• Title/Summary/Keyword: play culture

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An Ethnographic Study on CosPlay Group in Korea II - Analysis on CosPlay Culture in Korea and Japan - (한국 코스프레 집단의 문화기술지적 연구 II - 한국과 일본의 코스프레 문화에 대한 비교 분석 -)

  • Koh, Ae-Ran;Shin, Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.14 no.1
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    • pp.1-15
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    • 2006
  • This study examines the social meaning of the CosPlay, the growth potential of CosPlay culture and its effect on the related industry through the perspectives and language of the youths who enjoy CosPlay, based on the ethnographic research. Also, this study presents a comparative description of Korea and Japan CosPlay culture by the ethnographic methodology whose purpose is to define relationship of cause and effect with phenomenon. For further step, this study plans to emphasize the need to link culture, clothes and related industry in order to create a cultural environment where diversity co-exists. CosPlay is the mania culture of Japan that emulated the Halloween party of the West and that developed the party into a unique form. In Korea, this practice was accepted for the first time among a handful of youths, starting from the 1990s, after which, it was introduced to the masses while holding CosPlay related events. While CosPlay is succeeded as an industry in Japan, CosPlay in Korea is considered childish play due to the Korean culture of considering cartoon as a childish and low class genre which is enjoyed by youths. CosPlay in Korea faces the following changes: aging of the members who comprised the CosPlay culture at the initial stage; population increase, centered on middle and high school students; interest of the government and the businesses that wish to produce economic wealth by organizing CosPlay events into events for youths; and changes in the environment that comprised the surrounding of the CosPlay culture. CosPlay is an honest play that demonstrates one's effort on the stage through performance. Moreover, most of the middle and high school students who comprise the CosPlay culture demonstrate similar characteristics as mania type of people when it came to the reason that they enjoy CosPlay. However, they did not consider CosPlay culture as an important aspect of their lives. Instead, most of them said that they participate to relieve stress. Thus, they have the potential to move onto another form of youth culture that may appear more attractive to them. To them, it is not the CosPlay culture that is important, but the fact that CosPlay provides a forum where they can freely engage in play.

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A Study on the Perception of Corona19 Period Play Culture Based on Big Data Analysis

  • Jung, Seon-Jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.196-203
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    • 2020
  • In this study, we tried to explore the actual direction for the play culture by looking at the social perception of the change of play culture due to the Corona 19 using big data analysis. For this research, we used Textom, a website specializing in collecting big data, and collected 10,216 data using keywords of "Corona + Play," "Play Culture" and "Leisure" from January 19, 2020 to September 30, 2020, when the first confirmed case of Corona 19 occurred in Korea on various portal sites at home and abroad. The results of this paper showed that the social perception of the play culture in Corona 19 was 51.61%, not much different from the negative image of 48.15%. It is necessary to develop a play culture program that can identify people's various desires and emotions under the premise that situations similar to the current With Corona period and Corona19 can occur at any time, and find mental and physical stability and vitality in unstable situations. In addition, the results of this study can be used as basic data for the development of play culture policies or programs, with the significance that this study helped vitalize big data utilization research in the fields of play, leisure, and culture.

A Study on the Costume Play Fashion (코스튬플레이 패션에 대한 연구)

  • 이은영;백천의
    • Journal of the Korea Fashion and Costume Design Association
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    • v.3 no.2
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    • pp.75-86
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    • 2001
  • The article is alms to investigate the characteristics, the originality, and the interest of fashion design of costume play, which is recently specifically popularized among young fashion mania. The influence of commercialization power of the Disneyland and the animation characters of Japanese caricatures makes the costume play to be one of the main new generation culture. Since the costume play just begins at this moment, the full understanding of the costume play is hard because of the small amount of the materials and happenings of the phenomena. However it reveals the design trends and creativity of the new generation. As the investigation of costume play fashion and the types of costume play, the following results are obtained. 1. The originality of the costume play is thought to be induced from the mask which is used against the ghost in primitive ages, the fancy parade of halloween festival, commercial advertisements of Disneyland, the Japanese caricatures, and the animation games. 2. The distinctive characteristics of Korean costume play shows the massive behaviour, which is different from the individualized costume play in Japan. This facts show the parts of the interest culture of the persons who has the equal interest. The costume play is applied as the sound showing culture, in which the young generation express and enjoy themselves by"kki" - the passion of young energy. 3. The boom of costume play introduce the increased number of costume play shop, pro model, and designer. It also introduce the interest of the new fashion design for the young generations. Thus it is expected the new fashion infra structure in near future.ar future.

