• Title/Summary/Keyword: Genre Differentiation

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A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania' (디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로-)

  • Ahn, Jin Kyoung
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.51-59
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    • 2018
  • The purpose of this study is to analyze genre differentiation in digital games and examine the changing characteristics of core genre elements. Especially this study focuses on the aspect that how players recognize genre differentiation based on the conceptual blending theory. The evolution of the genre does not end with decline or extinction. The genre keeps being divided into sub-genres through partial use of genre elements. The differentiation of the genre results from the principle of frame confrontation or expansion with a parent genre. Rogue-like games are differentiated from Role-playing games by frame conflict, while Metroidvania games are differentiated from Platform adventure games by frame expansion. In the former case, the core genre elements are independent and easily combined with other genres. For example, the core mechanism of Rogue-like genre like 'perma-death' or 'procedural generation' has a decisive effect on the differentiation of the game experience become an independent genre element. In the latter case of Metroidvania, the core genre elements strongly reveals context dependency and are difficult to use outside the genre convention. The core mechanism of Metroidvania is 'backtracking' in the labyrinth style map, but it could be effective genre element within the specific context like side-scrolling action-platformer.

The Study of Genre Differentiation in Korea Film Market (국내 극장용 영화 시장에서의 장르 차별화에 관한 연구)

  • Joung, Won-Jo;Cho, Eun-Ki
    • Korean journal of communication and information
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    • v.51
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    • pp.47-64
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    • 2010
  • Korea film market is heterogeneously divided market that comes from competition between Korean movies and foreign imported movies. This research empirically analyzes genre differentiation in Korean film market with three dimensions (film audience preference, production and import, box office hit). The results indicate that, first, audiences who preferring Korean movie preferred 'cultural factor oriented genres', but audiences who preferring foreign movie preferred 'high budget oriented genres'. Second, imported foreign movie genre distribution was little bit different with box office hit genre of foreign movies. Foreign movie was imported not only hit genre (action genre) but also low cost genre (comedy and Drama/melodrama genre), but most of all Korean film was produced in box office hit genres (comedy and Drama/melodrama genre), third, Korean movies hit a box office in comedy and Drama/melodrama genre, but foreign movies hit a box office in action and SF/Fantasy genre. Those results show that Korea movies' genres are concentrated very much in cultural factor oriented genre. Those results can give implication of diversity policy and movie production strategy of Korea film market.

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An Integrated Study on Determinants of Performance in Korean Film Industry (한국영화의 흥행성과 결정요인에 관한 통합적 연구)

  • Limb, Seong-Joon;Kim, Joo-Soo
    • Knowledge Management Research
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    • v.12 no.3
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    • pp.1-25
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    • 2011
  • This research empirically examined the determinants of competitive advantages and performance of Korean film industry from 1996 to 2003 over a sample of 396 movies. Especially, the effects of knowledge-based resources, social capital, product differentiation strategy, and market entry strategy on a film performance were hypothesized and empirically tested. Findings of this study are as follows; First, confirming the importance of knowledge-based resources in film industry, both the superior business track records of producers and the superior artistic track records of directors and actors had positive effects on film performance. Second, supporting social capital hypotheses, while the strong ties between directors and producers had positive effects, the strong ties between directors and actors had negative effects on film performance. Third, confirming the importance of product differentiation strategy, genre differentiation against competing films had positive effects on film performance. Finally, confirming the importance of market entry timing, the number of competing films released following a film opening within a week had negative effects on film performance. The findings of this research suggest that producers, directors, and actors are not only the critical knowledge-based resources to create competitive advantages indeed, but the pattern of relationships among them also systematically influences the film performance. Moreover, it is suggested that film performance may be improved by the proper genre differentiation and opening day selection.

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The Gender Division of Housework in the Choson Period as Expressed in Genre Painting (조선시대 가사노동의 성별분업: 풍속화 분석을 중심으로)

  • Kim, Sung-Hee;Lee, Ki-Young
    • Journal of Family Resource Management and Policy Review
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    • v.11 no.3
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    • pp.1-21
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    • 2007
  • The purpose of this study is to investigate the gender division of housework in the Choson period. The gender division in the Choson period has been considered as discriminative because women had to remain indoors and were excluded in social works. But in fact the Confucian idea, which regulated the relation between women and men, emphasized the gender difference and not gender discrimination. Actually it can be seen in genre painting of Choson period that women and men worked complimentarily indoors. So this article intends to explore the possibilities of the new analysis of the traditional gender division of housework by reviewing the paintings. As the results indicate, men in the Choson period were involved in some housework, in contrast to the common idea that they maintained their authority by not participating housework. There is also some evidence that gender division benefited women to protect their own productive territory or to satisfy their needs. So it is suggested that gender division in the Choson period should be considered as a source of power as well as a disadvantage to women. Forth, the employed mens' reemployment decision was affected from their household income, expected income after retirement, pension ownership, and attitude toward retirement. From the findings, it can be concluded that the employed mens' age, economic status, and attitude toward retirement played a important role in the process of retirement and reemployment decision making.

