• Title/Summary/Keyword: 놀이행위

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A Study on the Production-Consumption Behavior of Digital Game: Based on Semiotic Analysis of the Labortainment Game (디지털 게임의 '생산적 소비' 행위에 관한 연구 : 레이버테인먼트 게임의 기호학적 분석을 중심으로)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.79-87
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    • 2010
  • Through the development of digital technology digital game is becoming a fusion of work and play. The aim of this article is to define the concept of labortainment game that playing the game as a consumer is connected with work to create new value-added economic production and to ascertain the characteristics of labortainment game through a semiotic approach. Digital Game has evolved into a more advanced from which accumulated game data is used as something of value in itself for facilitating collaboration as well as entertainment value of games. Labortainment game fills game developer's hidden desire through using the game data produced by the collective amusements for external service.

Die Ansichtsverschiedenheit zwischen Abendland und Morgenland über Spielbegriff ('놀이' 개념에 대한 동, 서양의 시각차에 관하여 - '몰입' 놀이와 '거리두기' 놀이 -)

  • Choi, Go-won
    • Journal of Korean Philosophical Society
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    • v.117
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    • pp.373-397
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    • 2011
  • Nicht nur in Philosophie sondern auch im Bereich der meinsten Geisteswissenschaften $best{\ddot{a}}rkt$ sich die Gewichtigkeit des Spielbegriffs immer mehr. Aus diesem Grund wird 'Spiel' in den $vielf{\ddot{a}}ltigen$ Wissenschaftsbereichen, in $vielf{\ddot{a}}ltiger$ Weise definiert, und diese Definitionen sind im Gebrauch auch in $vielf{\ddot{a}}ltiger$ Weise. Aber trotz dieser mit Spiel $zusammenh{\ddot{a}}ngenden$ '$Vielf{\ddot{a}}ltigkeiten$' liegt immer eine identische Voraussetzung am Boden der Definitionen oder Theorien des Spiels, und das ist nichts anderes als, dass Spiel ausnahmslos eine Vertieftsein-$T{\ddot{a}}tigkeit$ ist. Anders gesagt, dass es kein Spiel gibt, in dem man sich nicht $v{\ddot{o}}llig$ aufgeht. Aber diese Ansicht ist vorwiegend nur im Abendland in Geltung, und deswegen ist es sehr bedenklich, ob man das auch auf dem Morgenland gleichfalls zutreffen $k{\ddot{o}}nnte$. Grund $daf{\ddot{u}}r$ ist, dass, weil das traditionelle $Lebensgef{\ddot{u}}hl$ nicht in einem Tage gebildet worden ist, $l{\ddot{a}}sst$ sich es nicht vermeiden, dass dieses $Lebensgef{\ddot{u}}hl$ auf alles, was mit dem Leben Zusammenhang steht, einen unmittelbaren Einfluss $aus{\ddot{u}}bt$. Dann kann man sagen, dass das sich $nat{\ddot{u}}rlich$ in der Ansicht zum Spiel widerspiegelt. Aus diesem Urteil wird man in dieser Arbeit den Vertieftseinsbegriff und den Verfremdungsbegriff gegeneinander stellen, und folglich, wenn man die 'Verfremdung' $f{\ddot{u}}r$ einen sonstigen Charakter des Spiels erachten kann, muss man sie auch in Rechnung ziehen, falls man Spielbegriff studieren will.

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.

Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.

The Effect of a Preparation Method using Hospital Play on Anxiety and Role Behaviors of Children Undergoing Tonsillectomy (병원놀이 교육이 편도선 적출술 아동의 수술 전 불안과 수술 후 환아 역할행위에 미치는 영향)

  • Lee, Dong-Sun;Shin, Hee-Sun;Lee, Ok-Ju;Jun, Yu-Mi;Yang, Hyun-Hee;Cho, Yun-Ji
    • Korean Parent-Child Health Journal
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    • v.7 no.2
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    • pp.160-167
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    • 2004
  • Purpose: The purpose of this study was to examine the effect of a preparation method using hospital play on anxiety and role behaviors of children undergoing tonsillectomy. Method: Twenty-eight children aged 5 to 7 years who were admitted for tonsillectomy were assigned to either an experimental group or a control group purposefully. The preparation method included provision of information using hospital play. The data were analyzed using Mann-Whitney test and Chi-square test. Result: There was no Significant difference in anxiety before surgery between the experimental and control groups. Also, there was no Significant difference in role behaviors on the 1st and the 2nd day of surgery. Conclusion: Even though there was no statistical significance, the result showed that the preparation method had some positive effect on children and parents. It is needed to develop systematic preparation methods for children undergoing surgery to enhance their coping.

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A Study on the Occurrence Characteristics of Usage Pattern in Outdoor Spaces inside High-Rise Apartment Housing Estates (고층아파트 단지 외부공간의 이용행태 발생특성에 관한 연구)

  • Kwak, Youn-Chung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.4
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    • pp.1872-1879
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    • 2012
  • By analyzing the use of outdoor space in apartment complex and finding empirical proof which is concrete and systemic, this study focuses on the relationship between residents' daily lives and physical space. This study tries to find out the types and characteristics of outdoor space which causes the occurrence of residents' use in High-Rise apartment housing Estates, and analyzes the residents' usage pattern of outdoor space in eight different apartment complexes which were builted since 2004. After analyzing the usage pattern of outdoor space, the usage of playground was ranked highest and playing, talking, exercising, resting was in order. Especially it was found that the usage inside semi-public space where passing is abundant increases.

