• Title/Summary/Keyword: game story

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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 Case Study for successful game media franchise : The maple story (성공한 Game 원 소스 멀티 유즈 사례에 관한 연구 (메이플 스토리를 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.172-174
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    • 2013
  • Today, one of the most important reasons that Media franchise becomes a core part in the visual contents is that they can create added value and profit optimization easily with main source contents. For succeeding in media franchise, outstanding main contents develop and planning ability which can graft main contents onto other genres are required. This paper will analyze media franchise success cases, with The Maple story as the center, will inquire How he succeed in Korea contents market, and will suggest pointing spot of Korea style media franchise. planning ability and several other causes.

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An Animated Study Based on Games - based on the 12 Stages of Christopher Vogler's heroic journey

  • Kim, Tak Hoon;Jeon, Cheon Hoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.175-184
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    • 2018
  • The commercial success of the game has also led to animation of the original game, especially the live version of The Street Fighter II in 1994 and a variety of videos of the game-based version, 2D Animation and 3D Animaion until now. But animations are not always successful because they are based on popular and commercially successful games. That's because when the original game was remade into an animation, the difference between the narrative structure of the original game story and the setting of the game and animation is striking. Nevertheless, a feature-length animation based on the Angry Birds game, which was released on May 19, 2016, has also been a huge commercial success, with this paper analyzing the case applied to the 12th stage of Christopher Vogler's hero's journey, Aengibird the Movie, and discussing the way in which the animation developed based on the game compared with other animations. Christopher Vogler, a Hollywood playwright, analyzed the structure of popular-loved movies based on the common narrative of the myth as the main motif of the mythologist Joseph Campbell. His narrative style is a hero's journey, using a total of 12 stages of epic narrative structure to help the protagonist find himself and achieve what he wants. Foreign heroes, adventure films as well as animations from big studios like Disney, Pixar, and Ghibli are using the story-development method of this Christopher Vogler.

A Study on Cultural Planning Based on the Characteristics of Domestic Cultural Archetypes: Focusing on the Jeju Folktale 'Seolmundae Halmang and Obaek General' (국내 문화원형 특징을 기반으로 한 문화 기획 연구: 제주 설화 '설문대 할망과 오백장군'을 중심으로)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.259-269
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    • 2021
  • This study examines the legend of 'Grandmother Seolmundae and Five Hundred Generals', the cultural archetypes of Jeju, and analyzes the characteristics of its contents. After analyzing the feasibility of using the analyzed cultural prototype as cultural contents such as games and animations, based on this analysis, we tried to suggest a cultural planning approach based on the cultural prototype to the cultural agency. Therefore, the implications of this study are as follows. First, among the cultural prototypes in Korea, 'Grandmother Seolmundae and Five Hundred Generals', which represent the legends of Jeju Island, are being organized centered on many historical researchers and Chaerokga, but there is no precise establishment of the exact timing of the legend and how it arose. Therefore, when planning and developing content based on the cultural prototype, it is most important for cultural agencies to develop a story after researching historical evidence and opinions of local residents to identify a consistent point of view. Second, although the contents of the cultural archetype are arranged slightly differently by historians and recorders, the main contents and characteristics of the story are found to have a similar form. Therefore, cultural agencies should focus on finding the point of view and characteristics of a story, even if a story is written differently by different people when doing a cultural prototype. Third, when planning a game based on the cultural prototype, the main elements such as the elements to be expressed in the game and the fun elements should be found and presented. In particular, because fun and rules are the most important parts of games, if this part cannot be derived from the story of the cultural archetype or cannot be made, it is difficult to transform the cultural archetype into a game. Therefore, it can be seen that it is important for cultural agencies to set their game plan intentions in consideration of story expression and fun, even if it is the core or non-core of the entire story of the cultural archetype. Lastly, although the cultural prototype 'Grandmother Seolmundae and Five Hundred Generals' was presented as animation content, it is important to develop it considering the story, characters, media, and audience. Therefore, cultural agencies should be able to derive the elements such as stories, representative and auxiliary characters, and viewers that can be adapted from the cultural prototype as much as possible. It will be an important part of raising.

