• Title/Summary/Keyword: Game storytelling

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A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

Toward Successful Adaptation from Games to Films (게임 원작의 성공적인 각색)

  • Park, Soo-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.3-14
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    • 2011
  • Nowadays, it becomes a widespread and frequent practice that one content as a source is converted into diverse media formats. However, it is hard to answer the question whether the converted content might become successful again. That is mainly because one needs to have clear understanding about the characteristics of the target media format. This explains the phenomenon that there are very few successful movies which have been adapted from successful digital games. Thus, it is essential to conduct thorough and sufficient researches on the success factors of the adapted movies. The objective of this research is to investigate and analyze common factors of successful movies from digital games in terms of their visuals and narratives. We have found that successfully adapted movies from digital games shares three commonalities in the work of adaptation for effective cinematic impacts. Firstly, the adaptors of the successful movies have composed scripts with riveting storytelling through simplification, compression and removal of the original story. Secondly, they have satisfactorily re-implemented the original game avatars in the process of adaptation. Finally, they have effectively discovered inherent attractiveness of the original games and incorporated into the target movies with faithful following of cinematic grammar. We expect that our work contribute to reduce failure rate of the prospective movies converted from games by the proposed analysis of success factors shared among successfully adapted movies through the proposed case studies.

The Effect of the Innovative Characteristics and the Consumer Characteristics of the AI Elderly Care Robot on the Intention to Acceptance (AI 노인 돌봄 로봇의 혁신특성과 노인소비자특성이 수용의도에 미치는 영향)

  • Xiao, Ye.;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.10
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    • pp.1318-1330
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    • 2020
  • The purpose of this study is to identify the effect of the innovation characteristics that AI Elderly Care Robots have on elderly consumers and to verify the acceptance or mediated resistance by the elderly of the innovation characteristics. Research was conducted throughout this study of the characteristics of the elderly so that the study results could contribute to the improvement of the quality and manufacture of AI Elderly Care Robots by lowering the psychological resistance of the elderly. Survey questions were answered by senior citizens aged 65 and older. The SPSS25 and AMOS22 programs were used for analysis. The analysis confirmed that innovation resistance has a significant mediated effect on the characteristics of elderly consumers and their willingness to accept the innovation characteristics of the AI Elderly Care Robots. Through this study, Ram's innovation resistance model has been verified empirically and it is estimated that by considering the specificities of elderly consumers and using the information to contribute to the development and modification of AI Elderly Care Robots will increase the willingness of the elderly to accept the innovation characteristics of the AI Elderly Care Robots.

Study on the Effect of Film Therapy on the Frustration Affordability of College Students in Northeast China : based on film industry aesthetics in the age of IT

  • Du, Nan;Yu, Chuandong;Kim, Chee-Yong
    • Journal of Multimedia Information System
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    • v.7 no.2
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    • pp.157-164
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    • 2020
  • Considering the frustration affordability level of college entrants and investigating the frustration tolerance of undergraduates in Shenyang City University, this paper provides the basis for the research of improving frustration tolerance of undergraduates through quantitative research results and applies film therapy to the frustration regulation of college students by discussing the role of film therapy in improving frustration affordability ability of college entrants. This paper has concluded that the necessary of improving the frustration tolerance of college students in Northeast China and the feasibility of the film therapy programs on improving the frustration tolerance of college students in Northeast China. Meanwhile, this paper shows that the principle of film selection in film therapy should be based on the requirements of the aesthetics of the film industry in the IT environment. This paper provides a reference for refining the target of film therapy for film therapists to better apply film and television psychotherapy technology, and a basis for the film therapy activity program; Furthermore, it also has a certain reference significance for film and television media workers.

A Study on the Expansional Aspects and Supporting Schemes of Scenario (시나리오의 확장 양상과 지원 방안에 관한 연구)

  • Lee Chang-Jo;Kim Yong-Do
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.56-63
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    • 2006
  • It is handled here in this paper, the orality and literacy of scenario, as a basic study for the expansional aspects of scenario at first. And next, it is grasped the specialness and potential energy of scenario checking various matter of Gutenberg Galaxy provided as a literal civilization. Further, basing on the former, various peculiarities of scenario have been linked to the digital storytelling of the internet basic and image writing of visual culture, and the various supporting schemes for new scenario format and creative circumstances in order to build the importance and the ranking of scenario have been presented in the era of the digital image contents. After all, the intention of this study particularly is to lay great emphasis on the supporting schemes and Scenario Galaxy such as a specialized graduate school and national story & scenario agency from a national point of view.

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A Study on Colors and Emotions of Video Contents -Focusing on depression scale through analysis of commercials

  • Lee, YeonWoo;Kim, MinCheol;Kim, Cheeyong
    • Journal of Multimedia Information System
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    • v.4 no.4
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    • pp.301-306
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    • 2017
  • This study is intended to analyze colors felt in TV commercials among video contents, to provide basic resources of color plan that can be applied to production of contents and to help acceptors to change their mood and to lower depression levels. Many studies have revealed the obvious correlation between depression and suicide, so the World Health Organization(WHO) recommends the importance of media by recognizing public that depression is a serious risk factor that leads to suicides and by asserting the necessity of establishing social environment for active treatment. Contents production companies have social and cultural responsibility to convey correct information and to make acceptors have positive emotions. If the result of colors that emotionally healthy people feel through this study is used for production of video contents, it will be helpful to lower the depression scale and to prevent and treat depression by providing visual comfort. In addition, it is expected to be used as an important basic resource for not only production of video contents but also color plan of industrial fields.

