• Title/Summary/Keyword: Music Game

Search Result 119, Processing Time 0.023 seconds

A Study on the Location of Game-themed Music by PC Game Genre : Focusing on types of music, structural elements of music, and images (PC게임 장르에 따른 게임 테마음악의 위치화 연구 : 음악종류, 음악의 구조적 요소, 이미지를 중심으로)

  • Park, Kwan-Ik;Hwang, Kyung-Ho;Lee, Hyung-Seok
    • Journal of Korea Game Society
    • /
    • v.20 no.2
    • /
    • pp.75-90
    • /
    • 2020
  • The purpose of this study is to identify the functional role of music, which is one of the main elements that make up PC games. To this end, theme music by genre of PC game was divided through analysis and then the relationship between variables was analyzed by visually positioning the distance between 'music type', 'structural element of music' and 'image' using multiple correspondence matching analysis. As a result, it was confirmed that there was a difference in location between the types of music by game genre, the structural elements of music, and the characteristics of the image.

Rhythm Game Design for Effective Music Education (리듬게임을 활용한 효과적인 음악교육 게임 제작)

  • Park, Seung-Ie;Kihl, Tae-Suk
    • Journal of Korea Game Society
    • /
    • v.12 no.1
    • /
    • pp.33-42
    • /
    • 2012
  • This study is intended to design a rhythm game improving the student's capacity to learn and appreciate music. This game was tested in the music classes of an elementary school. The note patterns reflecting melody affected the perception of pitch, duration, and loudness of the music. This study also presented that the factor influencing students' immersion in music and learning music was the multi-sense of sight, hearing, and touch.

A music psychological study on the changing elements of music through analysis of Street Fighter II's Character Background Music (스트리트 파이터 2의 캐릭터 배경음악의 분석을 통한 음악의 변화 요소에 관한 음악심리학적 연구)

  • Kim, Byung-Hyun
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.103-112
    • /
    • 2017
  • Street fighter II is a game that played an innovative role in the genre of fighting games in the 1990s. There are many elements that this game has played, but I would like to describe the character's background music. Is terms of sound, it is an excellent game with theme music suitable for twelve characters and voice that comes out when using each character's technique. Street Fighter II shows different patterns of background music depending on the charcater's fitness. I analyze it in harmonical way and try to study it form the perspective of music psychology.

Music Generation Method by DNA as a Game Background Music (DNA염기배열에 의한 게임 배경 음악 생성방법)

  • Park, Young-B.;Hwang, Cheol-Ho
    • Journal of Korea Game Society
    • /
    • v.1 no.1
    • /
    • pp.88-93
    • /
    • 2001
  • It is getting easier to make copy of Digital Media. And, illegal copy of digital media causes an infringement of copyright. As a result, it is getting hard to find good game background music. In this study, Auto music generation method by DNA is proposed. Through this method, the game background music can be provided very easily. Since thousands forms of DNA have been found already, we can have thousands of game background music through this method.

  • PDF

A Study of the Changes of Game Music (게임음악의 변천에 대한 고찰)

  • Lee, Jeong-Hyeok
    • Journal of Korea Game Society
    • /
    • v.12 no.1
    • /
    • pp.103-111
    • /
    • 2012
  • Games in 1970s have used the savings of analog wavelength as in music and the like on hardwares of small cassette, gramophone, and the like. Due to these configuration elements, durability has to be declined so much. In the event of using the music on the video game, more affordable method is to use the computer chip to convert the analog sound into the computer code to convert into the electric wavelength to send to the speaker. The sound effect of the game is generated in this method. The technical limit has been gradually overcome to grant more freedom to the composers and the sound track pre-recorded on the optic disc and the like has emerged. The game developers of today have made several attempts on the technology to produce the game music. This study has contemplated the process of advancement in the change of game music production with the influence on technology and business.

A case study of Abusing of Game Technology License - The Konami's Music Game Licence Lawsuit Approach - (게임 기술 특허 남용에 대한 사례연구 -코나미사의 음악게임 특허 소송 사례를 중심으로-)

  • Jeon, Hong Sik;Koh, Chan
    • Journal of Digital Convergence
    • /
    • v.12 no.1
    • /
    • pp.81-88
    • /
    • 2014
  • The patent right is that creators are received the right of monopoly for supporting their creation work perseveringly but sometimes it causes infringement of freedom of creation. In this study, we examine the patent of music game in arcade game field and also examine Konami's, which is a main producer in this field, institutes many lawsuits repeatedly. It brought on diversion of rivals and depression of game market. We examine the abuse of music game patent through the case of Konami. We examine the negative influence through all music game market that creativity blocked by repetitive patent lawsuit institutes from little change of operation device and music game hardware even though it is reasonable for guarantee of new technology patent in game field which is a idea industry. We examine the lawsuit cases of abuse of music game patent in Korea, China and Japan and we analyze market change through the cases. We recommend policy for this industry development.

