• 제목/요약/키워드: Player Identity

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Discussing Metaverse Ethics with a Movie on Metaverse, 'Ready Player One' (메타버스를 영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴본 메타버스 윤리)

  • Kim, Seong-Hee;Yi, Sang-Wook
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.665-675
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    • 2022
  • After the COVID-19 pandemic, there has been growing interests in metaverse technology and social use of virtual reality platforms in non-face-to-face environments, but social issues and ethical concerns raised by metaverse have not been sufficiently discussed. In this paper, we discuss the social functions of the metaverse by examining the movie 'Ready Player One', and investigate the ethical problems that may arise in various implementation of metaverse. We identify the potential ethical problems that could occur in the context of metaverse including identity fragmentation, metaverse violence and crime, and mismanagement of personal information. We also propose some promising approaches to tackle these ethical problems ranging over descriptive ethics, normative ethics, and analytical (meta) ethics.

A Study on User Identity according to MMORPG's Narrative Mode Focused on and (MMORPG의 서사 양식 전환에 따른 사용자 정체성 연구 <블레이드 앤 소울>과 <다크폴> 분석을 중심으로)

  • Yun, Hye-Young;Kim, Jeong-Yeon
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.45-54
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    • 2015
  • This study analyzes the change of MMORPG in terms of conversion of narrative mode and discusses user identity according to the narrative mode, focused on and . These two games represent the conversion of narrative mode from Romance which has ideal story for it's main plot, to Irony, which has no background story. This change leads players to have performative persona composed by player's personal motive, compared to the persona composed by narrative motive.

A Research on the Physique Reformation of the Player Character Depending on the Character Status in MMORPG (캐릭터 스테이터스에 따른 플레이어 캐릭터 외형 변화 연구 -MMORPG를 중심으로-)

  • Kih, Tae-Suk;Baek, Hyoung-Mok;Chang, Jun-O;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.21-30
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    • 2009
  • In this paper, we have proposed to show the change of player character's status visually in character graphics. We have chosen strength and dexterity as basic character status out of strength, constitution, willness, intelligence, and dexterity to express the transition of character graphics. The length of each bone can be reflecting the numerical value of dexterity, and the thickness can show that of strength. This kind of visual representation of character status helps player to reveal his/her character identity. We are expecting this visual representation for direction of fostering characters and character's experience would be applied to various entertainment areas widely.

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Empty Time, Empty Space, and Non(非)-Place in World of Warcraft: The Accumulated Experience and the Recovery in Reality (<월드 오브 워크레프트>(World of Warcraft)의 빈 시간, 빈 공간, 비(非) 장소: 축적된 체험과 실감의 회복)

  • Song, Kyong-Won
    • Cartoon and Animation Studies
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    • s.19
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    • pp.127-143
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    • 2010
  • The purpose of this study is to aesthetically approach a game, which was popular at home, through microscopic analysis on World of Warcraft. World of Warcraft(hereunder called WOW), which improved a game method of MMORPG that had been popular conventionally at home, from several angles, is suggesting new paradigm of MMORPG game. This study aims to propose new vision on game analysis by approaching this new method from the perspective of player. For this, it divided WOW into shift method, instruction implementation method, and communication configuration method, and analyzed this, respectively, by introducing a concept of empty time, empty space, and non-place, which was borrowed from Zygmunt Bauman's "Liquid Modernity". WOW's shifting method rather extends empty time, that is, the waiting time, contrary to the conventional MMORPG, which used a method of removing. Instead of maximally reducing boring, which becomes disturbance of a game, it is what overwhelmingly enlarges time that needs to be waited, thereby being what induces a sense of time, which a player experiences daily life, to the inside of a game. WOW's instruction implementation method offers one of hugely single map instead of zone-system necessary for map loading in the discontinued form. This minutely implements even a greatly insignificant place in playing a game, thereby stirring up a sense of travel, which explores there in reality. Finally, WOW's community configuration method makes a hunting-targeted group clear, which added a concept of hunting called the raid to the existing gild system. The raid, which is a large party of being bound to the inside of Instant Dungeon, clearly gives a performance role to each of party members, thereby allowing the identity in character to be connected directly to the identity of player. Through this, the player filled the suggested 'space' with experience, thereby being able to change it into 'place' that is significant to an individual.

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Study of User Generated Rules on Online game - focused on League of Legends - (온라인 게임에 나타난 사용자 생성 규칙 연구 - <리그 오브 레전드>를 중심으로 -)

  • Lyou, Chul-Gyun;Park, Miri
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.35-44
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    • 2015
  • The purpose of this study is to analyze user-generated rules in online games and to define the way of players' identities are developed. This study focuses on the online game League of Legends, which originated from use map system. Based on rule theory, this study analyzes the characteristics of user-generated rules. As the result, this study proves that the main rule of online game is not the rules made by developers, but the emergent rules made by players. Through rule-detection and rule-selection process, user-generated rules change the game system. Therefore, the result of this study expects to show meaningful roles of players in game system.

