• Title/Summary/Keyword: Perspective of Game

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A study on game narratives in a structuralism mythologic perspective (게임 서사에 대한 구조주의 신화론적 고찰)

  • Kim, Dae-Jin
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.3-14
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    • 2009
  • This study examines how game narratives are analyzed in a structuralism mythology and make theoretical bases which can explain game narratives, and finds out the meaning of myths in game narratives. Many studies on the relationship between games and myth have been researched. However, these are meaningful in terms of how myths are reflected on narratives as a hero narrative. This article investigated the relationships between game narratives and the theories of Levi-Strauss and Gilbert Durand who are structuralism mythologists. As a result, restructuring and synchronicity on the structuralism mythology can explain game narratives which are different from written language narrative, and myth, a spoken literature, is meaningful in that it restructures the forgotten orality in game narratives.

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Quality of Life, Motivations and Effects of Online Game Playing among Adolescents (청소년의 삶의 질과 온라인 게임 이용동기 및 결과에 관한 연구)

  • Sung, Yun Sook
    • Korean Journal of Child Studies
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    • v.24 no.2
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    • pp.93-108
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    • 2003
  • This study aimed at understanding motivations and effects of online game playing of adolescents related to quality of life. The field survey was administered to 836 $4^{th}-12^{th}$ grade students in their classrooms. Findings showed that the 5 critical motivations for playing online games were : attraction to the game characters, entertainment, avoidance, loneliness, and killing-time. Motivations differed by sex and grade in school. Quality of life was related to the motivations for online game playing and to the feelings of satisfaction obtained after playing online games. Implications of these findings were discussed from the perspective of policy for the information welfare of adolescents.

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A Study on Typology and Narrative function of NPC in MMORPG (MMORPG의 NPC유형에 따른 서사적 기능 연구)

  • Han, Hye-Won;Son, Hyeong-Jeon
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.53-66
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    • 2009
  • The purpose of this study is to show typology of Non Player Character(NPCs) and to look out what narrative functions of NPCs are served in Massively Multi-player Online Role-Playing Game(MMORPG). As the relationship with player characters and the propensity of actions, NPCs are classified 4types; passive helper, active helper, passive antagonist, active antagonist. Each type performs different functions of game narrative. Especially passive helper functions as a essential glue of movement in game world and makes the chain of quest narratives. Active antagonist functions as the cause of space perspective and creates dramatic effect of game narrative. Those functions make spacial, dimensional and extensible game narrative.

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A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan - (메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 -)

  • Lim, SangGuk
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.852-865
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    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.

Study on development of the game content based on the Android (안드로이드를 기반으로 하는 게임 콘텐츠 개발에 대한 연구)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.17 no.2
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    • pp.105-109
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    • 2016
  • This paper is to review from a developer's perspective about the relationship between game development and the convergence of several disciplines during the game development. As the popularity of smart phones is accelerating mobile gaming it is becoming an area where various types of games that appeal to all ages of users. In this study, the production of a new genre of mobile games that can be enjoyed by all ages apart an existing generalized game and will be described an experience for them. The games built on the game plan, the planning information through the process of creating the actual game. At the same time, it studies on the relationship between each process by several studies.

To Explore the Direction of Development of China's Online Game Industry - Take China Joy as an Example (중국 온라인 게임 산업 발전 방향 모색 - 중국게임쇼 'China joy'사례를 중심으로)

  • Shao, Lei;Sun, Feng;Lee, Jang-Won;Yoon, Joon-Sung;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.69-78
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    • 2011
  • 2010, the China's online game industry has developed more than ten years. With the fast development of the China's online game industry, the china joy came into true in 2004. After 7 years of development China Joy has become Asia's largest exhibition game. The paper which from the china joy perspective compare and analyze the development process of china joy with the other two related exhibition E3 and TGS. The paper also select 6 important indicators to evaluate the china joy 1) the absolute number of the audiences from the show2) the number of the international visitors 3) the number of participating companies and corporate types4) the number of exhibitors and online game product quality5) the contents of the show 6) the international influence. From this perspective, the paper tries to figure out the status of the China's online game industry in the world online game industry. And after analysis 6 indicators we can make a conclusion of the international status of China joy and international influence. It also tries to find out the main problems in China's online game industry.

