• Title/Summary/Keyword: Alternate Reality Game

Search Result 10, Processing Time 0.038 seconds

Possibility for Gamification based on Alternate Reality Game : Toward Pro-baseball Manager Game (대체현실게임기반의 게임화 가능성 : 프로야구매니저게임을 중심으로)

  • Han, Sang Geun;Song, Seung Keun
    • Smart Media Journal
    • /
    • v.4 no.1
    • /
    • pp.52-57
    • /
    • 2015
  • Currently the gamification as marketing technique has appeared in the field non-related with game, applied to game elements. The alternate reality game pulled down the boundary between the real and the virtual has come out. New trend game has shown beyond the range of the existing game. The possibility has import into online baseball simulation game. The objective of this research is the exploratory approach to build GOMS model through three subjects to the famous pro-baseball manager game. After game playing session, three subjects' utterance with game experience was recorded. We built the goal hierarchy of goal in GOMS to pro-baseball manager game to analyze the vocabulary in three subjects' utterance. We try to find the possibility of gamification in alternate reality game interacting between the real and the virtual, and demolishing them.

The Form and Usefulness of Alternate Reality Games (대체현실게임의 형태와 유용성)

  • Choi, Du-Yeol;Park, Jin-Wan
    • Journal of Korea Game Society
    • /
    • v.21 no.2
    • /
    • pp.151-160
    • /
    • 2021
  • Alternate reality games (ARGs) are a game genre with characteristics that can lead to changes in current integrated media environments. While technical combinations are being pursued as diverse media are utilized based on formative aspects, the representative, narrative combination of the real and the virtual is a convergent factor in narrative structures. Through perspectives that perceive transmedia storytelling-which has brought convergence to communication among gamers-as having a structure and utility that can outclass previous game forms, this study focuses on ARGs, which have features that converge reality and virtual reality. Further, the study reveals the structure and utility of that system. This study sheds light convergent storytelling, which is in demand in the transmedia age, and which will serve as a significant investigation with regard to social perceptions of future games and changes in game form.

A Case study of Knowledge & Information Contents applied Gamification and Alternate Reality Game concepts (게이미피케이션과 대체현실게임 개념을 적용한 지식정보콘텐츠 사례 연구)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • Journal of Digital Contents Society
    • /
    • v.14 no.2
    • /
    • pp.151-159
    • /
    • 2013
  • Recently, gamification has garnered high attention in various fields outside the traditional game world through the adoption of game techniques. The introduction of gamification creates an alternate reality game. It appears virtually the same as other normal games, but is able to pull down the boundary between reality and imagination. At first, this was utilized by the entertainment industry for movies, advertisements, and drama publicity. We can see examples of gamification extending into the knowledge and information contents field. The purpose of knowledge and information contents is to pursue meaning and utility rather than fun, though the introduction of game methods remains interesting. In-depth examination of the conception of an alternate reality game via gamification will lead to the understanding of progression and quality of alternate reality games in the context of knowledge and information contents. As a result, we can effectively understand not only the immediate uses but also be able to measure the potential for utilization of gamification for various fields.

The study for the analysis and implementation of Alternate Reality Game by media convergence (미디어 융합에 따른 대체현실게임의 분석 및 구축에 관한 연구)

  • Kim, Jae-Ha
    • Journal of Broadcast Engineering
    • /
    • v.13 no.5
    • /
    • pp.752-759
    • /
    • 2008
  • The latest convergence of broadcasting and communication makes the boundary between medias be ambiguous. It pursues the new type of culture that the unspecified many participants seek the satisfaction for the same target in an realtime environment. ARG(Alternative Reality Game) is a new alternate real game created by media convergence and it processes the more realistic interactivity between users through ARS, SMS, BLOG, Cafe and Messages. This paper analyzes the implementation, design, and construction schemes of ARG in the side of the human thinking and media. We also propose the evolution and role of the broadcasting by combining broadcasting for the activation of ARG.

Elements of Interactive Storytelling in Alternate Reality Game (대체현실게임에서 사용자 참여 생성의 스토리텔링의 요소)

  • Kim, Maeng-Ha;Kim, Eun-Ji
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.8
    • /
    • pp.105-113
    • /
    • 2012
  • With the help of information technology, the web 2.0 gives people the environment where they share informations and a means of expressing ideas. The power of web affects interactive storytelling for Alternate Reality Game (ARG). There are less theoretical approaches and practices about ARG in Korea and to understand ARG into a deeper sense shall contribute to the development of domestic culture and its contents. In order to realize this, first we will explore the general idea about ARG. Second, know its elements in Interactive storytelling and finally, analyze the examples.