Revitalization Plan for Communication Structure Among Users of Online Virtual Space (온라인 가상공간의 커뮤니케이선 활성화방안 -MMORPG(대규모 다중 사용자 온라인 롤플레잉 게임) 중심으로-)

  • Lim, Jang-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.115-125
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    • 2007
  • This study analyzed the importance of user activity, communication between users and identity establishment by growth and change of player's character through users' communication structure and then it classified such an importance into activity by group, dealings, information sharing, duel and strategy performance. It also looked into the plans to revitalize smooth social relationship and suggested for users to behave with responsibility in virtual society. In the virtual space where thousands of people connect and interact with each other every day, users find out their identities through human relationship with others proceeding solo story. What is more important is that users consider virtual space as a society and feel collective responsibility on words and behavior against others.

Coordinators' Experiences in Collaborative Practices between Korean Medicine and Western Medicine : A Qualitative Study (한.양방 협진 코디네이터의 실무경험 : 질적 연구)

  • Yu, Min-Hee;Son, Haeng-Mi;Lim, Byung-Mook
    • Journal of Society of Preventive Korean Medicine
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    • v.15 no.3
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    • pp.83-99
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    • 2011
  • Objective : To explore and describe coordinators' experiences in collaborative practices between the traditional Korean medicine doctors and the western medicine doctors. Methods : Five coordinators who agreed and completed the informed consent to take part in this qualitative study were interviewed thoroughly and tape-recorded. Transcribed data were analysed thematically with ground theory. Results : Most participants started their coordinating work without sufficient knowledge and systemic support. They, however, could find their identity as coordinators for collaborative practices through preparing manuals and protocols, providing comprehensive patients care, and experiencing the partnership with doctors. To coordinate Korean medicine and western medicine practices efficiently, participants have tried to enhance their professional knowledge and skills, and establish favorable networks. On the other hand, they were in dilemmas of being a multi-player and imbalance of responsibilities and powers in their jobs. Conclusions : It is recommended to clarify job description of coordinator for collaborative practices, develop training programme, and provide the institutional support for wider recognition of coordinator. Findings from this study should be considered in both Korean medicine-western medicine collaborative research and practice.

A Study on the Design of Computer Game as a Communication Design (커뮤니케이션 디자인으로서의 컴퓨터게임 디자인)

  • 서승택
    • Archives of design research
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    • v.12 no.2
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    • pp.147-154
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    • 1999
  • This is a suggestional thesis for fu. ;her study on computer game design. We can understand the computer game design as a new form of communication design.The particular qualities of computer game as communication is: 1. computer game is not a mere recording of past events but a creative reproduction by the player.; 2. its production procedure is a multiple structure of program engineering and multimedia design. Computer game design should be more than just production of visual image or technical results. It could be the design of "fields for training of identity".ity".uot;.

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History Education for Minority Group and the Archival Institutions in Britain (영국의 마이너리티 역사교육과 기록물관리기관의 역할 확대 연구)

  • Choi, Jaehee
    • The Korean Journal of Archival Studies
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    • no.36
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    • pp.121-152
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    • 2013
  • History education is of growing significance in relation with minority group's identity issue in an irreversible trend of globalization. Archives and the cultural institution can be a major player in the reforming the history education as conducted in Britain. This paper deals with the Moving Here project led by The National Archives. The vision of the project is to overcome barriers to the direct involvement of minority ethnic groups in recording their own history of migration and to ensure this history is passed on to the next generation through schools. More than 200,000 digitised images and documents in the Moving Here have been selected from the 28 content partners' collections. In addition, TNA and the regional partners worked with minority ethnic groups to record their culture and stories. In doing so, real and lasting relation between the community and the ethnic groups has developed. The outputs of the project such as films and stories were distributed free for regional schools. The School section of the Moving Here provides a range of education resources. One of the most impressive outcome of the project is the minority's desire to have their own archives for identity and self-esteem.

The Identity of the Hyangje Samhyunyukgak (향제 삼현육각의 특징)

  • Im, Hye-Jung
    • (The) Research of the performance art and culture
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    • no.39
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    • pp.749-774
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    • 2019
  • In the situation where the interest of the academics related to the Hyangje Samhyunyukgak is increasing, the task of identifying the identity of the Hyangje Samhyunyukgak should precede. In this paper, we will discuss the characteristics of the Hyangje Samhyunyukgak distinguished from the court style Samhyunyukgak. First, we will discuss the characteristics of instrument organization. In the form of the Hyangje Samhyunyukgak, the composition of the musical instrument is flexible. Depending on circumstances such as the geographic region or the composition of the player, the set of instruments were added or reduced. The second part relates to composition of music. Among the various pieces of music, a piece of music to be selected in a specific situation is music pieces related to the use of the piece of music in depth. In this phenomenon, the music with the greatest change is Geosangak(거상악). The music played as Geosangak repertoire showed various musical pieces that are related to various situations in different regions. Finally, I would like to discuss the problems related to the origins of Hyangje Samhyunyukgak music. Compared to the songs of Ginyeombul(긴염불), Gutgeori(굿거리), and Taryeong(타령), it is difficult to totally exclude the relationship from the local music genre. And I could guess that such a common denominator was closely related to the Jangdan.