A Study on the Relation between the Community and the Mask dramas of Korea southeast region (한국 동남부 탈놀음과 공동체와의 상관성 고찰)

  • Chung, Sangbak
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.7-30
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    • 2016
  • The inter­relationship of Korea southeast region community related to a mask dramas in depth. The Folk mask dramas are, for traditional community members to live well and enjoy cultural practices in society. Even if a mask drama would be performed in the 21st century, it would be the one of traditional society. It shows the life of traditional society and proposes the issue of traditional society. The thing is handed down well with technology of a mask drama assigned as intangible cultural asset. The Korea southeast region, Kyongsang Provinces, or Yeongnam area has been handed down several kind of mask dramas. These are Byeolsingut Talnori with religious, the Ogwangdae of wandering play team, the Ogwangdae of local residents, and the Dulnorum of local residents. The mask dramas of Korea southeast region are specified as intangible cultural asset, many traditional mask play were restored. The restoring is imitation. These things are difficult to assigned as the intangible cultural asset. But though it is the imitation of the mask dramas, it is culture phenomenon. So we need to make the fostering system.

Study on Location Characteristics and Establishment Time of Cherry-blossom Attractions in the Modern Era Busan (근대 부산에서 벚꽃 명소의 입지적 특성과 성립 시기에 관한 연구)

  • Kang, YoungJo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.5
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    • pp.47-58
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    • 2016
  • In modern era Busan, newspaper articles about cherry blossom attractions from FuzanNippo and ChosenJiho have changed from places of landmark cherry trees to recreational activities under the cherry blossom. This means that the place characteristics of the cherry blossom attractions helped transform modern Busan. This study is to clarify the real image of the cherry blossom attractions where they were and when it was established in modern Busan. In order to discuss the location characteristics and the timing of identification as it changed from cherry-blossom viewing spots to picnic spots under the cherry blossom, current articles published in the FuzanNippo and ChosenJiho were collected. This study results are as follows: First of all, cherry blossom attractions are located in private gardens, gardens at hot spring inns, public lands such as schools, temples, reservoirs and malls such as Dongnae hot spring and the Midoricho red-light district. The location feature was that they were found at the edges of settlement environments, at the interface of city and natural spaces in modern Busan. Secondly, newspaper articles about cherry blossom attractions gradually changed from cherry blossom viewing spots to picnic spots under the cherry blossom, which became the peak of the cherry blossom attractions in modern Busan. The main focus of cherry blossom attractions changed from cherry-blossom viewing to picnicking under cherry blossoms around 1920. This means that the establishment of cherry blossom attractions can be seen around 1920. Articles of cherry-blossom viewing picked up sites not easy to access such as private gardens and reservoirs, articles about picnic spots under cherry blossoms noted public places that everyone could access. Cherry blossom attractions sites became spring resorts in modern Busan.

A Study on Environmental Pollution Issues in Fireworks Display (불꽃놀이의 환경오염 측면에 관한 연구)

  • Ahn, Myung-Seog;Lee, Jin-Ho;Shin, Chang-Young
    • Explosives and Blasting
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    • v.26 no.2
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    • pp.45-51
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    • 2008
  • Fireworks display is called as younwha in korean, pokjuk in chinese, hanabi in japanese and fireworks display in English. Fireworks is a kind of art calling as engineering art program that presents its artistic sense by making up light, sound, heat, form, smoke, smoke screen, time delay and kinetic energy etc. which are made by combustion and deflagrations of explosives. Korea's fireworks skill is world class. In 1980s, we already developed the skills. After 2010 year, It would develop as Nano-biotechnology considering its environmental safety passing by 1990s' grow fully step. After pleasant fireworks, it requires a environmental pollution control measure, ability of emergency state control, management of storing place, a blind shell and waste disposal and citizenship elevation etc. This paper indicated around fireworks the present conditions, environmental pollution buzz, direction of development and plan.

A COMPARATIVE ANALYSIS OF MOTHER-CHILD PLAY BETWEEN AUTISTIC AND NORMAL GROUPS FOR PROMOTING THE AUTISTIC CHILDREN'S SYNCHRONIZED BEHAVIORS (자폐적인 아동의 일치적 애착 행동 증진을 위한 정상군/자폐군 모-아놀이의 비교 분석)

  • Im, Sook-Bin
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.10 no.1
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    • pp.76-90
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    • 1999
  • This study was performed 1) to compare the nature of the synchronized behaviors in mother-child plays between autistic and normal groups quantitatively and qualitatively and 2) to identify the behavioral data to improve synchrony. The subjects were consisted of 20 mother-child pairs, 10 for each autistic group(AG) and normal group(NG). The developmental age of two groups was under 24 months old and equally matched. Data were collected by video-taped mother-child free play and analyzed with Wilcoxon Rank Sign(Sum) Test, Spearman Correlation Coefficient, Scheffe's Test, and Content Analysis. The score on synchronized behaviors of AG was significantly lower than that of NG(p<.05). As time progressed, the difference was much higher between the 2 groups. And the structure of motherchild plays in AG was poor and most of the interactions were discontinued as 1 or 2 episodes. On the other hand, mother-child plays in NG were enriched and became somewhat like game or play. The score of mother's growth-fostering nurturing behaviors showed positive relation to synchrony and much highly related to the group of 16 months-old or above. Mother's laughing and patting responses and pausing to get the child's initiative were especially related highly to synchronized behaviors. In conclusion, these mother's growth-fostering nurturing behaviors should be stressed at the mother-child interactions and also well structured therapeutic play with considering in children's developmental level should be given.

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