• Title/Summary/Keyword: 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 Medical Serious Game: Classification & Possibility (의료용 기능성 게임에 대한 고찰)

  • Woo, Tack;Yeom, Jin
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.91-99
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    • 2012
  • The purpose of this paper is to study and suggest a new classification method of the medical serious games which take the second major part of serious games after the educational games. Based on the classification suggested, various possibilities of medical serious games are suggested. Especially, how movement based language and contents can be used on various kind of medical serious games such as rehabilitation and cognitive behavioral therapy is explored.

A Study onThe Success factors of Mobile Games (모바일게임의 성공요인에 대한 연구)

  • Kim, Do-Goan;Nam, Su-Tae;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.189-191
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    • 2014
  • Todays, with the spread of Mobile devices, game industry has experienced the change of supply chain structure and paradigm. Breaking the traditional supply chain of game industry, mobile games of App. markets provide alternatives or threats against traditional game industry. With the mobility as a strongpoint, mobile games have their own characteristics such as convenience, easy of use and simplicity comparing PC games or other games. In this point, this study is to find success factors of mobiles games through the analysis on the highly ranked favorite games according to the types of mobile games.

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A Guideline for Educational Game Engagement based on a Review of Designing and Developing Non-Digital Games literature An Actual Implementation of a Tabletop Game

  • Villegas, Tatiana Rincon;Torres, Eric Avila;Jeong, Jong-In;Gang, Sin-Cheon;Kim, Chang-Seok;Kim, Ui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.193-196
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    • 2019
  • Digital Game design with educational purposes and User Experience measurement via game analytics has been extensively covered in literature, however non-digital games such as tabletops in education and its corresponding educational impact have limited research. In this paper, we propose a guideline to create non-digital educational games from scratch and evaluate them based on the know-how of developers and the investigation of scholars who have studied the engagement factors related to the digital games and applied their findings to non-digital games. Along with the guideline we provide an actual implementation, a game called HXGN_766, meant to serve as scaffolding of computational thinking and rudimentary Python programing concepts. We believe both, guideline and game, can be a useful reference for those interested on game design, educational content design, game quality control check, and unplugged computer science activities. This is the first in a series of papers where the game design concept, the evaluation methodology and the game itself will be presented with more detail.

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Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

A Study on Masochistic Aspects of Action Games -Focusing on 'Gilles Deleuze's 『Masochism』 Theory- (액션게임에서 나타난 매저키즘적 양상 연구 -질 들뢰즈의 『매저키즘』 이론 중심으로-)

  • Lim, Yong-Seob
    • Cartoon and Animation Studies
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    • s.33
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    • pp.531-549
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    • 2013
  • Action games exhibit all the specific constellation of masochism, such as disavowal, suspense, waiting, fetishism, and fantasy. These characteristics of action games can be analyzed with respect to masochism. This study conducted an analysis excluding sadism as much as possible, as sadism is a result of etiological misconception as opposed to masochism. However, comparative analysis is included in the study so that action games are not seen as demonstrating sadism. Games create a space for virtual interaction for main agents by connecting gamer-existence and game-character in the framework of a contract. The interaction of visual tactility within this space creates a system of difference in pleasure. Masochism enables one to attain pleasure in a world created himself or herself using fetishism in contractual relationships such as the ones exhibited in games. This shows that action games and masochism are mutually related. This paper analyzed the ontology of action games using actual examples of action games. The paper concluded that action games lead to the fulfillment of masochistic pleasure.

Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.148-156
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    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.

Classification of Smartphone Game based on Mechanics (게임 메커니즘에 따른 스마트폰 게임 분류 연구)

  • Chun, Yeonbi;Chang, Sung Kyun;Woo, Tack
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.15-24
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    • 2012
  • The recent growth of smartphone users and high speed network has fueled the expansion of the market for mobile application. Among these applications with various purposes, smartphone games are the hottest contents on this market. Smartphone games are far different from former games due to their new input and output interface (e.g. touch sensors and gyro sensors).It is possible that the most resonable way to categorize these new smartphone games is comparisons of different objects, in this case, various smarphone games. But there exists no classification of the games neither for the use of the market nor the purpose of researches. Even though there are few classifications for games, those classifications have a major flaw that their criteria are derived from superficial features of games. In this paper, we propose a new method to categorize smartphone games through game mechanics of principal design components.