Development of Puzzle Game Contents combining Tangram and Tetris Blocks (칠교놀이와 테트리스 블록을 융합한 퍼즐게임 콘텐츠 개발)

  • Lee, Jun- Hyeok;Jin, Hwa-Su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.364-365
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    • 2021
  • In this paper, we study and develop content for a puzzle game that can be enjoyed lightly with appropriate rules us ing Chilgyo-Nori blocks and Tetris blocks. We plan and develop puzzle games with low entry barriers and high revisit rates from the perspective of client indie game developers who are away from mass-produced games that additionally r equire specific items in a specific game section by focusing on the commercialization of game contents. The implement ed game promotes the creativity of users based on the possibility of creating more 2D designs than the existing Chilgy o-nori by using the Tetris block and the Chilgyo-nori block at the same time.

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Reconsideration on the Agglomeration Factors of Cultural Industries

  • Hanzawa, Seiji
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.375-388
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    • 2008
  • The early studies on the cultural industries had mainly emphasized the viewpoint of "efficiency" based on the "flexible specialization" theory, but they have gradually shed light on the viewpoint of "creativity": creative human resources and various networks generating creative energies. Despite the importance of these studies, it is impossible to explain every cultural industrial agglomeration phenomena from specific and few viewpoints due to the diversity of each cultural industry. This study describes the dissimilarity of agglomeration factors between the Japanese animation and home video game industries which form salient agglomeration in the same region. Both industries share similar characteristics with industrial agglomeration of SMEs in Tokyo and close inter-firm relationships. However, they differ in their historical development paths and each firm's behavior and strategy because of their own distribution systems and production processes. In particular, the difference in distribution systems clearly affects whether a company values "efficiency" factors of agglomeration advantage or "creativity" factors of that in case of locational choice. The distribution sector of the cultural industry, compared with the production sector, has a tendency to value profitability rather than creation itself. Therefore, a cultural industry with the strong distribution sector tends to form the industrial system emphasizing profitability. The Japanese animation firm is apt to choose its location from the perspective of efficiency, which easily contributes to profitability, because television broadcasting stations are strong distribution sector. Conversely, the Japanese game firm chooses its location from the perspective of creativity due to the absence of strong distribution sector.

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Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory (폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구)

  • Jeong, Eui-Jun;Biocca, Frank A.;Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.127-142
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    • 2011
  • This study examined if realistic cues of violence - blood color (red), sound cues (screams of pain), and perspective (first-person) - influence user arousal, feeling of presence, and their memory for the game events and positions with personal experience of games. The relationship between arousal and presence was also analyzed with their effects on memory in a 3D modified shooter game (CounterStrike). Results indicated that both realism cues of violence increased the player's arousal regardless of the user's level of game experience, and the arousal had a significant relationship with engagement by affecting presence strongly. Especially, engagement (a sub-factor of presence) was stronger than other variables in explaining the memory effect, and it mediated the effect between arousal and memory. However, the first-person perspective did not show any significant effect on arousal, and had a negative effect on engagement.

Service model strategy for the Promoting of game industry (게임 산업 육성을 위한 서비스모델 전략)

  • Kwon, Hyeog-In;Park, Jeoung-Eun;Joo, Hi-Yeob;Choi, Yong-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.4
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    • pp.1589-1596
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    • 2011
  • Through the convergence of the games industry value creation is possible regions. It typically appears as a Serious Game. Education, medical, defense such as industry and convergence are creating greater added value. The government also identified the importance of the games industry, and the budget set, game development, support business, human resources development policy, along with business and industry to industry to solve the social problems of regulatory policy and operations are being announced. However, by accessing it from a different perspective on the continued growth of the industry's problems is thought to act as. Thus, policymakers in government positions and in fact industry to conduct business in the private sector to reflect both the position of the design of a new development approach is needed. In this study examines the current game industry development policies, as well as activities at corporate level and industry level, the activities of national at the same time that the service should consider using a model with an integrated perspective of the games industry development policy is proposed.