• Title/Summary/Keyword: game culture

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An Comparative Study on the Self-regulation of the Digital Game (디지털 게임의 자율규제 방안에 관한 비교분석적 접근)

  • Kang, Shin-Kyu;Kim, Gwang-Jae
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.107-120
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    • 2012
  • This study aims at presenting practical self regulation system for digital game, especially optimized to Korea through the comparative analysis of system at home and abroad. For this, this study conducted a comparative analysis about various countries adopted self regulation system, such as America, Japan, and European Union. We drew some implications on the Korean practical policy for the digital game. First, self regulation organization should be consisted of market-friendly form. Second, though self regulation organization is a autonomous system of market, the organization should take rights to regulate illegal case. This would be a good way not only to reduce unnecessary institutional regulations but also to take socially image of reliable media. Third, government should provide self regulation organizations financial assist. This policy means that the organizations make a role fairly and objectively.

A Study on Cognition and Policy of Shutdown System of Adolescent (셧다운제도에 대한 청소년의 인식과 정책에 관한 연구)

  • Lee, Young-Joo
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.21-29
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    • 2011
  • Recently, the side effects from the online game is appearing to adolescent to serious level. This research studied the system to protect adolescent from excessive game usage, the system to limit an online game service connection at the midnight time. Namely we found at a shutdown system introduction of adolescent out about cognition, problems with the game poisoning and effects with shutdown system and alternative policy. The investigation results were as follows. First, only 17.5% of adolescent knew a shutdown system. Second, they were recognizing about the game poisoning seriously. Also the half degree thought them efficiently about a shutdown system introduction. The policy about a shutdown system introduction were as follows. First, public education is activate, and we must keep adolescent from exposing to private education in the entrance examine competition. Second, we need the thing to increase the conversation time of the children with put parents to develop desirable family education program. Lastly, the supply must be achieved with leisure culture contents development of adolescent.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

The Characteristics of Color on Korean Costume by Basic Culture (기층문화를 통한 한국복식의 색채 특성 연구)

  • Kim Ji-Young;Kim Young-In
    • Journal of the Korean Society of Costume
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    • v.56 no.5 s.104
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    • pp.29-43
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    • 2006
  • The purpose of this study is to examine a unique characteristic of the colors of the costumes in Korean basic culture in the aim of seeking the characteristics and the conceptual meanings of colors found in the majority’s culture. The scope of the basic culture was divided into folk belief, folk game and folk play. Within these limits, the colors of the dress, accessories, instruments were extracted by comparing with the naked eye in NCS Color System. For the analysis of hue and tone, the secondary dimensional analysis using NCS color system and the three-dimensional analysis using the software, COLOR 3D Version 2.0, were done. The result of this investigation is that the colors of the costume in the Korean basic culture are white, gray and black of achromatic color and yellow, yellowish red and purplish blue. This confirms that the colors based on Five-elements color are becoming the basis too basic culture. And Arche-pattern, which is a characteristic commonly found in the Korean traditional society, was shown as a characteristic of color. The colors of the costumes in Korean basic culture are uniquely adopted by the Korean civilians according to their religious and philosophical living standard. This study is meaningful in seeking a root for the formation of their unique color culture.

An Analysis of Evaluation Indicators for the Construction of Gwang-Ju Culture Industrial Cluster (광주 문화산업클러스터 조성을 위한 평가지표 분석)

  • Kim, Sam-Cheol;Kim, Iltae
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.677-689
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    • 2013
  • This paper derives the evaluation indicators relating to the mechanism and success factors of culture industrial cluster from the successful cases of culture industry in foreign countries and provides policy implications for the successful construction of culture industrial cluster by comparing with the survey of Gwang-Ju city's culture content companies. This paper shows that policy implications are linkage by leading firm of successful companies, securing huge hinterlands nearby metro city, cultivating of creative talented persons, operating of capital funds, promoting main force business(game, animation, mobile)-oriented culture industry, positive vitalization of network, role strengthening of city or Information & Culture Industry Promotion Agency as vision provider, and aggressive granting of incentives for attracting companies.

