• Title/Summary/Keyword: World University Games

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Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.328-333
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    • 2023
  • Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.

Analysis of Identity of Meta Game - A Focus on Games about Games - (메타 게임의 정체성 연구 - 게임에 대한 게임을 중심으로 -)

  • Kim, So-Yeon;Han, Hye-Won
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.99-108
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    • 2018
  • With the development of the game industry, 'games about games,' which examine the identity of game itself through a form of the game, emerged with a variety of shapes. Thus, this paper aims to suggest a definition, characteristics, and meaning of 'meta game.' Firstly, meta games strengthen the artificiality of the games and suggest procedurality through a form of the game play. Meta games also utilize the external context as a part of the games, and use the metaphor of 'labyrinth' to identify a feature of the game space. Furthermore, they emphasize intertextuality and prove that the fantasy and the reality can merge within the game world. In conclusion, meta games prove themselves to be independent expressional arts and experimental content, and suggest the potential for an alternative medium beyond formality.

Exploring of trends and understanding to apply Serious Games for education and training (Serious Games 활용을 위한 이해와 동향)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.107-118
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    • 2008
  • The world is changing fast from the information society to the knowledge society as the amount of knowledge exploded over through development of the information communication technology. Much efforts to use serious fames for students' learning is being made actively via international and domestic. It is expected that the results of this study would suggest how to utilize serious games in learning and training. The purpose of this study is to totally understanding of serious games that made to achieve educational goal based on specific character of game in which make flow, goal achievement, satisfaction. For this, introduce the game-based learning model to apply education and training, and trends development of serious games.

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A Study on the Adaptability of Shadow Puppet Elements to Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.102-107
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    • 2023
  • Chinese shadow puppetry is an ancient form of drama with a long history. Known as the "mother of Chinese folk opera", it has rich cultural connotations and artistic value. At the same time, as a classic video game genre, side-scrolling games have many loyal fans around the world. However, in recent years, some previous entertainment cultures such as shadow puppetry are slowly disappearing. In contrast, video games play an increasingly important role in people's entertainment. Combining Chinese traditional culture with video games can be a great way to promote the preservation of these cultures. By making traditional culture more accessible and engaging, developers can help to ensure that these cultures continue to be enjoyed by future generations.The side-scrolling game is a classic game type, and it has many similarities with shadow puppetry. This paper will analyze the similarities and differences between Chinese shadow puppetry and horizontal version games, and try to explore how to organically integrate the two, so as to promote the inheritance and development of traditional culture, and promote cultural innovation and the development of creative industries.

Game Transformation from Non-Augmented Reality to Augmented Reality

  • Tan, Chin-Tong;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • v.9 no.5
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    • pp.619-623
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    • 2011
  • The evolution of technology has lead gaming playable in augmented reality and more games are developed only for augmented reality. There are mainly no supportive reasons for game designed in non-augmented reality and transforms to augmented reality. Genre of game played in augmented reality is always one of the defined game genres. In this paper, transformation process and effects of mobile games to augmented reality is discussed. Augmented reality game is recommended for mobile devices due to its portability. Modification for mobile games transformation including way of game rendering, game controlling, camera view controlling and game environment design are discussed. User experience is affected after the game transformed to augmented reality because of the differences in game controlling. The presence of game in real world is increased due to the usage of actual view in game playing.

Environmental analysis and strategy to jointly host the 2027 Chungcheong Summer World University Games (2027 충청 하계세계대학경기대회 공동유치를 위한 환경분석 및 전략)

