• Title/Summary/Keyword: Game Characters

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Correlation between On-line Game and Popular Stars - Focused on Fashion - (패션을 중심으로 한 온라인 게임과 대중 스타와의 상관관계)

  • Son, Yi-Jeong;Lee, In-Seong
    • Fashion & Textile Research Journal
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    • v.10 no.6
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    • pp.811-821
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    • 2008
  • This study examined on the most noticeable game industry in a digital era, and on the definition and feature of post-digital generation enjoying it, along with the relations with the game. Especially, this paper examined correlations between game characters' fashion and pop singers' fashion targeting post-digital generation enjoying games. As the result of this study, on-line game's popularity affected popular culture and game business and popular stars have close interrelation. In addition, through variosus objective surveys, the game characters' fashion was classified into five images before being analyzed; fighter's image, retro image, surreal image, sensual image, and unisexual image. The game characters' fashion wasn't only analyzed also studied correlation between on-line game character's fashion and pop singers' fashion by five images. Consequently in case of game characters' fashion, it influenced on pop singers' fashion targeting teens and twenties enjoying games, which meant fashion connections between game characters and pop singers.

The Ways in which Clothes worn by Game Characters as Expressed in Contemporary Fashion (현대패션에 포함된 게임 캐릭터 의상의 조형성)

  • Lee, Hyo-Jin;Yang, A-Rang
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.86-98
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    • 2008
  • This study is purposed to determine the correlation between contemporary fashion and game characters' clothes and to analyze the formative property of the game characters' clothes expressed in the contemporary fashion. The temporal scope of this study is from 2004 to 2007 based on general online game ranks, while the game type is limited to 3D-online role playing game. The most popular clothes of game characters are analyzed and found to have imaginary, sensualistic, and cross-sexual features. These are also expressed as Cyber resistance image, Femme fatal image and Asexual image in the contemporary fashion. Firstly, the Cyber resistance image in the recent fashion is shown as belligerent, destructive and surrealistic image in contemporary fashion. Secondly, the Femme fatal image represents bewitching, brutal and narcissistic image with sleek materials and glowing colors in contemporary fashion. Thirdly, the Asexual image means the concept of sex as the neuter gender. Especially, this image has been introduced by simple and straight silhouette, black, silver, khaki colors in fashion. Accordingly, the clothes of game characters with the popularity and formative property have close correlation with contemporary fashion even if they do not pursue for practical creativity. In this respect, they can consolidate the position as a new fashion trend if they are developed with various design ideas.

Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

A Study on Immersion Degree of Players Depending on Figurative Characteristics of Game Characters (게임 캐릭터의 조형적 특성에 따른 플레이어의 몰입도에 관한 연구)

  • Park, Chan-Ik
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.271-276
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    • 2020
  • This study is intended to compare and analyze the figurative characteristics of game characters focusing on the MMO shooting game 'Battle Ground' and the MOVA game 'League of Legends,' which currently have the largest number of users in Korea, in order to assess how much effect the figurative shape of game characters has on the immersion of players. As a result, the shape of characters from MOVA or MMORPG games with storytelling as an important factor was revealed to have a greater effect on the immersion degree of players than that of the characters from fast-paced shooting games. In particular, it was found that in games where the level of each character is raised as items are added, the height of most characters is the same as their own eight or nine heads, which is longer than ordinary people.

Balance for Fighting System between Characters (캐릭터간의 대전 시스템을 위한 밸런스 구현)

  • Park, Chan-Il;Yang, Hae-Sool
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.23-30
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    • 2007
  • Game balance is an very important factor for game design, it is necessary factor to make game more fun. Most of game companies have been using their own balance method for successful game development. An efficient balance method always can't guarantee successful game development but it is true for game developer to need standard balance method for efficient game development. Fighting system between characters is mainly implemented in genre including action. Direct balance factors for fighting between characters are their characteristics and attack patterns. In this paper, We identify direct balance factors for game including fighting system between characters and propose mathematical method for it.

