• Title/Summary/Keyword: cultural history of games

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A Study on the Game Criticism: Meta-analytical Approach to Game Critiques (게임비평에 대한 연구 : 게임비평 텍스트의 메타분석적 접근)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.19-30
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    • 2013
  • Digital games have become a major part of the modern popular culture, but little attention has been paid to understanding the textuality of games and what the game texts have the cultural meanings. As the games develop, however, the academic and journalistic game critiques and reviews that try to understand and to deconstruct the game texts are on the rise. This study explores how the game criticism characterizes the game texts, creates and shapes the understanding of games. The finding shows that game criticism is rich and varied in terms of themes and approaches covered, more generally, games criticism can also help preserve game history by focusing on the distinctive game textuality, forms and meanings, and by contextualizing the links and cultural meanings that exist between games and between games and the cultural context.

A Study on the Archiving of Digital Games with Media Archaeological View (디지털 게임의 아카이빙과 미디어 고고학적 접근)

  • Lee, Jung Yeop
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.77-88
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    • 2015
  • This paper made a comparative study on domestic and international game archives that preserve and study the history of games. Based on that, it suggests the structure to classify and build a database to establish a history museum of games. The objective to gather and preserve history of games is mainly in order to build a baseline for ludology studies, but not solely for that reason. This study proposes the series of procedures of gathering, preserving, classifying, displaying and referencing digital games according to the academic field of Media Archaeology.

A Study on the Adaptability of Shadow Puppet Elements to Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.102-107
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    • 2023
  • Chinese shadow puppetry is an ancient form of drama with a long history. Known as the "mother of Chinese folk opera", it has rich cultural connotations and artistic value. At the same time, as a classic video game genre, side-scrolling games have many loyal fans around the world. However, in recent years, some previous entertainment cultures such as shadow puppetry are slowly disappearing. In contrast, video games play an increasingly important role in people's entertainment. Combining Chinese traditional culture with video games can be a great way to promote the preservation of these cultures. By making traditional culture more accessible and engaging, developers can help to ensure that these cultures continue to be enjoyed by future generations.The side-scrolling game is a classic game type, and it has many similarities with shadow puppetry. This paper will analyze the similarities and differences between Chinese shadow puppetry and horizontal version games, and try to explore how to organically integrate the two, so as to promote the inheritance and development of traditional culture, and promote cultural innovation and the development of creative industries.

Mechanical Amusement Culture Phenomenon and the Context of Pre-Game Period in 1960s (1960년대 기계오락문화현상과 전(前)게임기의 맥락)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.111-120
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    • 2015
  • The purpose of this study is to understand the sociocultural context of the pre-game period, and how the context influenced on the identity formation of games. Games did not develop with the fixed and stable identities. Instead, games is the outcome which is conceived in the history of articulation of various discourses, technologies and social factors. The mechanical amusement devices was consumed for the urban entertainment, and made a strained relations with the society for the speculative and pathological characteristics. The mechanical amusement has extended to the electronic games in 1970s, and reached the present digital game culture.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

Study on the game graphic contents of the China's MMORPG (중국 MMORPG 그래픽 콘텐츠에 관한 연구)

  • Ning, Shu-jia;Kueng, Byung-Pyo;Ryu, Seuc-ho;Lee, Wan-bok
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.37-39
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    • 2010
  • China's online games have been developed a decade, the online game development is very fast. The last monitoring from "gameScan$^{TM}$" shows that there are 6 local manufacturing MMORPG games in the top 20 in march 2010 of china.Through research top 4 MMORPG games, their graphic content is too similar. All of them are the subject of Chinese Martial-Arts and Chinese Mythology, the graphic design elements all from China's traditional culture. This phenomenon will be two defects, the first if the design follow the trend, it can reduce the risk of failure, but it'll lack of competitiveness also. The second is it can meet the needs of Chinese culture for the game players in china, but the complex Chinese mythology and the culture of Martial-Arts are not easy to be accepted for foreigners. There are many European and American games failed in China, because of the differences cultural, the Game players can't understand the history, religion and culture. so, we can get some experience from the successful game cases of Korea and Japan. Use of common cultural elements combined with some Chinese traditional culture to create a new fantasy world. And try some now contents about future or science fiction.

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Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

A Study on Attitudinal Constructs Influencing on Olympic Sponsorship (올림픽마케팅에서의 스폰서십 효과에 관한 연구)