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Conjoint Analysis of Online Content : A Case of Video on Demand Service (온라인 콘텐츠의 컨조인트 분석 : Video on Demand 서비스 사례를 중심으로)

  • Lee, Jung-Woo;Lee, Moon-Kyu;Choi, Hong-Joon
    • The Journal of Society for e-Business Studies
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    • v.12 no.4
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    • pp.85-98
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    • 2007
  • This study uses conjoint analysis technique to calculate relative importance of each attribute of a specific online content: video-on-demand (VoD) services of TV soap operas. A series of interviews were conducted to identify and derive critical attributes for VoD services. Conjoint instrument was constructed using attributes identified and administered among actual viewers. Price, genre, additional service, and actors were found to be the most highly valued attributes of the VoD services. While price was the most valued attribute for female viewers, it was genre for male viewers. The result suggests that these attribute differentiation would lead to more profitable pricing scheme, and development of additional services may be critical for online content business' success.

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The Survival of Paid Broadcasting Channels in Korea, 1993-2010

  • Kwak, Kyu Tae;Song, Kyung Hee;Park, Soo Kyung;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.2
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    • pp.547-566
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    • 2014
  • This study investigates the decisive factors affecting the survival or collapse of cable networks in the Korean paid broadcasting market from 1993 to 2010. The effects of performance variables discussed in previous studies were verified through survival analyses. According to the results, the most influential factors in the survival of cable networks were horizontal integration (MPP), channel genre, the scheduling of HDTV content, and the proportion of access program scheduling. These findings imply that the differentiation strategy of content suppliers is the most decisive factor among all business performance-related factors. Specifically, the content supply power and strategy of the program provider (PP) have the greatest influence on cable network viability. The present study is meaningful as the first attempt to establish the performance of PPs in Korean pay broadcasting markets through the viewpoint of organizational mortality. Accordingly, the present study can supplement the results of cross-sectional studies conducted with smaller samples.

Adaptive Strategy Game Engine Using Non-monotonic Reasoning and Inductive Machine Learning (비단조 추론과 귀납적 기계학습 기반 적응형 전략 게임 엔진)

  • Kim, Je-Min;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.83-90
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    • 2004
  • Strategic games are missing special qualities of genre these days. Game engines neither reason about behaviors of computer objects nor have learning ability that can prepare countermeasure in variously command user's strategy. This paper suggests a strategic game engine that applies non-monotonic reasoning and inductive machine learning. The engine emphasizes three components -“user behavior monitor”to abstract user's objects behavior,“learning engine”to learn user's strategy,“behavior display handler”to reflect abstracted behavior of computer objects on game. Especially, this paper proposes two layered-structure to apply non-monotonic reasoning and inductive learning to make behaviors of computer objects that learns strategy behaviors of user objects exactly, and corresponds in user's objects. The engine decides actions and strategies of computer objects with created information through inductive learning. Main contribution of this paper is that computer objects command excellent strategies and reveal differentiation with behavior of existing computer objects to apply non-monotonic reasoning and inductive machine learning.

An analysis of the Spatial Narrative of the Film Parasite (영화 <기생충>의 공간서사 분석)

  • Fang, Xiao
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.41-49
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    • 2020
  • Narrative activities are closely related to the space where human beings live and their awareness of space. In the film Parasite (2019), Director Bong Joon-ho demonstrated his unique insights into the spatial layout of the city. He not only built opposing up and down spaces with clear differentiation of distinct classes, but also conducted complex and smooth narratives in space. Bong Joon-ho used realism to express differences and some unresolvable contradictions between the classes in capitalist society by showing the daily lives of people living in different spaces. This present research focuses on Bong Joon-ho's spatial narrative in the film Parasite, hoping to observe the relationship between characters and between social classes, further exploring Director Bong Joon-ho's spatial narrative awareness and his film creation style. The research reveals that space, an important element of film narrative, has been paid attention to in the film Parasite and space is the narrative's foundation in this film. The narrative of film space is not limited to physical space but also refers to the relationship between characters and the society in which they live, showing metaphorical significance. This film transcends a genre film, portraying the changes of social classes in the development of the society. The film as a whole is one combining ideology and artistry. Every viewer can feel resonated from this film and understand the thought-provoking social situation.

The Effects of Consumer Value Cognition on Benefits and Attributes of Culture-Art Products (문화예술상품 소비자의 가치인식이 추구혜택과 상품속성에 미치는 영향)