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The Cultural Effect of Korean Characters and Stages described in Game Contents (게임콘텐츠에서 묘사된 한국 캐릭터·스테이지의 문화적 영향)

  • Rhee, Chang Seop;Rhee, Hyunjung;Kim, Hyangmi
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.83-92
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    • 2017
  • Game users can create cultural images about foreign countries from game contents what they play. Most fighting action games provide various game characters and game stages where the game characters come from. This study analyzes that Korean game characters and game stages of The King of Fighters (KOF) series, one of popular fighting action games. We find that KOF describes Korea negatively in the beginning KOF series but the negative descriptions of Korea were gradually weaken as newer KOF series were released.

Analyzing the Status of Female Characters in Fighting Action Games: Focus on EVO 2016 (대전액션게임에서 나타나는 여성 캐릭터들의 지위 분석: EVO 2016을 중심으로)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.79-88
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    • 2016
  • This study analyzes the status of female characters in several fighting action games. From July 15 to 17, 2016, the world-famous fighting action game tournament EVO 2016 was held in Las Vegas, Nevada. In this tournament, nine fighting action games were selected for competition, and this study examines the status of female characters on the basis of 1) Appearance 2) Ability in these fighting actions games. After doing comparison between female characters and male characters in the fighting action game, it reflects on the status and right of female characters in the virtual world.

Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.109-116
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    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

Application of Fashion Design to Mobile-Phone Game Character's Dress Design (모바일폰 게임 캐릭터 의상 디자인을 위한 패션 디자인 활용연구)

  • Lee, Min-Sun
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.63-77
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    • 2007
  • The purpose of this study is to apply fashion design to developing dress design of mobile-phone game characters. As for the research methodology, first, market research has been carried out to extract main images from dress designs of game characters and to understand their socio-cultural meanings. Second, the fashion design, which ran be compared to the extracted images of game characters were selected. Third, analyses were done to find out the gap between the game character's dress designs and the fashion designs. The main images of game characters are revealed as erotic, romantic, heroic, grotesque. These images have been formed by psychological and socio-cultural effects such as stimulation, empathy, compensation, increase of female game player. The differences between the game character's dresses and the fashion designs are as follows; With regard to style, game dresses have silhouette distinguished from background, but fashion collection have blurred silhouette. In the aspect of color, while strong colors are mainly used in game dress, neutral rotors are preferred in fashion collection. As for texture, the expression of 'textures in game character's dress is so far limited due to the insufficient level of the concerned technology. However, the fashion design applying drape of fabrics are well-developed. Mobile-phone game players want reality in game design. Therefore, the effort to overcome the gaps between game dress and fashion design can contribute to the growth of game character design.

Types of Expression and Aesthetic Characteristics of On-line Game Characters' Body and Costume (온라인 게임 캐릭터에 나타난 신체와 복식의 표현 유형과 미적 특성)

  • Kim Mi-Young
    • The Research Journal of the Costume Culture
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    • v.13 no.3 s.56
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    • pp.425-438
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    • 2005
  • This study is to examine the types of expression and aesthetic characteristics of on-line game characters by analyzing those game characters' body and their costume that appear in various domestic on-line game sites. It is shown in this study that types of the human bodies and costume expressed through the game characters are grouped into five categories such as exposure and tightness, enlargement and exaggeration, curtailment and simplification, gender stereotype and unification. Furthermore, there are four typical aesthetic characteristics resulting from those types of expressions; First, 'grotesque' is expressed in the form of extreme enlargement and exaggeration, extreme exposure and concealment, combined images among human, animal or machine, or monstrous devilish images. Second, in an effort to express 'eroticism', bodies are directly exposed, see-through costumes are used in order to emphasize the body lines or very tight designs are used. Third, 'futuristic' characteristics are shown through geometrical shape and silhouette, machine-like details, strong artificial colors or glossy hi-tech material. Lastly, 'pastiche' is expressed with reconciliation of variety of costumes of game characters. Various opposite or heterogeneous styles are combined or harmonized each other to show pastiche, of which examples are male and female, superior culture and inferior one, rich and poor, oriental and western, human and machine, human and nature or past and future, etc.

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