• Title/Summary/Keyword: game culture

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A Study on the Player Type through Game Quest's Editability (게임 퀘스트의 편집가능성에 따른 플레이어의 유형 연구)

  • Gim, Hee-Jun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.43-52
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    • 2019
  • Advances in technology are enhancing the player's visual satisfaction in games. Reflexively, narrative satisfaction has not been highlighted. This led to a player's critical view of the absence of original games. Especially in gameplay, quests require repeat and similar content and imperative tasks. It is overlooked that a quest can cause players to produce various meanings and effects. The concept of editing ability to reorganize the designed rules of the player beyond the performance and behavioral rules is conceptualized, and the four types of players that operate the characteristics can see that the player can intensify game play and immerse himself in play saw.

Extracting Features for Developing Guideline a Game-type Metaverse Centered on Entertainment (오락 위주의 게임형 메타버스 개발 가이드라인 요소 도출)

  • Lee, Min-Ho;Shin, Jeong-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.10
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    • pp.1500-1508
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    • 2022
  • As non-face-to-face culture melts into people's daily lives due to the COVID-19 pandemic, interest in the metaverse has also increased significantly. There are several types of metaverse depending on the purpose of applications. With this recent explosive interest in the metaverse platform and demanding applications on it, there have been various contents for metaverse in progress in industries. However, developing such contents has many real problems since there is no valuable guidelines for metaverse contents development in industry. In this study, we aim to propose a development guideline that developers can refer to for game-type metaverse content by comparative analysis of existing contents among various metaverse types. In the development guideline, we derive common characteristic components of representative features for game-type metaverse platforms and give explanations on developing strategies. Such proposed development guidelines are verified by game-type metaverse field experts by survey.

Media archaeological research on arcade games since the 1990s: Focusing on the rhythm action game (1990년대 이후 아케이드 게임에 대한 미디어 고고학적 연구: 리듬액션게임을 중심으로)

  • Jeon, Eun Ki
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.77-86
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    • 2022
  • This article argues that electronic entertainment has continued to this day, contrary to the existing view that it has been absorbed by digital games since the 1990s. From a media archaeological point of view, it tracks in what cultural and technical context the electronic entertainment called "Pump It Up", which has been popular since the late 1990s, has been accepted and used by gamers. The big trend of 'Pump' took place through a "performative shift" of gamers' creative game performing, and the rise and fall of the 'Pump' took place through competitions and interactions between imaginaries and practices that each subject surrounded the game had. In conclusion, it suggests the necessity of media archaeological research on various genres of arcade games.

A Case Study on the Game Behavior of Medical School Students (의과대학생들의 게임행위에 관한 사례연구)

  • Cha, Myeong-Hee;Sang, Chong-Ryel
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.279-286
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    • 2019
  • The purpose of this study is to explore what causes medical college students to play games they will play and use them as academic foundation material. And lay a complex foundation for game addicts. To achieve this objective, an approach was taken as a method of exploratory case study. The participants in the study were recruited by their consent at the R meeting of the College of Medicine. Data collection was collected through a one-on-one interview with FGI. The data analysis was read repeatedly and classified into semantic units to derive the essential meaning. The study produced two essential topics and seven revealed topics. It is 'my job to play games' and 'know the importance of discrimination.'According to the analysis, the game behavior played by medical students was able to quit due to the self-efficacy experienced during the course of growth. When one's expectations were met and self-strengthened, one could see that self-control was possible through self-efficacy. It suggested that measures for sound game culture and complex strategy should be explored and measures to improve self-efficacy should be explored.

Generation gap between adolescents group and parents group in the perceptions on online games (부모 세대와 청소년 세대의 온라인 게임에 대한 인식 차이: 온라인 게임의 유해성/유익성, 영향과 가치, 부모-자녀 관계, 규제에 대한 인식을 중심으로)

  • Jee Yeon Kim;Young Yim Doh
    • Korean Journal of Culture and Social Issue
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    • v.20 no.3
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    • pp.263-280
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    • 2014
  • The purpose of our study was to figure out the generation gap between adolescents group and parents group in the sub-dimensions of perceptions on online games, such as harmfulness and benefits of online games, impacts and values of online games, parent-adolescent relationship with regard to online game activities, and government regulation of online games. To this end, we conducted online survey targeting middle or high school students and parents with children attending middle or high school regarding the perceptions on online games. As a result, we identified the similarities and differences between adolescents and parents generation in the sub-dimensions of perceptions on online games. Especially, we found significant differences between adolescents and parents generation in the perceptions on violence and sociality of online games. This result shows that the generation gap in these two factors may cause the conflict between parents and adolescents with regard to online game activities. Also, we ascertained the significant generation gap in the perception on parent-adolescent relationship with regard to online game activities. This result implies that parent-adolescent relationship in the developmental process of adolescents in real life was reflected in the perception on parent-adolescent relationship with regard to online game activities. Our contributions are in specifying the generation gap in the sub-dimensions of the perceptions on online games and in identifying the main causes of the conflict between parents group and adolescent group with regard to online game activities.