Effect of Inclusive Institution on Economic Development : Focus on the institutionalization of the game industry in Korea and Germany (포용적 제도가 경제발전에 미치는 영향 : 한국과 독일의 게임산업 제도화를 중심으로)

  • Seok, Seung-Hye;Shryu, Seung-Hoo
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.57-78
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    • 2015
  • This Study is the effect of the inclusive institution on a nation's economic development. Therefore, we focused on the gaming industry as an index that can drive the economic growth in the future. The reason to compare the game institution in South Korea and Germany is that both countries began to develop the game by the State, but the game institution in South Korea and Germany at the present time are sharply opposed, because the institutions can focus on the main points that are experiencing this difference. The results of this study, first, open/closed network in institutionalized aspect affects the social status of the game. This second, game workers in the legal institution has been classified as artists in Germany, as addicts in South Korea. And, Germany also has incentives to creators protected profits reinvested in the gaming industry, Korea leads to punitive exploitation is being transferred to the group for addiction treatment that revenue. Third, this exclusive and inclusive institutional system could affect the stable growth of the game market. As a result, South Korea's state institutions will notice that you get a result away from opportunities for economic development due to the loss of inclusiveness.

Colors of Costume in Korean Basic Culture

  • Kim, Ji-Young;Kim, Young-In
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.10a
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    • pp.32-32
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    • 2003
  • This research has for its object to look carefully into the peculiarity of the color of the costume in the Korean culture by revealing the characteristic and the idea of the color being discovered in the Korean basic culture, which has the majority of the Korean people. The scope of the basic culture was divided into folk belief, folk game and folk play. Within these limits, the colors of the dress, accessories, instruments were extracted by comparing with the naked eye in NCS Color System. For the analysis of hue and tone the secondary dimensional analysis using NCS color system and the three-dimensional analysis using the software, COLOR 3D Version 2.0, were done.

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Mulberry Handmade Paper Fashion Design with Embedding and Paper Casting Technique (닥 섬유 수제지 의상 디자인에 관한 연구 -임베딩과 페이퍼 캐스팅 기법을 중심으로-)

  • Lee Seung-Ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.3
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    • pp.7-15
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    • 2005
  • Culture industry is appearing as an important sector of economy. Many kinds of culture industry like movie, music, drama, animation and game are creating enormous wealth all over the world. Fashion is a kind of culture industry too and even sometimes treated as art. Korean fashion is not treated as real culture but still as a part of textile industry. Internationally Korean fashion has not yet much to show, and despite of it's potential it does not attract much interest from other countries. In this paper properties and effects of mulberry handmade paper clothes were investigated with five clothes made of it. In making handmade mulberry paper clothes various techniques could be applied and these techniques could bring new effects. Because mulberry handmade paper does not have little flexibility than ordinary texture, much efforts should be put to the detail works. Handmade mulberry paper clothes have enormous potential as art, because various approach could be applied.

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Exploring Future of Sports Cultural Contents

  • MOON, Bo Ra;LEE, Hwan Yeol;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • v.4 no.3
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    • pp.1-10
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    • 2020
  • Purpose: This study is to explore which genre of sports culture contents will show the most consistent growth in the future and analyse the development outlook based on those results. Research design, data, and methodology: Case study was used for this research as it seemed to be the most appropriate approach in order to obtain the most complete and meaningful information from a particular phenomenon. A total of 15 participants were chosen to participate in a semi-structured in-depth interview and the recordings were typed out as text. In order to ensure validity and credibility of findings, peer and member check were conducted. Results: As a result, the sports culture content that is most likely to consistently grow in the future is games. Additionally, it is expected that sports culture contents will develop as new categories of sports culture contents emerge, as the evolution of sports culture content occurs through the combination with technology, as well as the activation of sensual sports contents, and the production of sports culture contents utilizing big data. Conclusions: It is concluded that convergence of sport, cultural contents, and technology will promptly progress, and it will promote the development of sport culture contents and related industry.

A Study on Spatial Implementation of Flash Mob based on Placeness - Focused on Public open Spaces - (장소성을 바탕으로 한 플래시 몹의 공간적 구현에 관한 연구 - 공적 공공공간을 중심으로 -)

  • Lim, Sang-Hyun;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.181-189
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    • 2013
  • Space in the past had characteristics of place which are required for specific behavior to be done as we recognized it easily. However, for space in modern times, the purpose, forms and behavior space has, have changed as tools comprising the space have changed. 'Virtual space' which has been a conversation topic recently is unspecific and changeable space whose forms and geological location are not defined clearly. In addition, behaviors caused by this virtual space in combination with real space are taking place. The nature of Flash Mob which is one of the typical behaviors which take place starting from virtual space to be connected with real space, is that it is intangible game culture whose forms and behaviors are not fixed, and it is not limited to a specific place. Besides, Flash Mob is characteristic of representing game culture in modern society, and its nature can be summarized as temporariness, non-placeness, anonymity, double-sidedness and so forth. Since events generally take place in every place when man is involved in space, it's possible to generally think events derived from interpersonal relationships between man and man. We are to study spatial characteristics of Flash Mob by analyzing features and cases of the Flash Mob by means of them.