• Title/Summary/Keyword: game culture

Search Result 600, Processing Time 0.025 seconds

Study on Game Expandability Pursuant to the Spread of the Korean Wave (한류 확산에 따른 게임의 확장 가능성 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
    • /
    • v.14 no.4
    • /
    • pp.75-86
    • /
    • 2014
  • This study explored the expandability and prospect of the game, one of the cultural contents that may potentially lead the next Korean Wave. The study found that for the game to grow and be recognized as the cultural product of the Korean Wave, it was necessary to develop the strategies to ensure the sustainability of the game and to build plans for powerful storytelling techniques that help the public become more familiarized with the game as part of the Korean Wave and maximize the public's affinity and preference of such game. It was also found that one of the immediate priorities is to develop the games that are characterized as their unique use and representation of the Korean culture in the global market while designing effective localization plans and paving the way for a government-level system of support.

Types of Expression and Aesthetic Characteristics of On-line Game Characters' Body and Costume (온라인 게임 캐릭터에 나타난 신체와 복식의 표현 유형과 미적 특성)

  • Kim Mi-Young
    • The Research Journal of the Costume Culture
    • /
    • v.13 no.3 s.56
    • /
    • pp.425-438
    • /
    • 2005
  • This study is to examine the types of expression and aesthetic characteristics of on-line game characters by analyzing those game characters' body and their costume that appear in various domestic on-line game sites. It is shown in this study that types of the human bodies and costume expressed through the game characters are grouped into five categories such as exposure and tightness, enlargement and exaggeration, curtailment and simplification, gender stereotype and unification. Furthermore, there are four typical aesthetic characteristics resulting from those types of expressions; First, 'grotesque' is expressed in the form of extreme enlargement and exaggeration, extreme exposure and concealment, combined images among human, animal or machine, or monstrous devilish images. Second, in an effort to express 'eroticism', bodies are directly exposed, see-through costumes are used in order to emphasize the body lines or very tight designs are used. Third, 'futuristic' characteristics are shown through geometrical shape and silhouette, machine-like details, strong artificial colors or glossy hi-tech material. Lastly, 'pastiche' is expressed with reconciliation of variety of costumes of game characters. Various opposite or heterogeneous styles are combined or harmonized each other to show pastiche, of which examples are male and female, superior culture and inferior one, rich and poor, oriental and western, human and machine, human and nature or past and future, etc.

  • PDF

A Study on the Japanese-style Character Design combined with Ghosts and Gods Culture and the Development of Contents according to Proposal - Focused on Chinese mobile game 'Onmyoji' (귀신문화에 기반한 일본풍의 캐릭터 디자인 분석 및 캐릭터 제작 연구 - 중국 모바일 게임 <음양사>사례를 중심으로)

  • Wang, Hui-Ling;Lee, Dong-Yeop
    • Journal of Korea Game Society
    • /
    • v.22 no.1
    • /
    • pp.119-128
    • /
    • 2022
  • According to Gestalt theories of perception, this paper studies Japanese-style character design combined with ghost culture. This article sorts out the character design elements of the Japanese mobile game "Onmyoji" in China, and then analyzes the design from the perspective of psychology through Gestalt theories. The form is felt through the systematization of the whole rather than the parts, confirming whether the small design elements of the character can be perceived as the whole story.

The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players (심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로)

  • Lee, Seung Je;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.9 no.6
    • /
    • pp.341-352
    • /
    • 2019
  • Recently, e-sports has been receiving social attention. Game leadership is a necessary skill to perform effective game tasks, and it is very important to e-sports game and improve teamwork. As a result, there is a need to identify psychosocial factor that promote game leadership. This study tried to examine how game motivation, game efficacy, and psychological factors(self-control, social intelligence, self-esteem) reported to have an important effect on leadership have relation with game leadership to MOBA genre users who were known to consider role of game leadership as important factor. We used data from 196 adolescents using MOBA games for surveys. As a result of analysis, internet game time, game efficacy, and social intelligence had a positive relationship with game leadership. And game motivation(social, exploration and escape) also had a positive effect on game leadership. But self-control, self-esteem and some game motivations(acquisition, achievement) was not significant.

Research of the difference between the east and west of the point of view of the background design of the game (게임 배경디자인의 동서양 관점의 차이 연구)

  • Hwang, Yi-seul;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.05a
    • /
    • pp.933-936
    • /
    • 2014
  • Game design, has grown by adding to the development speed of the game market. When appeal a game to overseas users including the domestic market, the effect of design gives also large. Therefore, understanding of the background elements of design and design during the localization process is very important. In this paper, I will research the differences between the design of the game background of Eastern and Western design and various backgrounds.

