Ranking games, and each type has its own convention and characteristics.

  • PDF

A Study on Game Dynamics of Battle Royale Genre (배틀로얄 장르의 게임 다이나믹 고찰 -<배틀그라운드>를 중심으로-)

  • Ahn, Jin-kyoung
    • Journal of Korea Game Society
    • /
    • v.17 no.5
    • /
    • pp.27-38
    • /
    • 2017
  • The purpose of this study is to analyze the game dynamics of 'Battle Royale' genre and how these dynamics create dramatic tension, focused on . Battle Royale games maintain the dramatic tension through the intersection of uncertainty and inevitability. Uncertainty is reinforced by randomness of the game world and hidden information of player statement. Inevitability is emerged from the level design with choke point, and restriction of playable field over time. From this mechanism, Battle Royale genre establishes the gameness which derives player's meaningful choice and maintains player's tension until the end of the game.

A Study on Game Mechanics and Dynamics of Survival Game Content (생존 게임 콘텐츠의 게임 메커닉·다이내믹 연구)

  • Kang, Jihye;Jang, Ahyoung;Song, Inhee
    • Journal of Korea Game Society
    • /
    • v.18 no.4
    • /
    • pp.5-14
    • /
    • 2018
  • Nowadays, game development of new genres continues through convergence among existing genres, and the games of this hybrid-genre are gaining popularity around the world. Following this trend, it is meaningful to analyze the characteristic contents of the existing genre for more effective genre fusion. In this paper, in the genre of survival game, a genre of digital game, we would like to select a representative survival game for analysis of survival content, which is a key goal and core of the game, to identify common and differentiated features. For this purpose, we have studied game mechanics and game dynamic components around the contents of the survival game, based on the MDA framework.

A Study on Game Structure by User-Centered Narrative and Play (유저 중심의 서사와 놀이에 의한 게임 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
    • /
    • v.17 no.8
    • /
    • pp.401-406
    • /
    • 2019
  • Recently, as multi-platform game environments become common, many games of convergence genre have been produced, and the boundaries of genre division by existing platforms have become blurred. The game genre is convergence content consisting of user-centered 'narrative and play'. In this paper, we propose a game genre classification according to the user 's behavior type based on the essential recognition that the subject of the game is the user. The user's actions are done in different genres and goals and rules, and the interaction is an important act for immersion. Therefore, the user's behavioral classification and perception by the game genre are important and expected to help redefine the game structure.

An Analytic Study of Jeff Porcaro as a Crossover Drummer (크로스 오버 드러머로서의 제프 포카로에 대한 분석 연구)

  • Jang, Hyuk;Cho, Tae-Seon
    • Proceedings of the KAIS Fall Conference
    • /
    • 2009.12a
    • /
    • pp.422-426
    • /
    • 2009
  • 팝의 역사에 있어 수많은 장르의 음악들은 여러 뮤지션들의 끊임없는 창작활동에 대한 노력의 결과로 생겨나고 발전 되었다. 그중에서도 밴드 "토토(Toto)"의 드러머 "제프 포카로"는 한 가지 장르가 아닌 여러 다양한 장르의 음악들을 크로스오버 하여 자신만의 음악세계를 성공적으로 구축했다. 그의 음악활동을 연구함으로서 뮤지션으로서 실험적이고 예술가적인 도전정신을 분석해 보고자 한다.

  • PDF

University Students' Utilization of the Mobile Game Application (대학생들의 모바일게임 어플리케이션 이용 실태)

  • Nam, Sangzo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2018.05a
    • /
    • pp.241-242
    • /
    • 2018
  • 본 연구에서는 대학생들의 모바일게임 어플리케이션 이용 실태에 대한 조사를 연구 범위로 한다. 조사방법론으로는 대전의 한 대학교의 학생들에게 설문을 통하여 모바일게임 어플리케이션 이용 여부와 이용 시간, 유료 어플리케이션 이용 여부, 주요 이용 게임의 장르 등을 파악하는 설문방법을 취한다. 또한 설문 결과에 있어 성별과 학년별 차이가 있는지를 SPSS 20 통계패키지를 이용하여 검증한다. 검증 결과는 97.5%의 학생이 모바일게임을 하고 있으며 일주일에 1시간 이하 이용한다는 응답이 91%에 달했으나 3시간 이상 이용한다는 응답도 8%에 달했다. 가장 많이 이용하는 장르는 아케이드였으며 교육 장르는 단한명의 응답도 없었다.