  • Lee, Jong-Hyun;Kim, Hwa-Ryong;Jeon, Sang-Wan
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.333-346
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    • 2022
  • This study proposes a strategy to attract visitors by analyzing the justification for hosting the 2027 Summer World University Games in Chungcheong, Korea, as well as by assessing the internal and external factors to promote regional development. Using Environmental Analysis as the diagnostic approach, we focus on strength/opportunity (SO), strength/threat (ST), weakness/opportunity (WO), and weakness/threat (WT) analyses. SO analysis show that a matching strategy of mid- to long-term cooperation among the four cities and provinces in Chungcheong and development of local sports by promoting its linkages to science, and industry offer best strategic use-value. ST analysis shows that optimal infrastructure development and establishment of competition management strategies in preparation for non-face-to-face engagement make balanced regional development possible. WO analysis shows the need for rearrangement and renovation of outdated sports facilities, development of programs linked to convergence sports tourism products, efficient and strategic attraction activities, and promoting sustainable development of bed town cities. WT analysis suggests that the imbalance in regional development due to expansion of sports facilities, insufficient cultural contents in tourism, and tourism demand fluctuation are potential problems. Follow-up studies can focus on deeper analysis of the possibility and attractiveness of hosting the Summer World University Games in Chungcheong, Korea using qualitative methods such as focus group interviews and in-depth interviews with stakeholders and local residents.

A Comparative Study on Behavior-based Agent Control for Computer Games

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.37-45
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    • 2002
  • Computer games could be regarded as simulation of the real world. Control problems of software agents have long been studied in the field of Artificial Intelligence (AI), resulting in giving a birth to the behavior-based approach. three main approaches might be categorized out of the history of AI study. First, Cognitivists propose that intelligence could be represented and manipulated in terms of symbols. Second, Connectionists claim that symbols could not be isolated but they are embedded in the body structure. Third, the behavior-based approach is an approach to AI which suggests that intelligence is dynamic property that exists nowhere but emerges in the relationship of an agent and the world including observers while the agent performs behavior. This paper explains and compares the three approaches to AI, then discusses the plausibility of the behavior-based approach and problems. Finally, this paper proposes application of behavior-based approach to computer games in terms of agent control.

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Prediction model analysis of 2010 South Africa World Cup (2010 남아공 월드컵 축구 예측모형 분석)

  • Hong, Chong-Sun;Jung, Min-Sub;Lee, Jae-Hyoung
    • Journal of the Korean Data and Information Science Society
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    • v.21 no.6
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    • pp.1137-1146
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    • 2010
  • There are a lot of methods to predict the result of a game and many forecasting researches have been studied. Among many methods, if a statistical model including some realistic random variables is used to forecast, more accurate prediction could be expected than any others. In this work, Bradley-Terry model is considered to predict results of 2010 South Africa World Cup games via paired comparison method. This prediction model includes some random variables which affect the results of games. The worth parameters for each country in this model are convergence values obtained by using Newton-Raphson algorithm. With this model, we can forecast top 16 among 32 countries and up to who will win the victory. Final results of 2010 South Africa World Cup games are compared with this prediction and discuss further works.

An Overview of Using Serious Games for the Effective Development in Health and Medicine (보건 의료용 기능성 게임의 효과적 개발 방향 연구)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.73-90
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    • 2013
  • Serious games allow learners to experience situations that are impossible in the real world for various purposes. To date the major applications of serious games include military, government, education, corporate and healthcare applications. This paper aims to provide an overview of the applications of serious games for various health-related purposes, particularly for Health and Medicine education, health risk prevention, behavioral intervention, and disease self-management. These games identified numerous papers reporting empirical evidence about the impacts and outcomes. There is potential promise for serious games to improve health outcomes. We discuss implications of using serious games for health-related purposes and future direction for research in this area.

A Case Study on World of Warcraft Storytelling's Positive Emotion-inducing Effects (World of Warcraft의 정서유발스토리텔링 사례연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.97-106
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    • 2015
  • Game is the latest type of Gesamtkunstwerk encompassing humanistic and engineering creativity. Nevertheless, Korea's game industry faces a crisis. The purpose of this study is to consider positive emotion-inducing effects as a way to deal with it. Among others, storytelling of , one of the most representative MMORPG games in the world, was selected for the study on various positive emotion-inducing effects. In the story of , the view of the world, characters and incidents are vital to the game and the study is focused on their emotion-inducing effects among the users based on actual examples. As a result, it was confirmed that the positive emotion-inducing storytelling would provide a possibility to reduce negative sentiment towards games, address crisis Korea's game industry faces, and interact with gamers in a positive direction.