• Title/Summary/Keyword: Game storytelling

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Study on Game Expandability Pursuant to the Spread of the Korean Wave (한류 확산에 따른 게임의 확장 가능성 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.75-86
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    • 2014
  • This study explored the expandability and prospect of the game, one of the cultural contents that may potentially lead the next Korean Wave. The study found that for the game to grow and be recognized as the cultural product of the Korean Wave, it was necessary to develop the strategies to ensure the sustainability of the game and to build plans for powerful storytelling techniques that help the public become more familiarized with the game as part of the Korean Wave and maximize the public's affinity and preference of such game. It was also found that one of the immediate priorities is to develop the games that are characterized as their unique use and representation of the Korean culture in the global market while designing effective localization plans and paving the way for a government-level system of support.

Storytelling of Korean Virtual Reality Game Fiction (한국 가상현실 게임소설의 스토리텔링)

  • Kim, Hu-In;Lee, Minhee;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.55-63
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    • 2018
  • This study aims to analyze remediation of games and fictions in Korean virtual reality game fictions and to derive the storytelling of virtual reality game fictions through them. The purpose of this study is to explore the possibilities that Korean game fiction based on the web can be expanded as popular literature. The main character of the fiction is a male in his twenties. In the neoliberal society, he is set as a member of the neglected class and lacking privilege. He enters the virtual world because of the deficiency experienced in the real world. It minimizes the mediation process between the real world and the interface. On the other hand, the repetitive actions performed by the protagonist belong to the category of self - destructive labor. As a result, he shows signs of narcissism. In the Korean virtual reality game fiction, the magic circle appears blurred, and the real world and the virtual world are linked. In this process, the virtual world functions as a substitute space to solve the problem of reality. The establishment of such a space, and the resolution of conflicts are merely narrative characteristics of Korean game fictions that are different from North America and Europe.

Structural Analysis of Game Quest-storytelling -Foucing on Applying Narrative Functions of Folk-tale by Propp- (게임 퀘스트 스토리텔링 구조분석 -프롭의 민담기능대입을 중심으로-)

  • Kim, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.69-76
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    • 2011
  • As a smallest unit of the game story, quest needs to be analyzed in terms of structure in order to study quest storytelling. This thesis introduces structuralist theory of narrative function of folk-tale by Propp to determine the structure of the quest. Propp proposed immutable elements of the characters as 31 kinds of Folk-tale functions. I analyzed assigning quests in MMORPG. As a result, 13 essential functions of the Quest, and 5 add-ons were drawn and the order among functions was figured out. Most quests in MMORPG followed the order of the essential functions and optional add-ons and showed a repeating pattern. The essential and optional functions and its order can be utilized to arrange appropriate element for quest storytelling and to strengthen and lead the various ways of the quest storytelling.

Interactive storytelling of e-Sports (e-Sports의 인터랙티브 스토리텔링 -스타크래프트를 중심으로-)

  • Lim, Ha-Na
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.576-581
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    • 2008
  • For the improved game industry, this society was permitted as an incorporated association for spearhead of game society from Ministry of Culture & Tourism on February 14, 2001 with a sense of duty and a strong will toward a powerful game country. This society has objectives of academic research and distributions on creations of game contents, technologies of game producing and developments of game cultures. We will develop the game culture and industry through an industry-academic cooperations by each expert field, and spread out academic activities for cultivation of policy, technology, education, etc of the game industry in the future.

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Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

Analyze on Compatible Story Value between Games and Films (영화와 게임의 호환 가능한 Story Value 분석 - 영화의 게임화, 게임의 영화화 사례를 중심으로)

  • Lee, Ja-Hye
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.645-650
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    • 2008
  • Currently, the motion picture and game are leading the entertainment industry based on "One Source Multi Use" system, Games and films hold widely the subjects and stories in common, but we seldom find the successful cases, In each case of cinematizing game or making game of a film, the question is "Story Value" the essential of storytelling. This study cross analyzed Story Value of both cases of games based on the films and cinematized games, and propose an compatible Story Value between games and films.

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A study on Portable Game's Storytelling based on humor (유머 요소를 적용한 휴대용 게임의 스토리텔링 양상 연구 -닌텐도 DS Lite 타이틀을 중심으로-)

  • Jung, Da-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1272-1278
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    • 2009
  • Titles of Nintendo DS are frequently use humor to help users fall in short time. Among many humor element, many titles use exaggeration. It is because 'exaggeration' is the best instrument to make users understand humor without complex cognitive process. Therefore, portable game using humor storytelling as a strategy for attracting various people.

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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
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    • v.21 no.6
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    • pp.687-700
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    • 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.

The System for Activity-Visualization of the Experience Game of Smart Phone (사용자 활동 가시화를 위한 스마트폰 게임 디자인 시스템)

  • No, Hyo-Houn;Oh, Eui-Sang;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.15-24
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    • 2010
  • Smart phone games market is getting bigger. In this circumstance, the Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. there are several studies about game storytelling which focus on story visualization or effective methods of game design, but the study of game storytelling connected with user's activity is not entirely satisfactory. Therefore, in this paper, we introduce a system for user's activity visualization of the experience game for smart phone. To achieve this, firstly, we show the model which is about the overall configuration of experience game for smart phone. secondly, the detail configurations of the overall game model is introduced. lastly, standing on the model, we introduce a simulation model and a developed program.

A Study on the Use of Storytelling in Norse Mythology in Games (게임에서 북유럽 신화의 스토리텔링에 활용에 관한 연구)

  • Hyun, Joon-Sub;Lee, Jong-won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.577-580
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    • 2021
  • 최근 게임에서 '신화'적인 요소가 들어가는 경우는 이름, 고유 명칭만 들어가거나 신화의 이야기를 게임 세계관에 참조만 하는 정도로 그치고 있다. 비교적 최근 북유럽 신화 자체를 다룬 '갓 오브 워'가 나오기는 했지만, 아직도 신화 그 자체를 다룬 게임은 적은 편이다. 그리스 신화, 켈트 신화, 조로아스터교 신화 등 여러 신화가 있지만 그 중에서도 북유럽 신화의 다양한 이야기들을 조사하여 게임으로써 어떤 장르에, 어떤 방향으로 스토리를 적용시켜야 할지 스토리텔링의 방향을 제시하고자 한다.

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