• Title/Summary/Keyword: game culture study

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Study on User-Friendly Rhythm Dance Game Utilizing Beat Element of Music (음악의 비트 요소를 활용한 사용자 친화적 리듬댄스게임 연구)

  • Yi, Tae-Ha;Jeong, Seung-Hwa;Goo, Bon-Cheol
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.43-52
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    • 2015
  • This Study suggests the user-friendly game playing method of rhythm dance game focusing on the natural interaction between music and user's movement. When the existing rhythm dance games have given the limitation to users, this study chose the game playing method using beat that is consist of basic element in dance music for minimizing the limitation. Beat feeling method automatically figures out each body position value extracted with Kinect that divided into three parts of shoulder, knee, and head. Accoring to this process, users can play the game to individual dance style, not fixed rules for game.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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A Study on Puzzle Game-based Learning Content for Understanding Mandala

  • Lim, Sooyeon;Kim, Youngduk;Kim, Kyungdeok
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.34-41
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    • 2020
  • This study proposes the development of 'Mandala 37', a puzzle game based content that learns the principles of 37 Honored Ones within the Diamond World Mandala. The proposed game is a new type of learning content that combines the development process of 37 Honored Ones with the characteristics of the puzzle game. It aims to increase the understanding of Buddhist content by inducing learners' interest and increasing their concentration. Learners can learn and understand the principles of the emergence of 37 Honored Ones naturally through the rules of the game. This study introduces the implementation process of the proposed game and explains how learners perceive the principle of 37 Honored Ones within the Diamond World Mandala through the game.

A Study on the Success Strategies of Korean Women's Games (한국 여성향 게임의 성공 전략에 관한 연구)

  • Lee, Seong-Hyeon;Kim, Da-in;Ma, Jeong-Ah;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.63-66
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    • 2019
  • 국내 모바일 게임 시장에서 여성 유저가 차지하고 있는 비율 및 소비 규모는 점점 증가하고 있는 추세이다. 그러나 국내 게임 시장에는 이러한 여성 유저의 마음을 잡을 수 있는 게임의 폭이 좁을 뿐만 아니라 그에 대한 분석이 제대로 이루어지지 않고 있다. 본 논문에서는 국내 여성향 게임 시장의 확대 가능성이 있다는 가정 하에 한국보다 앞서 큰 시장을 이루고 있는 일본 여성향 게임의 특징을 분석하고 그를 토대로 한국 여성향 게임에 적용할 수 있는 성공 전략을 제시하고자 한다.

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A Study on Effective Test Processing of Small Game Development Projects (소규모 게임 개발 프로젝트의 효과적인 테스트 프로세싱에 관한 연구)

  • Ha, Yoo-Jin;Lee, Min-Su;Jung, Eun-bi;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.67-68
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    • 2019
  • 소규모 인원으로 구성한 게임 개발 프로젝트에서 품질 관리를 수행할 때 폭포수 개발과 같은 전통적인 개발 방법론을 적용하는데 많은 어려움이 있다. 이에 대한 대안으로 상황에 따라 적용할 수 있도록 일부 과정을 수정하여 스크럼 방식의 애자일방법론을 제시한다. 본 논문에서는 소프트웨어 개발에 적용하는 애자일 기법을 게임 개발에 맞춘 테스팅 방식을 적용하여 실제 개발 과정에서 효과적으로 사용할 수 있는 방식인지를 검증하고 제안한다.