  • Shin, Eun Joo;Rhee, Young Sun
    • Asia Marketing Journal
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    • v.14 no.2
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    • pp.177-207
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    • 2012
  • Today's consumers perceive consumption as a representation of themselves. It is not simply an act that fulfills a consumer's physical and practical needs. Even in terms of life quality, consumers increasingly want to achieve an emotional and sensible experience through consumption. Consumers now make decisions based on their need to express their position in relation to other people, pursue emotional satisfaction, and try to improve the quality of life. Culture-art products that meet such internal and external demands of consumers have made significant improvements in both quantity and quality, because of the social interest and policy support. The recognition of personal and social values of culture and arts has brought about interest in and need for culture-art products. Businesses have agilely embraced such change and actively implemented various marketing strategies utilizing culture and arts. For example, businesses began to sponsor artists who produce culture-art products while building facilities for cultural and art performances or exhibitions. Businesses have also provided performances and exhibitions free-of-charge or at affordable prices. As a result, the supply in the market has started to exceed its demand as is often the case in many of other markets. However, such imbalance has occurred not because of over-supply but because of a lack of demand. Given these circumstances, the government and culture and art related organizations, which had mainly concentrated on the supply side, started to recognize the importance of creating personal and social values in culture and arts. As a result, the government and various organizations are now creating various strategies that include policy measures to achieve their new found goal. Unfortunately however, such efforts are not meeting the expectations. Focusing on above-mentioned circumstances and problems, this study aims to find measures to create demand for culture-art products in the internal conditions of those who consume culture-art products. In other words, given that the demand for culture-art products has not increased despite all external conditions to encourage consumption, this study aims to find the reasons in consumers' value judgment on culture-art products. Though there were recent studies on culture-art products that applied consumer behavior on marketing theories, most of them focused on peripheral aspects such as people's motivation for or satisfaction from watching culture-art events. Hence, there is a need to understand what kind of value consumers perceive from culture-art products and how such value cognition leads to consumption in a comprehensive manner. This study acts as follow-up to a separate study entitled "Qualitative Study about Value Cognition and Benefits of Consumer on Culture-Art Products". The current study aims to extend practical implications that enhance the effectiveness of marketing strategies among the producing and policy agencies in the industry. The purpose of this study is to investigate dimensions of value cognition, benefits and attributes of culture-art products, and identify the effects of consumer value cognition on benefits and attributes. The questionnaire was developed based on the conceptual structure of qualitative research and previous researches. It was composed of value cognition, benefits, attributes of culture-art products and demographic variables. This survey was conducted on-line and off-line among a total of 662 persons ranging from their teens to their 50's who were living in Seoul, Gyeonggi-do, various metropolitan cities, and small and medium-sized cities. The data collected was analyzed by factor analysis and path analysis using SPSS WIN 18.0 and AMOS 16.0. This empirical study found that the dimensions of value cognition of culture-art products were categorized into personal goods, aesthetic goods and public property. This shows that the consumers perceive culture-art products as products that are worthy enough to pay the costs not just for personal benefits but also for their social values. Also the formation of value cognition for culture-art products requires special conditions unlike that for physical consumer goods and services, which simply require marketing stimuli. The dimensions of benefits pursued by consuming culture-art products were found to be composed of four types - pursuit of aesthetic benefits, pursuit of actual benefits, pursuit of emotional benefits, and pursuit of conspicuous character. This result implies that people consume culture-art products not just to pursue pleasure from emotional and intelligent satisfaction as well as social relations, but also to seek the needs and benefits embodied at a social level. The dimensions of attributes of culture-art products had seven different factors, - environmental, price, evaluation, people, artwork, composition, and personal relations - which is plentiful. This is because the attributes of culture-art products are very complicated compared to other consumer goods or services. Since culture-art products include not just cultural or artistic works but also all physical, human, environmental, and systemic elements of the products in a comprehensive manner, consumers perceive everything they experience in the process of consuming culture-art products as part of the products. The dimensions of value cognition was found to affect attributes of the products, mostly using pursued benefits as a mediating factors. This result is consistent with the result of qualitative research, and proves that applying the means-end chain theory in the reverse direction is reasonable. The result can be interpreted that consumers' value cognitions for culture-art products turns into actual benefits leading to consumers' decisions. Furthermore, this result reveals that when consumers choose culture-art products, they take into account the attributes of culture-art products depending on the benefits they pursue. These results confirm that despite their conceptual and abstract attributes, culture-art products have values that contribute to actual benefits for individual consumers and society. Hence, value cognition generates benefits to be pursued and this in turn affects the consumers' choices of attributes on products. Based on the conceptual structure of consumers' value cognitions on culture-art products and its dimensions, it is possible to find detailed methods to provide opportunities for education and training to form and reinforce positive value cognition on culture-art products. And through those methods, it will be possible to develop attributes of culture-art products according to the dimensions of pursued benefits, and allow conceptual products become the subject to valuable consumption in real life. These results provide theoretical understanding of consumer behavior in culture marketing and useful information to culture-art producers, companies that use culture and art, and government agencies that use culture-art as a mean to improve the public perception of quality of life. As a follow up on this study, there should be experimental studies that can develop criteria visualizing the demands of consumers who purchase culture-art products and identify their detailed attributes. Studies that compare characteristics of different areas within the culture-art product category and in-depth studies on a specific area or genre will also be needed. In order to develop marketing strategies for culture-art products, studies on the formation and reinforcement of positive value cognition on culture-art products and education for the development of consumer demand as well as on the development and differentiation of attributes of culture-art products depending on types of consumer groups should also follow.

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