Analysis of Game Documentary - Focused on Indie Game: The Movie (게임 다큐멘터리 분석 - Indie Game: The Movie를 중심으로)

  • Han, Sukhee
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.37-50
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    • 2018
  • This study multi-dimensionally analyzes "Indie Game: The Movie", The game documentary film published in June, 2012. As game industry increases, game-related documentary films are also being produced. Previous game documentary films usually focus on the success of popular game or game users and deal with the reason of success. However, "Indie Game: The Movie" centers on Indie game developers who are not from famous and huge companies. Due to the development of the game engine, these days, Indie games become a new trend that game developers are able to develop their own game freely. Then, this study has a purpose to study the life of Indie game developers and explore how and why they want to make their own game. More specifically, this study analyzes "Indie Game: The Movie" by 1) Story 2) Conflict and Resolution 3) Form 4) Sequence. As a result, it concludes that "Indie Game: The Movie" has interview section mainly and represents that Indie game developers want to develop their own games due to their ego and identity. In other words, throughout the analysis of the documentary film, it explores the reality that Indie Game developers face and many features of Indie Game in the game industry.

A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

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.

The Ugliness Expressed in On-line Game Character's Fashion on Cyber-Space (가상공간의 온라인 개념 캐릭터 패션에 표현된 추[醜])

  • Seo Jung-Lip;Jin Kyung-Ok
    • Journal of the Korean Society of Costume
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    • v.56 no.1 s.100
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    • pp.106-120
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    • 2006
  • Using aesthetics of Rosencranz as the basis, this study contains the peculiarities of 'ugliness' and the obscured conceptual meaning of 'avant-garde', 'grotesque', and 'decadence' that are being utilized under ambiguous significance are defined through modern fashion and fashion of online game characters. Forms of 'ugliness' expressed in modern fashion and in games characters display distortion of form through incongruity, unbalance, disproportion and disharmony, and with this lack of form and expressional imprecision, both contain the elements of comical characteristics of vulgarity and repugnance. The difference in 'ugliness' between modern fashion and game character fashion is, the significance of 'ugliness' being expressed in modern fashion challenges new concepts by refusing tradition and recovering the human nature that has become turbid. On the other hand, 'ugliness' in game character fashion complements the story of the game that uses legends, fantasies or novels as its basis. Opposed to the significance of recovering human nature that is displayed in modern fashion, in order to terminate the opposing game character, the fashion of game characters exaggerates the form of modern fashion with added brutality. In addition, with the advantage of virtual reality that allows a more flexible expression than in the real word, images created are more sensational and excessive use of grotesque images are being expressed.

Study on development of the game content based on the Android (안드로이드를 기반으로 하는 게임 콘텐츠 개발에 대한 연구)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.17 no.2
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    • pp.105-109
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    • 2016
  • This paper is to review from a developer's perspective about the relationship between game development and the convergence of several disciplines during the game development. As the popularity of smart phones is accelerating mobile gaming it is becoming an area where various types of games that appeal to all ages of users. In this study, the production of a new genre of mobile games that can be enjoyed by all ages apart an existing generalized game and will be described an experience for them. The games built on the game plan, the planning information through the process of creating the actual game. At the same time, it studies on the relationship between each process by several studies.

A Design of Serious Game for English Words Study (영어단어 학습을 위한 기능성 게임의 설계)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.165-169
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    • 2013
  • A serious game is to design for not amusement but special aim. It can be defined of the game which have various useful aspects. It is a different game which exists important the proper function through interactive action compared to general games. English education games have a goal which is the English Study in addition to amusement. It's important one which is to have an immersiveness to be accomplished studying through games for users. In this paper, an effective analysis and design method of serious game using UML, that is Objected Oriented Analysis and Design Method, and Storyboard to develop a serious game "Guessing correctly english words over playing joyfully" is presented.