  • PDF

A Study on the Convergence of Match 3 Puzzle Game and Other Genre Games (매치3 퍼즐 게임과 다른 장르 게임의 융합에 관한 연구)

  • Youm, Dong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.73-74
    • /
    • 2019
  • 매치3 퍼즐 게임은 모바일 게임에서 많이 출시되고 있으며 많은 사람들이 즐기고 있는 장르이다. 또한 유사한 규칙과 형태를 가진 게임들이 지속적으로 출시 예정에 있다. 본 논문에서는 매치3 퍼즐 게임과 다른 장르 게임의 융합에 대해서 알아보고 후속 연구의 방향성을 제시한다.

  • PDF

A Research on Effect of Motion Modality on Aspects of Genre and Medium (모션의 양태성이 매체·장르에 미치는 효과 연구)

  • Lee, Yong-Soo
    • Cartoon and Animation Studies
    • /
    • s.28
    • /
    • pp.125-153
    • /
    • 2012
  • This study is regarding what motion modality has influences on aspects of genre and media. Nowadays, motion modality becomes an element which is actively manipulated in live actions as well as animations. And, it has been generally accepted that a strategy on manipulation of motion depends on matters of genre or medium. As respected, can we say the premise is correct? if it is, can we refine the premise more theoretically, without using the words, 'genre' or 'media' which have not been are not been defined on an academic aspect. I intend to discuss on this issue. I will speculate the issue of manipulation of motion modality on theoretical bases. According to McLuhan's hot/cool media theory and Bolter's oscillation theory, the effect of it turns out to be same as manipulation of sentience ratio of media readers, and the ideal result will be examined by an example analysis. In the analysis, I will explore what effects manipulation of motion has on several examples. Then, by examining what kind of correlation these effects has with media/genre positioning, I ultimately will evaluate the genre/medium-based determinism of motion modality, which is represented by a typical premise like "Animation is most realistic when it has the most animation-like movement." Conclusively I suggest a refined premise like the following. Modality of motion is a strategy depending on issues of genre, with no regard to issues of medium, and the issue of genre is a category which is positioned considering mixture ratio of sentience. With this reason, A strategy of modality of motion depends to sentience a certain sequence needs. So, motion modality becomes a strategy which has to be approached in functionality of genre rather than economic values which spring from technical devices like a motion capture.

Examining Genre Tastes of Hollywood Movies in Korea (할리우드 영화의 장르별 수용 : 한국 영화시장에서의 문화적 할인현상을 중심으로1)

  • Park, Seung Hyun;Chang, Jeong-Heon
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.511-551
    • /
    • 2014
  • This study has examined genre tastes of Hollywood movies in Korea. A concept of cultural discount suggests that Hollywood film in foreign countries would be received differently according to its specific attributes. Following the suggestion of cultural discount, this study examines how local reception of Hollywood movies is different in Korea, focusing on film genre, production budget, and U.S. box office. The results show that genres are useful variables for such analysis, indicating that certain film genres are indeed suffering from relatively high cultural discount at the level of Hollywood movie import/distribution. Comedy, specifically, constitutes the crucial particularistic movie genre. However, this study does not find out any significant effect of movie genres on the box office in Korea, controlling the effect of U.S. box office and production budget. As Hollywood studios have recently produced multi-genre movies rather than genre-specific movies to induce a variety of audience who have different movie tastes, the influences of cultural discount disappeared among imported Hollywood movies in Korea. This study also reveals that Hollywood movies of high production budget and of successful U.S. box office are more preferred in Korea.