• Title/Summary/Keyword: Genres

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A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

RTTC System through Fusion of Dynamic and Static Game Elements (동적·정적 게임 요소의 퓨전을 통한 RTTC 시스템 )

  • Chang-Jo, Sung;Kyung-Soo, Park;Seo-Hyun, Kim;Chae-Lim, Lee;Ji-Hye, Huh;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.183-189
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    • 2023
  • Most of the games in the RTS genre, including games such as Starcraft and LOL, which are considered the most successful works in E-sports, have become increasingly uniform and boring. In order to make more changes in a uniform and boring system, I thought it could be solved through a combination of genres that have been fully developed and verified, so I tried to present a new game paradigm. To this end, let's focus on the genres of RTS andt TCG among the popular game genres and present a new paradigm by combining the dynamic and static features of these two genres. The new Real-Time Trading Card (RTTC) genre of game system proposed in this paper refers to a new type of game system that fuses the dynamic and static elements of the game. This mixed genre can be a new paradigm for games that can satisfy both gamers and viewers by minimizing the uniformity of the game while adding the randomness of cards to the characteristics of RTS called real-time warfare.

Transfer of Media Contents between Different Genres : focused on Dramas, Films, and Musicals (미디어 콘텐츠의 장르 간 영역 이동에 관한 연구 : 드라마와 영화, 뮤지컬을 중심으로)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.148-158
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    • 2009
  • Recently, media contents are moving frequently between different media. TV, film, musical or animation, adapt killer story to each other. This tends to develop the new possibility of distribution of media contents. This study will analyse the trend of content industry. Particularly, we will focus on TV dramas, films and musicals : 61 samples have been extracted by Naver website. As a result, remakes have been increased since 2006. TV dramas and films have been used the most for source genres. Particularly, the story of films have been transferred for almost every genres including musicals.

Genre-specific Cultivation Effects of TV Programs: Cultivating Viewers' Citizenship and Value Attitudes (텔레비전 시청 장르별 시민성 및 가치관 계발 효과의 차이)

  • Na, Eun-Kyung
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.150-157
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    • 2013
  • In this media convergence era when the 'hybrid' genres increase, it has been important to explore distinguishing genre-specific effects of contents use. This study revealed that news, current affairs/talk, and documentary genres respectively produces opposite directions of influences on values; likewise, drama and reality genres also respectively produces differentiated impact on values and social trust. Drama viewing itself shows contrary patterns on civic attitude, i. e., positive relationship with social trust while negative with tolerance.

Changes of Programming of General Programming Channels (종합편성채널의 편성변화)

  • Han, Jinmann;Zhoujing, Zhoujing;Joo, Chungmin
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.258-266
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    • 2016
  • This study analyzes what contents the general programming channels have been programming since they opened in December, 2011. The findings reveal that their programming tends to center on specific genres such as news, current affairs, variety shows etc., although the general programming channels have programmed diverse contents. This study also shows that the concentrated programming of these genres has been intensified in all the general programming channels as time goes by. The ratio of re-run is shown to be comparatively high, reaching the level of 50%. Thus, it is necessary that they program more diverse genres in order to satisfy the original purpose of the introduction of the general programming channels and to provide the audience with more chances to select programs.

Characteristics of Hybrid Expression in Fashion Illustration (패션 일러스트레이션의 혼성적 표현 특성에 관한 연구)

  • Kim, Soon-Ja
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.1
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    • pp.59-74
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    • 2013
  • Post-modern society leads us to accept diversity and variability instead of pursuit of the absolute truth, beauty or classical value systems, thus leading to hybrid phenomena. The purpose of this study is to analyze characteristics and expressive effects of hybrid expressions through which to provide conceptual bases for interpreting expanded meanings of fashion illustrations that express aesthetic concepts of hybrid culture. Hybrid refers to a condition on which diverse elements are mixed with each other, so any one element can not dominate others. It is often used to create something unique and new by a combination of unprecedented things. Hybrid can be classified into four categories: temporal hybrid, spatial hybrid, morphological hybrid and hybrid of different genres. Temporal hybrid from a combination of past and present in fashion illustration includes temporal blending by repetition and juxtaposition. Spatial hybrid shows itself in the form of inter-penetration and interrelationship by means of projection, overlapping, juxtaposition and multiple space. Morphological hybrid expresses itself through combination of heterogenous forms and restructuring of deformed forms. Hybrid of different genres in fashion illustration applies various graphic elements or photos within the space, and represents blending of arts and daily living. Such hybrid expressions in fashion illustrations reflect the phenomena of diversity and variability of post-modern society. Hybrid expressions in fashion illustrations predict endless possibility of expressing new images through combining various forms or casual elements and can develop toward a new creative technique.

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A Study on the Priority of Game Design Components by Genres (장르별 게임 디자인 구성요소의 우선순위에 대한 연구)

  • Nam, KiTeok
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.63-74
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    • 2021
  • The format of game play varies depending on the priority of game design components by genre. In this study, in order to quantitatively derive the priority of game design components by genre, 6 game design components and 6 genres were extracted through prior research on game design components and genres, and then the research model was designed, and priorities were derived through AHP. Feedback system in action games, story in adventure games, mechanics in role-playing games, mechanics in simulation games, feedback system in table games, and mechanics in puzzle games were highly prioritized.

A Study of the Classification and Application of Digital Broadcast Program Type based on Machine Learning (머신러닝 기반의 디지털 방송 프로그램 유형 분류 및 활용 방안 연구)

  • Yoon, Sang-Hyeak;Lee, So-Hyun;Kim, Hee-Woong
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.119-137
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    • 2019
  • With the recent spread of digital content, more people have been watching the digital content of TV programs on their PCs or mobile devices, rather than on TVs. With the change in such media use pattern, genres(types) of broadcast programs change in the flow of the times and viewers' trends. The programs that were broadcast on TVs have been released in digital content, and thereby people watching such content change their perception. For this reason, it is necessary to newly and differently classify genres(types) of broadcast programs on the basis of digital content, from the conventional classification of program genres(types) in broadcasting companies or relevant industries. Therefore, this study suggests a plan for newly classifying broadcast programs through using machine learning with the log data of people watching the programs in online media and for applying the new classification. This study is academically meaningful in the point that it analyzes and classifies program types on the basis of digital content. In addition, it is meaningful in the point that it makes use of the program classification algorithm developed in relevant industries, and especially suggests the strategy and plan for applying it.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (사회통계학적, 장르적 분류에 따른 온라인 게임의 이용 특성에 관한 연구)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.61-71
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    • 2010
  • This study looks into the usage pattern in online games based on genres and socio-demographic characteristics. Compared to the prior studies that adopted survey as their main research method, this study has analyzed the actual data of game login records and adopted parametric modeling and mathematical approach. In terms of the socio-demographic characteristics, the following facts were confirmed: men > women by gender, students > white-collars > housewives > blue-collars > self-employed > jobless(etc.) by occupation, college graduates > K-12 students > high-school graduates > undergrads & grads by academic background, 3∼5 million > 1∼3 million > over 5 million > less than 1 million by income levels, and not married > married by marital status. In terms of genres, the population of the players is in the order of web board games, RPG, action/racing/shooting, and sports. The RPG game is confirmed to have a higher level of MCR (Max Concurrent User Ratio) than any other genres. On the other hand, the hypothesis on the difference in Repeated Use Ratio according to genres is rejected. This study has also confirmed that interactions exist between gender and age; genre and gender; genre and age among online game users, and conducted post-hoc analysis about those interactions.