  • Chun Myung-Hwan;Kim Woo-Hui
    • Management & Information Systems Review
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    • v.9
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    • pp.139-163
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    • 2002
  • While the corporate practice of sponsoring major events has existed since the turn of the century, it has only recently become one of the fastest growing areas of advertising and promotion. Despite its long history and recent growth, however, event sponsorship has yet to receive the same kinds of rigorous theoretical and methodological attention that marketing researchers have devoted to other areas of advertising and promotion. Also, the recent Olympic Games in Sydney serve as excellent showcase of the sponsorship phenomenon. On the hand it becomes very clear that an event of such magnitude cannot take place without the commercial support of the sponsors. At the same time, there is a growing concern that the Olympic Games are losing their spirit and are over-commercialized because of the excessive sponsorship-linked marketing activities. At the centre of the debate is the impact and the reaction of the consumers to the growing use of sponsorship to stage major events. While the Olympic Games might be an extreme example of the growth and impact of sponsorship, the proliferation of the phenomenon is widespread across other sports events as well as other cultural and community based events. But a comprehensive model of sponsorship is not currently available in the literature. This research is the aim of the current research to investigate consumer attitude constructs towards sponsorship such as sport involvement, attitude towards the event, attitude towards commercialization. The results still have potentially significant applied and theoretical implication. First, This investigation is the first known effort, grounded in consumer behavior theory, to model antecedent variables believed to influence consumer response to event sponsorship in Korea. Second, these findings are in line with previous research, as sports involvement attitude towards the event, and attitude towards commercialization are found to be significant influences on respondents' ability, motivation and opportunity to process sponsorship information, as well as directly and indirectly impacting emotional response.

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Development Process of the 88 Seoul Olympic Park as Sculpture Park and Its Discourses (88올림픽공원 조각공원의 조성 과정 및 전후 담론의 해석)

  • Shin, Myungjin;Sung, Jong-Sang;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.1
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    • pp.46-56
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    • 2020
  • The 88 Olympic Park is a monumental urban park in Seoul, developed to commemorate South Korea's hosting of the 1988 Seoul Olympic Games. Initially conceived to emphasize the event slogan, 'Cultural Olympics,' which was driven by the Korean government, the park, already designed and constructed by 1986, was reconfigured into a sculpture park following two international outdoor sculpture Olympiads and an invitational sculpture exhibition. This study takes a look at the process of redesigning the park into sculpture park and the socio-political discussions surrounding such a process, in order to reconsider the significance of the 88 Seoul Olympic Park with regards to Korean landscape architectural history. Several discussions within Korean society arose during the redesign process. First, there were critiques on the artwork selection during the early phase of the project. Second, issues regarding the conservation of the national heritage site, Mongchon-tosung, located within the park, gave rise to a larger discourse on heritage preservation in Seoul. Third, discussions regarding the formation of the park identity, or lack thereof, prevalent. Through this study, the 88 Seoul Olympic Park presents itself as an example where large park construction in Seoul caused discussions regarding globalization, nationalism, publicness and art to be brought forth. This paper concludes that the 88 Seoul Olympic Park is a cultural landscape that requires further examination and exploration as it provides rich historical context for understanding the history of cultural and artistic practices in Korean urban landscapes.

An Analysis of Cultural Hegemony and Placeness Changes in the Area of Songhyeon-dong, Seoul (서울 송현동 일대의 문화 헤게모니와 장소성 변화 분석)

  • Choe, Ji-Young;Zoh, Kyung-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.1
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    • pp.33-52
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    • 2022
  • The History and Culture Park and the Lee Kun-hee Donation Hall will be built in Songhyeon-dong, Seoul. Political games from the Joseon Dynasty to the present greatly influenced the historicity of Songhyeon-dong. However, place analysis was limited to changes in landowners and land uses rather than a historical context. Therefore, this study analyzed the context in which the placeness of Songhyeon-dong changed according to the emergence of cultural hegemony using the perspective of modern cultural geography and comparative history. As a result of the analysis, cultural hegemony in historical transitions, such as Sinocentrism, maritime expansion, civil revolutions, imperialism, nationalism, popular art, and neoliberalism, was found to have created new intellectuals in Bukchon, including Songhyeon-dong, and influenced social systems and spatial policies. In this social relations, the placeness of Songhyeon-dong changed as follows. First, the founding forces of Joseon created pine forests as Bibo Forests to invocate the permanence of the dynasty. In the late Joseon dynasty, it was an era of maritime expansion, and as Joseon's yeonhaeng increased, a garden for the Gyeonghwasejok, who enjoyed the culture of the Qing dynasty, was built. Although pine forests and gardens disappeared due to the development of housing complexes as the population soared during the Japanese colonial era, Cha Gyeong's landscape aesthetics, which harmonized artificial gardens and external nature, are worth reinterpreting in modern times. Second, the wave of modernization created a new school in Bukchon and a boarding house in Songhyeon-dong owned by a pro-Japanese faction. Angukdongcheon-gil, next to Songhyeon-dong, was where thinkers who promoted civil revolution and national self-determination exchanged ideas. Songhyeon-dong, the largest boarding house, served as a residence for students to participate in the March 1st Movement and was the cradle of the resulting culture of student movements. The appearance of the old road is preserved, so it is a significant part of the regeneration of walking in the historic city center, connecting Gwanghwamun-Bukchon-Insadong -Donhwamunro. Third, from the cultural rule of the Government General of Joseon to the Military Government, Songhyeon-dong acted as a passage to western culture with the Joseon Siksan Bank's cultural housing and staff accommodations at the U.S. Embassy. Ancient and contemporary art coexisted in the surrounding area, so the modern and contemporary art market was formed. The Lee Kun-hee Donation Hall is expected to form a cultural belt for citizens with the gallery, Bukchon Hanok Village, the Craft Museum, and the Modern Museum of Art. Discourses and challenges are needed to recreate the place in harmony with the forests, gardens, the street of citizens' birth, history and culture park, the art museum, and the surrounding walking network.