  • PDF

A Study on the Interaction between NPC and Narrative in MMORPG (MMORPG에서의 내러티브와 NPC와의 상호작용에 관한 연구)

  • Lee, Dong-Hyeon;Jang, Min-Jun;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.79-80
    • /
    • 2019
  • 기술이 발달하고 게임에 대한 유저의 인식이 높아지면서 내러티브는 게임의 강력한 경쟁 수단 중 하나로 떠오르고 있다. 하지만 국내 게임, 특히 온라인 게임에서는 내러티브에 대한 연구가 부족하고 내러티브의 중요성을 등한시하고 있다. 본 논문에서는 게임과 MMORPG에서의 내러티브에 대해 설명하고 MMORPG에서 활용할 수 있는 내러티브 요소로 NPC와의 상호작용을 강화시킬 것을 제안한다.

  • PDF

A Study on the Characteristics and Preference of Firearms in the FPS Battle Royale Genre (FPS 배틀로얄 장르의 특징과 무기 선호도에 관한 연구)

  • Yu, Gyung-Geun;Park, Min-Gyu;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.681-684
    • /
    • 2020
  • 2017년, '플레이어언노운스 배틀그라운드' 얼리 액세스 버전의 큰 성공으로 슈팅 게임 장르의 크나큰 변화가 일어났다. 수많은 유저들이 시간이 지날수록 압박해오는 전장과 1등에 근접할수록 높아지는 긴장감, 치열한 접전 끝에 1등을 차지하는 희열에 매료되어 세계적으로 선풍적인 인기를 끌게 되었다. 그러나 시간이 지날수록 유저들의 평균적인 게임 이해도와 실력이 늘어남에 따라 한번 실수에도 치명적인 영향을 받는 장르 특성상 모험보단 안전을 추구하고자 하였고 많은 배틀로얄 게임들이 전략의 고착화, 사용 장비의 고착화가 점점 심화되었다. 본 논문에서는 배틀로얄 장르의 고착화가 어떻게 이루어졌는지 수치와 통계를 통해 설명하고 효율적으로 고착화를 타파하기 위한 새로운 방안을 제시한다.

  • PDF

A Study on the Success Strategy of Early Access Games (얼리액세스 게임의 성공 전략에 관한 연구)

  • Jang, Joon-Hee;Lim, Hyeong-Chul;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.685-688
    • /
    • 2020
  • 본 논문에서는 게임 개발의 한 형태이자 새로 도입된 개발 형태 중에 가장 떠오르고 있는 얼리액세스 개발 형태에 대해 서술하며, 얼리액세스 개발 방식의 공통적인 성격과 성공했던 게임들의 사례를 통해 앞으로 게임 개발자들에게 지양해야 할 부분과 반영해야 할 부분을 통해 소비자들에게 어떤 방식으로 접근해야 효과적으로 다가갈 수 있으며, 어떤 방향의 개발을 거쳤던 게임이 흥행하지 못했는지를 연구, 분석을 통해 얼리액세스 만의 방식을 통해 개발자, 소비자 모두를 충족시킬 수 있는 전략을 제시하고자 한다.

  • PDF

A Study on the Probability and Actual Probability of Probabilistic Items in Mobile Games (모바일게임에서 확률형 아이템의 고시 확률과 실제 확률의 관한 연구)

  • Oh, Jong-Min;Kim, Jung-Sun;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.521-524
    • /
    • 2020
  • 국내 모바일 MMORPG 시장에서 구글플레이 스토어, 앱 스토어의 매출 순위를 보면 순위 안에 있는 게임 중에 가챠 시스템이 없는 게임을 찾기가 힘들 정도로 모바일게임에서 가챠 시스템은 게임의 전체 매출에서 많은 비중을 차지한다. 과거 가챠 시스템으로 인하여 사행성과 과금 유도가 너무 심해져 2015년 확률형 아이템 규제 법안이 발의되어 현재까지 게임회사들은 확률을 공개해왔다. 하지만 공개된 확률에는 유저들이 모르는 큰 오류가 존재한다. 본 논문에서 그 오류를 알아보고 모바일 게임 가챠 시스템의 건전성을 확보하기 위한 방안을 제시하고자 한다.

  • PDF

The Influence of Modernism on Independent Games - From an Analysis of - (모더니즘이 독립 게임에 미친 영향 - 인디게임<더 바인딩 오브 아이작> 분석 -)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.385-390
    • /
    • 2017
  • With improvements in science and technology, independent game which through individuals or small groups development mode has become one of new art creation. In these constantly emerging works, there are contents include trend of modernism thought. In this article, independent game < The Binding of Isaac > is used as an example, by analyzing that game's script, art style and animation sequence, and comparing with westward modernism literature, modernism art and modernism movie's characteristics and manifestation, we try to find how modernism thought influences the independent game design, and conclude modernism game's characteristics. Through those deep influences, we prove that the progress of productivity can also stimulate mass culture to develop in a certain extent.