A Study on the Core Fun Factors and Activation of ARG Game (ARG 게임의 핵심 재미 요소와 활성화에 관한 연구)

  • Chang, Hae-Jung;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.01a
    • /
    • pp.61-64
    • /
    • 2021
  • 최근에 들어서 VR, AR 등 '현실'을 기반으로 하는 장르가 주목을 받고 있다. 그 중에서도 ARG 장르가 존재하는데, 우리가 살고 있는 현실 세계에서 가상의 이야기들을 마치 실존하는 것처럼 꾸며 놓고 관객 혹은 플레이어들이 스스로 단서를 찾아 스토리의 끝을 매듭짓는 것이 목표인 장르이다. ARG 장르는 그 자체가 게임이 될 수 있고, 메인 게임 장르의 세부적인 요인으로 작용할 수도 있는 매력적인 장르이다. 본 논문에서는 ARG 게임에 대한 세부적인 분석과 인식 조사를 진행하여, 그 결과를 바탕으로 해당 장르를 보편화 시킬 수 있는 방법을 제시한다.

  • PDF

Alternate Reality Game Based Education in College (대학에서 대체현실게임기반 교육방법)

  • Chang, Hee-dong
    • Journal of Digital Convergence
    • /
    • v.17 no.8
    • /
    • pp.415-422
    • /
    • 2019
  • The college students who are in the game generation have different cognitive characteristics from the previous generations, and the phenomena of attention loss in the existing education methods such as lectures are generally seen. This results in a problem that the satisfaction of the university education is lowered. To solve this problem, it is possible to improve students' interest and concentration by using game-based educational methods. In this paper, we propose a method of university education using alternative reality game. The prototype was implemented and tested to verify that the proposed method is suitable for the university environment and can be operated. Through the test results, we confirmed that the proposed method meets the requirements of the university education field and that the required functions are functioning normally. In addition, according to the results of the questionnaire surveyed for the students, it shows that the proposed alternative game method based on the alternative reality game will be more effective in attracting students and improving concentration than the current education method.

Procedural Behavior Model using Behavior Tree in Virtual Reality Applications

  • Seo, Jinseok;Yang, Ungyeon
    • Journal of Multimedia Information System
    • /
    • v.6 no.4
    • /
    • pp.179-184
    • /
    • 2019
  • This paper introduces a study for procedurally generating the behavior of objects in a virtual environment at runtime. This study was initiated to enable the behavioral model of objects in virtual reality applications to evolve in response to user behavior at runtime. Our approach is to describe the behavior of an object as a behavior tree, and to make a node of the behavior tree change to another type if a certain condition is satisfied. We defined four types of node changes: "parameterized", "probabilistic", "alternate", and "variant". We experimented with a virtual environment that includes a variety of simple procedural elements to explore the possibilities of our approach. As a result of the implementation, if an optimization algorithm that can select and apply the optimized procedural elements in response to the user's behavior is complemented, it is confirmed that more intelligent objects and agents can be implemented in virtual reality applications.

A Study on Strengthening the Persistence of ARG Game (ARG 게임의 지속성 강화에 대한 연구)

  • Chang, Hae-Jung;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.07a
    • /
    • pp.613-615
    • /
    • 2021
  • 다양한 문화 콘텐츠가 MZ 세대를 위주로 발전된 만큼, 게임 또한 새로운 방향성들을 제시하고 있다. 그중 하나가 바로 '대체 현실 게임(ARG)'이다. ARG는 그 자체가 게임이 될 수도 있고, 세부적인 요인으로 작용될 수 있는 매력적인 장르이다. 하지만 리얼 타임과 배경을 고려한 만큼 게임의 주제가 시대적 혹은 트렌드에 뒤쳐졌을 경우 지속적으로 운영을 할 수 없게 되는 딜레마에 빠지게 된다. 본 논문에서는 '현실'과 '가상'의 상황이 적절하게 타협하여 지속성을 강화할 방법을 모색한다.

  • PDF

A Suggestion for Structure of Interactive Storytelling that Mediates Online and Offline: Focusing on the Comparison between ARG and AR Games (온·오프라인 매개 인터랙티브 스토리텔링 구조 제안 : 대체현실게임과 AR게임의 비교를 중심으로)

  • Kim, Ji-Young;Kwon, Byung-Woong
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.6
    • /
    • pp.687-700
    • /
    • 2021
  • The advent of realistic technologies such as AR has extended the interaction area from the computer environment to the offline space. As demand is expected to increase in the future, the need for study on interactive storytelling that mediates online and offline is emerging. This study proposes a storytelling structure to achieve a balance between interactivity and narrativity in interactive narrative characterized by online and offline mediation. According to a case study of ARG and AR games based on Henry Jenkins' theory of 'Environmental Storytelling', there should be a balance between the space designed by the game designer and the space created by the player's interaction, and the roles should be properly distributed in both online and offline spaces to contribute to the formation of narrative together. In addition, it is necessary to borrow the characteristics of ARG that achieves a balance of interactivity and narrativity based on offline spatiality. The significance of this study is to expand the area of interactive storytelling, which has been discussed centering on online, to offline, and to suggest the interaction area as a factor to consider. In addition, as a basic study related to storytelling that mediates online and offline, it is expected to provide a direction for the development of content based on realistic technologies.