• Title/Summary/Keyword: 파이디아

Search Result 6, Processing Time 0.017 seconds

A study on overlapped configuration and Meta-simulation on Open-world (오픈 월드 게임의 중첩적 구성과 메타시뮬레이션 고찰)

  • Kim, Hee-Seon
    • Journal of Korea Game Society
    • /
    • v.20 no.4
    • /
    • pp.47-56
    • /
    • 2020
  • The overall aim of this research was to explore Open-world game through the notion of Paidia and Ludus that proposed by Frasca. As a structured simulation system, the Open World overlap Non-linear events and Linear quests via geographic world. Building own sequence of explore the world with Paidia process, Player collides with the pre-scripted quest. In result of that Meta-Simulator emerge as alternative tool for modeling Meta-Simulation, which presents an alternative, extended use of gameplay.

A research on "good game" factors for designing educational game (교육용 게임 개발 시 고려해야 할 "유익한 게임"의 요인에 관한 연구)

  • Kim, Nayoung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2014.11a
    • /
    • pp.305-306
    • /
    • 2014
  • 본 논문은 게임분야와 교육공학 분야 전공 전문가들이 융합하여 초등교과 학습과정과 연계 시킨 역사수업 복습 게임을 제작 한 사례를 바탕으로 교육용 게임 제작 시 초기단계에 고려하면 도움이 되는 게임의 요인들을 소개 한다. 먼저 "좋은 게임"을 구성하는 게임 속 요인들을 중심으로 게임이 주는 유익한 요소들을 놀이의 본질에서부터 고찰하였다. 그리고 게임 고유의 특징이라 할 수 있는 파이디아(Paidia) 즉, 놀이적인 특성이 강한 영역과 복잡한 규칙을 갖는 루두수(Ludus)적 특징의 두 영역의 범주안에 좋은 게임의 요인들을 편입시켜 이를 중심으로 교육용 게임을 기획 하고 제작 하였다. 마직막으로 제시한 요인들이 교육용 게임 제작에 미치는 영향과 활용에 대해 논하고자 한다.

  • PDF

Gameness in SNS : Tetradic Analysis of the Classic Game Model (SNS의 게임성 연구 : 클래식 게임 모델의 테트래드적 분석)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
    • /
    • v.14 no.2
    • /
    • pp.29-44
    • /
    • 2014
  • This Study analyzes gameness in SNS. SNS is not only communication tool for real life but also game like media for the experimental fiction. As the media like games, SNS meets 6 classic game features. After the Tatradic analysis, Expressive and manipulation rules move SNS paidia direction, player's effort and negotiable outcome are obsolesced. Player's attachment is enhanced and in SNS, the tradition of MUD retrieves abstract ground with representative expression. As following result, SNS is able to extend its own area to the player's creative world for the possible. SNS is the media like games.

A Study on the Gamification of SNS Challenge Contents (SNS 챌린지 콘텐츠의 게이미피케이션 연구)

  • Oh, Yoon-Ji;Lee, Jin
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.1
    • /
    • pp.1-9
    • /
    • 2022
  • The purpose of this study is to comprehensively consider the challenge contents enjoyed based on SNS through the concept of Gamification and MDA framework. Regardless of the top-down and bottom-up divisions, in common, the participants show an active figure leading the creation and enjoyment of contents. As a result of analyzing the challenge contents using the MDA framework, the mechanics of 'relative level', 'challenge with expressive purpose', and 'Paidia rules' were found. This leads to the dynamics of participants who express an inner sense of achievement such as 'selection and competition for better expression' and 'selflessness and superiority', creating an environment where they can continuously participate in the challenge contents. Lastly, looking at the aesthetics of the challenge contents, it can be seen that participants are actively forming a play culture that leads the creation and enjoyment of contents. This phenomenon has resulted in breaking down the hegemony of content creation and distribution, which was the responsibility of society in the field of information transmission and commercial advertising.

Play as heortē and scholē ('헤오르테'(heortē)와 '스콜레'(scholē)로서 놀이)

  • Lee, Sang-bong
    • Journal of Korean Philosophical Society
    • /
    • v.129
    • /
    • pp.193-217
    • /
    • 2014
  • The aim of this thesis is to elucidate the meaning of play which constitutes the genuine happiness of human being in Plato's '$heort{\bar{e}}$' and Aristotle's '$schol{\bar{e}}$'. Until now '$heort{\bar{e}}$', a divine act which communicate with original divinity, was differentiated from paidia. And '$schol{\bar{e}}$' was understood as activities in spare time opposed to labour. Plato put '$heort{\bar{e}}$' at the center of their life as a means for gods' blessing. Aristotle understand '$schol{\bar{e}}$' as free activities and the completion of individual life. For Aristotle play is not only a freedom from labour but also a supreme activity. Play itself is an end and a completion. Play is the essence of human life so man can be happy with play. Play is the activity of joy. And play is the most intellectual and spontaneous activity. Now we can assert that '$heort{\bar{e}}$' is the original play which elucidate the existence of the human being in connection with world and is the holy mode of play which makes an affluent life of communities. And we can maintain that '$schol{\bar{e}}$' is a mode of play which freed from the burden of labour and elevate the life of human being to academic activities and contemplative life. By this interpretation we can expose that play is the center of life. We can see the two fold meaning of apollonian-dionysian play and the perfect harmony of communities in Plato's '$heort{\bar{e}}$'. We can see also the delight as splendidness of life in Aristotle's '$schol{\bar{e}}$'. The Plato's theory of play seems different from Aristotle's. But their theories are the same in the general, because they both put play at the center of life and they equally assert that we have to live with playing our life. The world in which play is in harmony with labour- this world is their utopia.

Homo Ludens, Analysis on PLAY Contents of University Campus Festival (호모루덴스, 대학 축제 놀이콘텐츠 분석)

  • Ahn, Kyungju
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.5
    • /
    • pp.554-565
    • /
    • 2018
  • This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.