• Title/Summary/Keyword: Game elements

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The Nature of Gamestorytelling as Action-Narrative (행위서사로서의 게임스토리텔링의 본질)

  • Kihl, Tae-Suk
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.31-42
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    • 2011
  • This article is designed to investigate the nature of gamestorytelling as action-narrative through analyzing player acting in game context. Gamestorytelling is a narrative product which makes up of acting by players with story elements by producers, in a different such as novels, movies that express of showing and telling. The tradition of action-narrative can be found in myth and play.

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
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    • v.12 no.8
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    • pp.105-113
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    • 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 Characteristics of Virtual Space Game for Community Making - Based on the Content Analysis of Case Study and Related Legal System for Urban Design - (마을만들기 관련 가상공간 게임의 특성에 관한 연구 - 도시디자인요소의 사례 분석 및 관련 법.제도 검토를 중심으로 -)

  • Hue, Youn-Sun
    • Korean Institute of Interior Design Journal
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    • v.23 no.3
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    • pp.231-238
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    • 2014
  • Recently, many people can experience the virtual space by smartphone, and they use many games. In particular, this change has great implications in the collaborative and communicative planning paradigm, which is residents' participation and agreement becoming important in community making and urban design. This study analyze the case of the five virtual space games about community making and urban design, and examine the related regal system. Game users can construct roads, houses, buildings and facilities in the virtual city. Then, they create profit, and promote the growth of virtual city. In these games, construction elements are classified residential, commercial, industrial, parks, green spaces, public building, and roads. But these elements does not identified clearly, and they mixed. By analyzing of related regal system, these games focus on the individual buildings, spaces, and facilities rather than considering the terms of urban planning. To complement the virtual space game with the aspects of urban planning, these games can encourage the participation capability and enhance the communication skills of citizens.

Case Study : Translation Techniques for Puns in Game Localization Processes (게임 현지화 작업에서의 언어유희 표현 번역 사례)

  • Park, Taejung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.571-578
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    • 2013
  • It is a necessity to localize various elements when one tries to introduce any games developed from foreign cultures and languages. This whole process is called "localization (l10n)" which inevitably includes translation tasks. In this process, one should convert multiple unique elements into the required cultural and linguistic environments. This paper provides actual localization cases of "puns" appear in an adventure game, which is especially difficult; also it presents several typical types of translations for the puns that professional translators try. By this observation, this paper discusses some characteristics of game, as a medium, which are different from those of traditional media and proper approaches to translate "puns."

A Study on the Logotype Symbolism for the Improvement of Brand Recognition (브랜드 인지도 향상을 위한 로고타입 상징성에 관한 연구)

  • Hwang, Mi-Kyung;Kim, Chee-Yong;Kwon, Mahn-Woo;Park, Min-Hee;Cheng, Hong-In
    • Journal of Korea Multimedia Society
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    • v.23 no.4
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    • pp.581-587
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    • 2020
  • In this study, we investigated the correlation between logotype elements and brand recognition among corporate logos using quantification methodology 2. In addition, this study wanted to find out if consumers could easily recognize the product according to the design elements of the logotype. Our study showed that feminine tendency in logotype design was associated with clothes and cosmetics and masculine design element that will make people recall the game and health products. There were clothes and cosmetics for men but feminine design factor was strongly associated with clothes and cosmetics. In other words, logotype for cosmetic and clothing needed to be feminine by using neutral and cold colors. The relationship between the logotype and related products affected the brand recognition and this result can be used as a key element of corporate marketing.

A Research on Gamification Methodology for Korean Language Education (한국어 교육을 위한 게임화 방법론 연구)

  • Kwon, Chong-San;Woo, Tack
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.61-74
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    • 2013
  • In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wave contents, we proposed a Korean learning gamification methodology based on the gamification elements and the extracted four key aspects.

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

A case study on the promotional animation of the mobile game 'Honour Of Kings' (모바일 게임 <왕자영요>의 홍보 애니메이션 사례연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.293-299
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    • 2021
  • With the development of OSMU mode in the game industry, the most popular 3D mobile game 'Honour Of Kings' in China, in addition to the entertainment effects of the game itself, has paid more attention to the production of promotional animation video contents in recent years. The huge animation market is generating abundant game revenue for 'Honour Of Kings'. This paper selected the most popular game promotional animations 'MU BIAO' and 'Bu Ye Chang'an' through a survey of 30 CG promotional animation in the official story station of 'Honour of Kings'. Important elements such as rich stories and the special effects of the gorgeous scenes, etc are summarized. Through the research of this paper, grasped the importance of promotional animation content in the game industry, and can expect the common growth of the game industry and the animation industry, which is one of the ways to create high profits in the game market.

Relationship between Design Characteristics, Relationship Quality, and Customer Loyalty of the Mobile Game User Community (모바일게임 유저커뮤니티의 설계특성, 관계품질, 고객충성도와의 관계)

  • Min, Taeki;Oh, Segu
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.94-104
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    • 2021
  • It is no longer special for the gaming industry to provide a community to promote their games. Much prior research related to the community also focuses on the spread of community influence and its importance. In particular, the user community in the gaming industry is having a big impact on the company's revenue creation beyond the simple level of information provision and promotion of friendship. Therefore, providing a community at the same time as the game is released is becoming a common trend in the gaming industry This study attempted to explore factors influencing the design of more effective communities under the assumption that the user community will influence the loyalty of mobile games. The design elements of the community suggested in this study are the provision of interaction tools between users, the provision of information, and communication between the game maker and the users. This study aims to confirm that these design factors affect customer loyalty by reinforcing user empathy and trust in the game within the user community. After collecting data from 251 users active in the mobile game user community, the model presented in this study was empirically analyzed. As a result, the design elements of the game community suggested in this study were found to affect customer loyalty by strengthening the empathy for the game and the trust in the game developer.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.