• Title/Summary/Keyword: 게임데이

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A Study on the Positive Effects of Horror Adventure Game "White Day" (호러어드벤처게임 <화이트데이>의 순기능성에 관한 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.37-48
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    • 2012
  • "White Day", a horror adventure game that has gone down in the history of the Korean gaming industry, is not a cruel horror game with hideous monsters and spooky mood, but a Korean-style horror game with auditory effects of ghastly sound. This paper aims at identifying the positive story-telling structure through the components of the game. This study found that the game is based on a well-organized scenario by the background, events and characters. In addition, its design and story-telling structure turned out to reinforce the positive effects of the game, by not imitating the western-style splatter games. As it provides players with playful components that bear mimicry and ilinx to maximize interactive fun, White Day is a prime example of positive games that are strongly needed in this era.

Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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포커스- “싸우지 않고 이기는 게임 할 것”

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.3 s.130
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    • pp.18-19
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    • 2004
  • 한때 국내 PC통신의 지평을 열며 절대강자로 군림했던‘천리안’데이콤멀티미디어인터넷이 데이콤과 분사하며 뼈아픈 고통을 겪은 후 변신을 통한 부활을 꿈꾸고 있다. ‘종합콘텐츠 유통사업자’로 메가 포털을 만들겠다는 데이콤MI의 박봉춘 사장은 다양한 사업을 선보이며 올해부터 공격적 마케팅을 통해 선두진입을 위해 본격적으로 나서겠다고 밝혔다.

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특집 / 디지털콘텐츠 수준 한단계 업그레이드시킨 작품 선정

  • Korea Database Promotion Center
    • Digital Contents
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    • no.8 s.123
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    • pp.35-36
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    • 2003
  • 월간 [디지털콘텐츠]에서는 2003년 상반기 디지털콘텐츠 분야 '히트콘텐츠'를 선정해 발표한다. 2003년 상반기 히트콘텐츠는 본지 기자단의 평가를 통해 선정됐다. 또한 업계 전문가들의 자문과 해당분야의 전문기자가 취재한 자료를 바탕으로 각 분야의 매출과 인지도, 작품성 등을 고려했다. 온라인게임 분야는 엔씨소프트의 리니지2, 콘솔게임은 THQ코리아의 '스맥다운', 애니메이션은 양철집의 '원더풀데이즈', 모바일게임은 컴투스의 '붕어빵 타이쿤2', e-Book은 북토피아의 '한국의 부자들'이 선정됐다.

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디지털 라이프 2004- e스포츠관, IT기업관, e러닝관 테마 전시

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.9 s.136
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    • pp.72-74
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    • 2004
  • 조선일보사, 디지틀조선일보, 교육인적자원부, 미디어라이브인터내셔널이 주최한‘디지털 라이프 2004(Digital Life 2004)’가 지난달 19일 성황리에 막을 내렸다. 기존‘컴덱스 코리아 2004’에서‘디지털 라이프 2004’라는 새로운 이름으로 펼쳐진 이번 행사는 IT기업관, e러닝 특별관, eSports관-서울게임쇼 등 세가지 테마로 구성됐으며, 예년과 달리 비즈니스데이와 퍼블릭데이로 각각 이틀씩 나눠 진행돼 일반인들도 가까이 다가설 수 있었다.

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특허 News

  • (사)한국여성발명협회
    • The Inventors News
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    • no.27
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    • pp.2-2
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    • 2004
  • BM 특허출원 지속적인 증가 추세 유지 - 휴대폰 게임관련 특허출원 회복세 뚜렷 - 특허침해소송 2심 전속관할 통해 국가경쟁력 강화 - 데이콤 캐드넷 BM 특허 획득 - 수자원공사 인재육성 시스템 특허 획득

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The Game's Remediation (게임의 재매개성)

  • Sohn, Jong-Nam
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.305-310
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    • 2012
  • As the era of change that has developed a variety of media. But no matter how hi-tech media it, even though several of the previous circular forms of media have evolved from. Jay David Bolter and Richard Grusin them academically for "old media remediation will use," he explains. The middle of media, especially games remediation nature of the game, the game plan, game content, game machines, etc. in various parts of the outward form, there is remediation characteristics. The use of these remediation allows users to facilitate access to the media, and more importantly are able to adapt quickly to the game controls. And Increase the fun of the game, given the immersion for the game that enhance the role is. Remediation of the game against a variety of elements in the game if they utilize in-depth research on the development of the game has been suggested that the role is a lot.

Social Network Online Game to the development of online games (국내 온라인 게임의 SNOG로의 발전 방향)

  • Kim, Tae-Yul;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.423-428
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    • 2012
  • By shifting web2.0 users who share information from passive consumption and create their own information and exchange in the form of an active and visible appearance was changing. Most simply and easily with features that can be accessed. SNS is native to Korea me2day, Cyworld, (c) Logs and foreign SNS of Facebook, Twitter and a surge in user FramVille, Mafia War's Game, and many users use to SNG are. SNG's compared to the foreign national is active and not yet is a step. The domestic market, the benefits of this game online games and SNS in vogue these days to incorporate the concept in the market for a new form of the domestic game that the game, SNOG (Social Network Online Game, social networks, online games) to the expansion of flexible development direction, Expand accessibility, expansion of social skills is to present to the three.

mise-en-scen of Digital 3D Short Animation in a Viewpoint of 'Triple Articulation' by U. Eco Focuseed on 3D Digital Animation 'Birthday Boy' (에코의 삼중 분절 개념으로 본 디지털 3D 단편 애니메이션의 미장센 - <버스데이 보이Birthday Boy>를 중심으로 -)

  • An, Se-Ung
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.278-286
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    • 2006
  • The purpose of this study was to investigate factors of film aesthetics, a core of creative power for works, and reference indicators to establish the successful model for works by analyzing Mise-en-scene through case works focused on domestic digital 3D short snimation that has developed consistently in recent years. As to the frame of analysis for Mise-en-scene, this study applied to the concept of triple articulation under discussion in U. Eco's film semiotics, but each factor is semes, figures, and cinemorphes. The case works were focused on by a film director Park Se Jong who was nominated for the Academy Award in 2005, and secured its objectivity.

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