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Effect of Korea's Entertainment Culture on the Fashion of the College Students (우리나라 놀이 문화가 대학생 패션에 미친 영향)

  • Yang, A-Rang;Lee, Hyo-Jin
    • The Research Journal of the Costume Culture
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    • v.16 no.1
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    • pp.70-87
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    • 2008
  • The purpose of this study is to examine how the entertainment culture has influenced the fashion of the college students since the year 2000, and to analyze the fashion trends of those who enjoy their entertainment culture. The entertainment culture is, therefore, perceived in the most sensitive way by the college students, who belong to the latter period of their adolescence, while influencing them. Especially recently, the entertainment culture of the college students has emerged as a new symbol of the overall fashion. And its effect on the fashion has become conspicuous. The 21st entertainment culture is comprised of "club culture", which is an off-line fad, and "on-line game culture". The result of this study is as follows: Firstly, the formative way that the so-called "club culture" influenced the fashion of the college students shows that their overall fashion trends are characterized by a 'caports image' and a 'childlike-amusing image'. Secondly, the formative fashion style, influenced by the so-called "on-line game culture", presents a 'post- structural image' by using heterogeneous material in order to introduce a new point of view, and by transforming the creation style and design. And it also presents a 'homosexual image' by crossing the attractiveness of both genders. This study is baseds on the documents study.

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A Study on Senior friendly function Game Industry and Culture Contents Technology(CT) R&D development process. (고령친화 기능성 게임산업과 문화콘텐츠 기술(CT) R&D 발전랑안의 모색)

  • Kim, Yeon-Jeong;Park, Hyun-Sik
    • Journal of Digital Convergence
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    • v.7 no.4
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    • pp.57-65
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    • 2009
  • This study explored the current supply status on Contents Technology R&D(research and development) and friendly function Game Industry targeting to elderly consumers. The game contents including the functional components are categorized the sixth category of CT R&D's fundamental planning. The function game targeting to elderly focused on emotional and physical recovering to barrier, user friendliness, simplicity and certainty of game performance. The purpose of game participation are health, well-being, psychological wellness and communication. The functional game consisted of various version procedure by socio-demographic, the accessibility to game media and device.

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Game Fan-dom of Generative the Secondary Culture -Based On Machinima- (게임 팬덤의 이차 문화 생성 -머시니마를 중심으로-)

  • Oh, Seong-Suk;Park, Sung-Jun
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.130-139
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    • 2009
  • This paper introduces the secondary cultural productions of game fandom that have been underestimated. The participatory cultural activities of game users are broadly expanding owing to machinima technology based on game engine. It allows gamers to make the three dimensional digital animations simple and easy way. This paper studies that how simple game consumers change their role as producers through machinima. This study is focused on the relationship between polysemy of participatory Machinima and former fandom's the secondary culture studies using ethnographic research method. It is to clarify relationship between the game users' psychological motivation for culture practice and the machinimas. We verify practically the machinima's effects on fandom culture through analysing viewers' reaction using replies on the machinimas and then find out machinima is a very important tool for expanding the game culture realm as the main body.

Reflection and Suggestions on the Effects of Game Culture Policy (게임문화정책의 효과에 대한 성찰과 제언)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.95-110
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    • 2018
  • The game industry has grown to represent the domestic cultural industry, but the socio-cultural status of the game is not as high as industrial growth. In the early 2000s, the problem of dysfunctional use of youth games became a social issue and the game culture policy was established for 15 years. The purpose of this study is to examine the effect of policy on the prevention of dysfunction, The prevention of dysfunction of the game is somewhat effective, but the diffusion of positive function is insufficient and the improvement of recognition becomes more negative tendency. The effect is insufficient compared to the policy results. It is necessary to adjust the direction of game culture policy through consideration of securing basic data, post-management of policy, enhancement of cultural meaning, and universality of game culture.

A Study on the Role of Political Correctness Elements in the Game (게임에서 정치적 올바름 요소의 역할에 관한 연구)

  • Kim, Dae-Hyoung;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.147-150
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    • 2021
  • 최근 문화 산업에서 정치적 올바름 요소를 더욱 확장시키고 있는데 이러한 소수자 우대 정책이 작품내 맥락을 고려하지 않아서 부자연스럽고 역차별을 야기한다는 주장이 많다. 본 논문에서는 게임에 들어가는 정치적 올바름 요소에 대해 알아보고 설문조사를 통해 게임 사용자들의 의견을 분석해서 게임에서의 정치적 올바름 요소에 대한 개선안을 제시하고자 한다.

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