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'Barrage' phenomenon in Chinese Two-dimensional cultural environment (중국 2차원문화 환경에서의 '탄막(弹幕)'현상)

  • Shi, Xianglan;Choi, eunkyoung
    • Cartoon and Animation Studies
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    • s.50
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    • pp.23-42
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    • 2018
  • Currently, two-dimensional culture is the main keyword in Chinese contents market. In China, many capital and economic giants have entered into two-dimensional cultural market because the number of users and the interest of the public for two-dimensional culture are increasing day by day. The reason for the rise of the two-dimensional culture into the mainstream culture is not only the switching of the mainstream consumer class but also Two-Dimensional Culture forms a huge industrial chain covering many areas including movies, performances and theme parks in addition to ACGN (Animation, Comic, Game and light Novel), the second is that more people are participating in Two-Dimensional Culture due to the specific audience with high social environment and loyalty and the third is looking for the role of the users in Two-Dimensional cultural content from three characteristics, such as strong cultural prevalence. This study analyzed the Chinese two-dimensional cultural environment through PEST(Political, Economic, Social and Technological analysis) In addition, as the ecological environment and communication method of Two-Dimensional Culture users changed, the users became active participants and the second producers of contents. I examined the way of using the users' contents through the phenomenon of 'Barrage'. Therefore, this study discussed the appropriate development path for the user-oriented contents industry in the Chinese Two-Dimensional cultural environment.

Analysis of Chinese Video Website Barrage Language Based On the Influence Of The ACGN Culture

  • Yan, JiHui;Pan, Yang;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.195-207
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    • 2021
  • In recent years, with the rapid growth of China's animation industry, the two-dimensional culture and consumption have been immersed in the daily lives of young people. The two-dimensional culture that mainly exists on young people is gradually entering the public's field of vision, making the two-dimensional culture not It is only restricted to the fixed fan circle, but is known to more people outside the circle. At the same time, the "barrage" (screen text) cultures in video websites has become popular with some film and television works, Internet terms, etc., and has attracted the attention on mainstream culture. On the one hand, its cultural products have appeared on traditional mainstream video websites and advertisements on provincial satellite TV. And in the program, on the other hand, a small part of the screen text and cultural terms are also used by some celebrities and other ordinary people who don't understand the meaning of the terms at all, and have caused widespread dissemination. Sometimes the video website itself is also mentioned, which obviously shows a difference. The tendency towards a kind of screen texts subculture to penetrate the mainstream culture.

Transmedia Storytelling of Game and Film (게임과 영화의 스토리텔링 융합 요소에 대한 연구)

  • Lee, Dong-Eun
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.301-308
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    • 2007
  • The purpose of this study is to establish the principle that the contents transfer from one media to another media, especially between game and film. Firstly I described the advent of the media and the relationship between these two media applying the logic of 'remediation' suggested by J.Bolter and R.Grusin suggested. Based on these analysis, I draw the gameness and the storytelling, and study the case of transmedia storytelling between game and film. Finally, I suggest the meaning and the value of transmedia storytelling in media culture.

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Strategy of Market Penetration in Japanese Internet Market: Comparing Online Game Loyalty between Korea and Japan with MSEM (한국 기업의 일본 인터넷 시장 진출 전략: 멀티그룹 구조분석(MSEM)을 이용한 한국과 일본의 온라인 게임 충성도 비교를 중심으로)

  • 김남희;이상철;서영호
    • Journal of Korean Society for Quality Management
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    • v.31 no.1
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    • pp.21-41
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and if causalities among flow, addiction, customer satisfaction and customer loyalty are different between Korean and Japanese online games. To perform our research, we use MCSF(Multi-group Confirmatory Factor Analysis) and MSEM(Multi-group Structural Equation Model). The empirical results of SEM(Structural Equation Model) including high-order factor analysis indicate that all of paths in our model are the same for both countries. Therefore, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Customer satisfaction and loyalty are positively related not with the addiction but with the flow. In addition, customer loyalty is significantly influenced by the flow and the customer satisfaction. In Conclusion, the empirical results of MSEM(Multi-group Structural Equation Model) indicate sense of community to flow, flow to loyalty and customer satisfaction to loyalty are different between Korea and Japan. This indicates that companies to penetrate into Japa online game industry should have a concern with Japanese Social and Cultural features and to develop strategies which correspond with Japanese culture.

An Exploratory Study on the Social Capital and Subjective Well-Being in Social Network Games (소셜 네트워크 게임(SNG)에서의 사회적 자본과 주관적 행복감에 관한 탐색적 연구)

  • Park, Hyun-Ah;Kim, Hyoung-Il;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.105-116
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    • 2011
  • In this research, we investigated users' social capital and subjective well-being in social network games. We had Focus Group Interview(FGI) and analyzed the interview data. Our finding is that the social capital was either decreasing or slightly increasing only between acquaintances, with the subjective well-being increasing, affected by the users' achievements, continuous caring, and interaction with NPCs, while not affected by the social capital. Our research also found the independent increase of subjective well being, not being affected by the increase of social capital.