A Study on the Late 19th Century Basic Costumes and Games based on Genre Paintings by Kisan Junkeun Kim - Referred from the book 「Korean Games」 - (기산 김준근 풍속화에 나타난 19세기말 일반복식과 놀이문화에 관한 연구 - 「한국의 놀이」 삽화를 중심으로 -)

  • Choi, Eunjoo
    • Fashion & Textile Research Journal
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    • v.14 no.5
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    • pp.766-777
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    • 2012
  • The 13 genre paintings by Junkeun Kim in the book "Korean Games(by Stewart Culin 1858~1929)" were used to study the late $19^{th}$ century's basic costumes and Games style in Korea. The people who appear in the paintings are 26 adult males, 2 minor males, 2 adult females and 3 kisaengs. Typical men wore 'Jeogori' which had various colors and white linings with a reached hip line, and knotted with a 'go-rum' on the right side. They also wore, white colored 'Baji' with colorful sash that were knot below knee or ankle together with 'Hang-jun' or 'Daenim'. They wore 'Beoseon'. Some men wore 'Po' whose colors were blue, green, indigo, white. The general women wore 'Jeogori' in deep green and light pink, indigo, green, red, and they matched with colors for 'Kit' and, 'Go-rum', 'Kut-dong' and its 'Go-rum' was short and narrow. It was so fit and short with narrow sleeve. It had 'Dunggun-kit'(round head collar) with white 'Dong-jung' and so it fit at neck. They wore 'Chi-ma' whose color was red, light green, or light indigo. It contrasted with 'Jeogori'. The width of 'Chi-ma' was big enough. Then white inner slacks came out under the skirt. Traditional Korean games can be classified according to age and gender. Then the games can be further classified into three categories : men's games, women's games, and games for all. The games for adult are an archery practice, hunting, shovel work with a karae, making a bow, drawing Jongkung-chart, Korean chess, playing paduk, and the Korean card game. A swing is a game for women. Games for both men and women are dice play, and domino game. Games for both adult and minor males are sledge, and tightrope walking. Through genre paintings in the $19^{th}$ century, I reached a conclusion that basic costumes are similar to 'Hanbok' at the present time and the method of wearing them has not changed much. It appears that the originality of traditional costumes has been maintained.

Generation gap between adolescents group and parents group in the perceptions on online games (부모 세대와 청소년 세대의 온라인 게임에 대한 인식 차이: 온라인 게임의 유해성/유익성, 영향과 가치, 부모-자녀 관계, 규제에 대한 인식을 중심으로)

  • Jee Yeon Kim;Young Yim Doh
    • Korean Journal of Culture and Social Issue
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    • v.20 no.3
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    • pp.263-280
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    • 2014
  • The purpose of our study was to figure out the generation gap between adolescents group and parents group in the sub-dimensions of perceptions on online games, such as harmfulness and benefits of online games, impacts and values of online games, parent-adolescent relationship with regard to online game activities, and government regulation of online games. To this end, we conducted online survey targeting middle or high school students and parents with children attending middle or high school regarding the perceptions on online games. As a result, we identified the similarities and differences between adolescents and parents generation in the sub-dimensions of perceptions on online games. Especially, we found significant differences between adolescents and parents generation in the perceptions on violence and sociality of online games. This result shows that the generation gap in these two factors may cause the conflict between parents and adolescents with regard to online game activities. Also, we ascertained the significant generation gap in the perception on parent-adolescent relationship with regard to online game activities. This result implies that parent-adolescent relationship in the developmental process of adolescents in real life was reflected in the perception on parent-adolescent relationship with regard to online game activities. Our contributions are in specifying the generation gap in the sub-dimensions of the perceptions on online games and in identifying the main causes of the conflict between parents group and adolescent group with regard to online game activities.

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