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A Research on the Characteristics of Japan's Video Games Focused on the Connection of Japan's Traditional Play Culture

  • Oh, Dong-Il
    • International Journal of Contents
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    • v.7 no.3
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    • pp.29-37
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    • 2011
  • This research discusses the unique characteristics of Japanese video game from the cultural viewpoint of Japan's traditional play. It starts with the possibility that Japanese video game can share the characteristics of traditional Japanese play. Accordingly, this research first considers the connection between play and video game for a theoretical background, by comparing their theoretical definitions and characteristics. Particularly, it shows the research direction from the viewpoint of Ludology that approaches video game from the aspect of play. Second, the characteristics of traditional Japanese play are examined in connection with Japan's inherent animism culture. Based on such characteristics, the common characteristics and backgrounds of Japanese video game and traditional Japanese play are discussed from the 'spatial' aspect of game, from the 'identity' aspect of game characters, and from the 'motive' behind playing game.

Design and Development of Big Data Platform based on IoT-based Children's Play Pattern Analysis

  • Jung, Seon-Jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.218-225
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    • 2020
  • The purpose of this paper is to establish an IoT-based big data platform that can check the space and form analysis in various play cultures of children. Therefore, to this end, in order to understand the healthy play culture of children, we are going to build a big data platform that allows IoT and smart devices to work together to collect data. Therefore, the goal of this study is to develop a big data platform linked to IoT first in order to collect data related to observation of children's mobile movements. Using the developed big data platform, children's play culture can be checked anywhere through observation and intuitive UI design, quick information can be automatically collected and real-time feedback, data collected through repeaters can be aggregated and analyzed, and systematic database can be utilized in the form of big data.

Exploring the effects of unplugged play for children aged 3, 4 and 5 - Based on Bee-bot -

  • Kwon, Un-jou;Nam, Ki-won;Lee, Ji-hyun
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.239-245
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    • 2020
  • With the recent revised curriculum, the importance of exploring children's play through new teaching media is increasing in kindergarten. In this study, it is to use the robot 'Bee-bot' for early children to uncover the changes that children have through free exploration and play. As a result of comparing the change of scientific problem-solving ability of 3, 4, and 5-year-olds, there were significant changes in all three sub-elements. We propose to us scientific problem-solving ability test tools, propose and apply ideas for problem-solving, conclusion on problem-solving Building. Through this, it was found that unplugged play using 'Bee-bot' is meaningful as a play environment and as a teaching medium for children aged 3, 4 and 5 years old.

An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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Deokhu's culture in adolescent as a play space on Cyber (사이버상의 놀이 공간으로서 청소년의 덕후 문화)

  • Huh, Jeung-Kyeung
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.87-94
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    • 2018
  • The purpose of this study is to explore the essential meaning of Deokhu's culture in adolescent as a play space on Cyber. A phenomenological research method guided data collection and analysis. Qualitative research methods collected from 18 in - depth interviews using semistructured question types for 13 to 17 year - old adolescents living in Seoul Jamsil. As a result, As a result, adolescent's Deokhu culture started by stress and social and emotional desire, and especially it was utilized as a play space on the cyber of purchase activity of fandom and goods around SNS activities. This has a positive effect on self-awareness as well as self-identity formation. Above all, the shortage of play time due to heavy school entrance and the lack of socially provided play space make the cyber space as another play space for the adolescents.

Effect of Children's Creativity and Peer Play Behaviors on Play Area Preference (유아의 창의성과 또래놀이행동이 놀이영역 선호에 미치는 영향)

  • Kim, Ho
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.279-288
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    • 2021
  • The purpose of this study is to improve the understanding of children's play behavior by exploring the relationship between variables predicting children's preferred play areas using the data of the Korean Children's Panel, which is a national longitudinal study data. For this purpose, we investigated how children's gender, creativity, and peer play behaviors affect children's preferred play areas on their preferred play areas. The research results revealed in this study are as follows. First, there were differences in creativity, peer play behaviors, and play area preference according to children's gender. Second, as a result of examining the effect of children's creativity and peer play behaviors on play area preference, factors influencing language area, art area, math & manipulative area, and role play area preference were different based on block play area preference group. This study has great implications in that it provides basic data for children's play behavior by exploring variables that affect children's preference for play areas.

The Experience and Meaning of Robot Play in Young Children linked to Picture Books (그림책과 연계한 유아 로봇놀이 경험과 의미)

  • An Ji Su;Nam Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.311-317
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    • 2023
  • The purpose of this study is to qualitatively examine the play experience and meaning of young children who enjoy the appreciation of picture books based on the 2019 revised Nuri curriculum centered on children and play, and furthermore, various play imaginations and ideas in picture books are realized by T robot. The collected various play cases were analyzed by arranging them into play flow diagrams centering on each picture book, and based on this, the meaning of play was discovered by categorizing play through reading the meaning of play. Therefore, this study is meaningful in that it supports <Picture Book-linked Young Children's Robot Play>, a play experience in which various playful imaginations in picture books are realized by young children's robots, and examines the experience of creatively creating play led by young children in depth, and furthermore, it is valuable in providing a basis for the direction of play-centered SW education centered on young children.