A Study on the Recovery of Sub-Syndromatic Depression in Chinese Students (중국인 유학생의 아증후군적 우울증 회복을 위한 방법 연구)

  • Ding, Xianyao;Lee, YeonWoo;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1425-1434
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    • 2021
  • Lately, the mental issues of Chinese worldwide understudies have become an unavoidable examination issue. As per important explores in different nations, the level of discouragement inclination of Chinese understudies has been on the ascent. This examination utilizes the Bread cook Wretchedness Scale II to test the psychological condition of 249 Chinese understudies concentrating in South Korea. The outcomes show that Chinese understudies in South Korea likewise have a specific level of mental issues. The extent has reached 34.5% of the absolute number of Chinese understudies in South Korea. This exploration investigates the current circumstance dependent on the review results, and directs a top to bottom examination of the attributes of worldwide understudies in Korea. Simultaneously, it is recommended that mental treatment can be utilized to work on their psychological state. Through the pertinent inquiries for grounds mental directing administrations, it obviously presents the issues that Chinese global understudies face in South Korean grounds mental guiding, just as the school's improvement measures. Simultaneously, this examination consolidates the media SNS social stage, investigates existing issues, and proposes how schools can adequately construct a SNS stage at the degree of mental advising, just as the adapting techniques and systems for Chinese understudies dealing with mental issues.

A Correlation Analysis of the Learning Status and Learning Medium of Korean Learners in Chinese Universities

  • Wang, Siyao;Lee, Yeon-Woo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.24 no.1
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    • pp.117-124
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    • 2021
  • Korean education in China began at Peking University in the 1950s. At present, The Korean language education in China has made remarkable progress in many aspects such as scale, scope, level and achievement. In addition, with the increasingly frequent economic and cultural exchanges or cooperation between China and South Korea and the increasing trend of internationalization, the prosperity of Korean wave culture and the sound development of China-South Korea relations, the country's demand for Korean language talents is increasing day by day. However, with the rise of Korean education in China in recent years, some hidden problems also surfaced. In this paper, the Korean language proficiency test(TOPIK) is used to evaluate the Korean language proficiency of Korean learners, and Chinese juniors are used to evaluate the Korean language proficiency. In addition, a questionnaire survey was conducted to analyze the learning media of Chinese Korean learners at the present stage, and the relationship between learning media and learning outcomes was concluded. At the same time, deficiencies and problems existed in Korean education in colleges and universities were proposed and their own ideas were put forward.

A Study on the Effectiveness of Video Advertisements Generated by Social Media Users: Centered on Video Content Type and Information Framework (소셜미디어 사용자가 만드는 동영상 광고효과에 관한 연구: 동영상 콘텐츠 유형 및 정보 프레임워크 중심으로)

  • Zhang, Ning;KIM, Chee-yong
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.103-113
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    • 2022
  • Based on the information framework and regulatory focus theory, this paper verifies the impact on the advertising effect when the matching effect forms between the video advertising content type (Information Type, Entertainment Type) and the information framework (Promotional, Prevention) and the regulatory focus (Promotion Orientation, Prevention Orientation) in social media. In order to verify, after selecting of the experimental subjects and finishing the prior investigation of the experimental operation, four video advertisements and formal experiments were performed. The experimental results showed that first, the content type affects the advertising effect of the video and the information framework; when the information video matches the preventive information framework, it will have a more obvious positive effect on the advertising effect; when the entertainment video matches the promotion information framework, it will have a more obvious positive effect on the advertising effect. Second, with the two matches of video content type and information framework, the entertainment-oriented video has a more obvious positive effect for the information-oriented video audience; the above results enrich user created content research and improve the quality and communication efficiency of video in social media.

The Influence of Internet Word of Mouth Information on Consumers' Purchase Intention in E-Commerce Live Broadcast (인터넷 구전 정보가 전자상거래 생방송에서 소비자 구매 의도에 미치는 영향)

  • Zou, ChangYun;Wang, ShuYi;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.335-344
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    • 2022
  • In recent years, Internet Word of Mouth (IWOM) as an important way for internet consumers to obtain product information, it has become a key factor influencing consumers purchase intention. However, does IWOM also affect consumers' willingness to buy in the E-commerce live broadcast environment? What online IWOM can make a difference? And how? This study establishes a theoretical model of the impact of IWOM on consumer purchase intention in Chinese E-commerce live broadcast. Questionnaire data were collected from 204 people through the internet, with the model and the hypotheses are tested by SPSS 21.0 software. The research results show that: Firstly, the influencing factors of IWOM in the E-commerce live broadcast are different from those in general E-commerce. Secondly, anchor traits, word of mouth quantity, and product involvement have a positive impact on consumers purchase intentions, but the strength of relationship, word of mouth quality and Word of mouth timeliness do not have significantly direct effect on consumers' purchase intentions. Finally, conclusion with theoretical references and practical suggestions for E-commerce live broadcast merchants that may enter the Chinese market.