• Title/Summary/Keyword: 게임 비주얼 이펙트

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A Study on Meaning Analysis of Game Skill Visual Effects -focused on world of warcraft- (게임 스킬 비주얼 이펙트의 의미 분석 -월드 오브 워크래프트를 중심으로-)

  • Kang, Yoon-Hee
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.751-759
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    • 2022
  • Game graphics provide players with a sense of immersion, leading to active participation. This paper aims to analyze the mythological meaning for symbolic design of game skill visual effects that reproduce the narrative and the worldview of games borrowing myths. The research method classified the visual effect image into a symbol of the form of a universal archetype representation and a symbol of color expressing the narrative in the game, and analyzed it by applying Roland Barthes' semiological scheme. Through this study, it was possible to analyze the meaning of visual effects as a mythical meaning that can be universally sympathized and an implicit meaning that symbolizes the narrative of the game. The symbolic expression of the visual effect, which reproduces the narrative of the game reflecting the myth, can induce players to engage and participate, and the design direction was intended to provide the visual effect to have a unique symbolism that reflects the game's mythical worldview of the game.

A Case Study of Augmented Reality Marketing (증강현실 마케팅 사례 연구)

  • Moon, Han-Byul;Kim, Jin-Hee;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.160-171
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    • 2017
  • This study is intended to study the usage of augmented reality(AR) in the marketing field by classifying them into display and content types and analyzing the typical cases and characteristics. The market for AR has been on the increase and has been a big influence in the marketing field, resulting in the generalization of the term "AR marketing." By analyzing the marketing cases which use AR technology and organizing the frequency of use and characteristics, it is expected to contribute as a basic material for future studies on AR marketing. In this study, AR marketing cases are classified into different categories including display and contents. First, AR display category includes personal computers, mobile, public display, and projection display. AR contents category includes informative content, game contents, virtual experience, and visual effect. While investigating, it was found that the most used type of AR display was mobile, which has the advantage of not being limited by time and place and is also capable of one-on-one marketing with customers. The most used type of AR content was visual effect type, which evokes curiosity and is easily shared among people.