The Relationship between ADHD Traits and Game Addiction among High School Students: Focused on Mediating Effect of Hardiness and Emotional Use of Music (고등학생의 ADHD성향과 게임중독 간의 관계: 강인성과 정서적 음악사용의 매개효과를 중심으로)

  • Park, Alexander
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.8
    • /
    • pp.571-579
    • /
    • 2021
  • This study aims to identify the relationship between ADHD trait and game addiction among high school students, and to examine the double mediating model of hardiness and emotional use of music on that relationship. Participants were 254 male and female high school students. World Health Organization ADHD Self-Report Scale, Short Form of Hardiness Questionnaire, Use of Music Inventory, and Internet Gaming Use-Elicited Symptom Screen were used for this study. PROCESS Macro 3.5 Model 6 was used to analyse a double mediating effect. Results revealed that ADHD trait was negatively correlated with hardiness of high school students, and positively correlated with emotional use of music and game addiction. And, hardiness of high school students was positively correlated with emotional use of music and negatively correlated with game addiction, whereas emotional use of music was negatively correlated with game addiction. It was found that hardiness and emotional use of music were sequentially mediating ADHD trait and game addiction among high school students. These findings suggest that hardiness and emotional use of music play some special roles in the path in which adolescents' ADHD trait affects game addiction.

An Effect of the Prefrontal Lobe Influenced by Game Music Mixed with White Noise (백색잡음을 혼합한 게임음악이 전전두엽에 미치는 영향)

  • Choi, Jong-Yun;Rhee, Dae-Woong
    • Journal of Korea Game Society
    • /
    • v.11 no.6
    • /
    • pp.3-11
    • /
    • 2011
  • The sound of digital media would be able to perform communication by stimulating body's senses. Because the sound stimuli could arouse a person into the physiological excitement and sensitivity, which appear as the changes of heartbeat, blood pressure, brain waves(EEG) signals. In this paper, we would like to examine whether the game music mixed with relaxing white noises has an effect to relax game player or not through the EEG changes of game players. For the experiment, we divided game players into group A that plays game while hearing game music mixed with white noises, and group B that plays game while hearing game music not mixed. And we measured the EEG changes of the prefrontal lobe between two groups. The result shows that the game music mixed with white noises has an relaxing effect for the left brain, but fall short of the expectations for the right brain. It would be a basic research which will contribute to the development of serious games for psychotherapy using relaxing white noises.

Serious Game for Experience of Music Performance (연주체험 기능성 게임)

  • Jung, ChanYong;Kang, Nawon
    • Journal of Korea Game Society
    • /
    • v.15 no.2
    • /
    • pp.115-122
    • /
    • 2015
  • In this paper we propose a serious game for experience of music performance, which allows users to readily enjoy musical playing, even if the player has little or no experience in playing musical instruments. This game makes it easier for users to correctly perform given melodies along with standard performance, using a score-adjusting algorithm that can cope with the particular errors commonly made by beginners. This music performance is achieved by the agent to interpret the gestural sign of the user. We understands the interaction of the user and the agent as a communication model from the Peircean Semiotic perspectives.

A Research of Learning Assessment, Learning Flow, Learning Satisfaction of Elementary School Music Classes Utilizing Rhythm Action Game based on the Smart Device (스마트 디바이스 기반 리듬액션 게임을 활용한 초등학교 음악 감상수업에서의 학습 평가, 학습 몰입, 학습 만족 연구)

  • Kwak, So-Jung;Kihl, Tae-Suk
    • Journal of Korea Game Society
    • /
    • v.12 no.1
    • /
    • pp.113-122
    • /
    • 2012
  • This study is focused on the effect and satisfaction of Education of Music Appreciation by utilizing music game. In order to come up with the result, the study has conducted an experimental comparison using 107 male and female 4th grade students at G-elementary school in Gyeonggi-do. As a result, the class that teaches with the game has relatively higher learning assessment, study involvement and in particular, has a significantly increased satisfaction level than the class that only uses music appreciation. In addition, it analyzes that study involvement and satisfaction has an effect on learning assessment. The results of this research deemed to contribute direction of planning on learning contents by applying Smart Devices in regular school classes.