• Title/Summary/Keyword: digital games

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Classifying Digital Game Genres (게임 장르의 유형화)

  • Lee, Sul-Hi;Kwon, Min-Seok
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.3-14
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    • 2008
  • Classifying digital games' genres is quite ambiguous work, as they have been using other media's genre classification such as film genre. Therefore this paper tries to propose a new way of classifying genres of digital games. There are two kinds of approaches to digital games genres: one is based on gamers' activities and the other is on game text. The former turned out to be limitative because the meanings of gamers' activities are sometimes overlapped and this overlapping causes lack of objectivity in deciding which activity belongs to which genre. On the other hand, the latter is comparatively clear and accurate as it is based on what a game text provides. After all. a new classification of digital games based on game text makes total of 7 digital game types, which are Physical obstacles, Mainly Physical & partially intellectual obstacles, Intellectual obstacles, Mainly intellectual & partially physical obstacles, Self-supporting games, Confronting games, Ranking games, and each type has its own convention and characteristics.

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An Exploratory Study on the Classification of Digital Game Genre based on the Degree of Interactivity (상호작용성 정도에 따른 게임 장르 유형의 탐색적 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.39-49
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    • 2010
  • The fundamental characteristic that digital games have is interactivity. Digital games need to be systematically categorized so that similarities and differences can be identified and analyzed. Research in the past, however, has not established common criteria for categorizing digital games. This paper resolves that gap by identifying the fundamental characteristic of games, interactivity, and develops a conceptual framework consisting of primary and corresponding participants, and controlling characters. Through an empirical analysis on some digital games, this study shows that the framework could be comprehensive covering all of interactivity during the game. Future research topics are presented based on this framework.

A Study on Montage and Expression Styles in Cut-scenes of Mobile Game (모바일 게임 컷신의 몽타주와 표현 양식 연구)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.55-62
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    • 2017
  • The background of this study is the trend in which the genres of mobile games are becoming diverse based on advanced smart devices. However, since cut-scenes are still being regarded as somewhat unnecessary elements in digital games, this study seeks to suggest the functions and range of uses of cut-scenes. The scope of this study is to make classifications for the range of uses of cut-scenes in commercialized mobile games according to the genre, and investigate the characteristics of visual expression to create a frame for communicative styles of mobile games. The result of study was that different styles were identified regarding the use of cut-scenes in mobile games just as in existing digital games, however diverse attempts are not yet being made as in early digital games. Future study needs to be carried out on communication styles that match the characteristics of mobile game platforms, in which a module that can be applied in the introduction of a new platform is required.

A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

A Study Based on Alienation Theory to Analyze Different Modes in Meta- Fictional Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.185-190
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    • 2023
  • With the continuous development of the game field, the subdivision of game types is becoming more and more precise. There are also more and more games that draw on some achievements in other fields in their game design. Among them are meta-fiction games based on metafiction. This article will explore whether the combination of a meta-fiction game and a side-scrolling game with a unique visual experience is appropriate. If the side-scrolling game is the external form of the game, then the meta-fiction game is the internal content core of the game. The degree of fit between the external form and the internal core will undoubtedly determine the lower limit and upper limit of the game quality. Based on alienation theory, this article takes several highly rated side-scrolling games on the market as examples to conduct a theoretical analysis on the compatibility of side-scrolling games and metafiction games. The analysis results suggest that compared to first-person games, side-scrolling games with a unique third-person perspective have the best compatibility with meta-games.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.507-512
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    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.

Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.148-156
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    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.

Research of Character Design in Side-scrolling Horror Puzzle Games

  • Yi, Qi;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.77-82
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    • 2022
  • The third-person side view game perspective of side-scrolling games makes playing such games a completely different gaming experience from other traditional games. Nowadays, many game elements are combined with each other, and horror and puzzle elements are often combined to appear in side-scrolling games, bringing players a unique gaming experience. In such games, players seem to be watching their own manipulation of characters. The performance is the same as a stage play, so how to let players better experience such a horror and puzzle-solving stage play through the design of the characters is a key point. However, it is often difficult to accurately classify only from game elements, so first of all, the author will explain the game division of the side scrolling horror puzzle game. After that, this article will analyze the character designs in the three works with high sales and good reputation on Steam, and then draw conclusions.

A Study on the Game Criticism: Meta-analytical Approach to Game Critiques (게임비평에 대한 연구 : 게임비평 텍스트의 메타분석적 접근)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.19-30
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    • 2013
  • Digital games have become a major part of the modern popular culture, but little attention has been paid to understanding the textuality of games and what the game texts have the cultural meanings. As the games develop, however, the academic and journalistic game critiques and reviews that try to understand and to deconstruct the game texts are on the rise. This study explores how the game criticism characterizes the game texts, creates and shapes the understanding of games. The finding shows that game criticism is rich and varied in terms of themes and approaches covered, more generally, games criticism can also help preserve game history by focusing on the distinctive game textuality, forms and meanings, and by contextualizing the links and cultural meanings that exist between games and between games and the cultural context.

Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.