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비디오게임에 대한 매체 공간적 분석

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dc.contributor.authorChoi, Albert Young-
dc.date.accessioned2021-06-24T00:39:18Z-
dc.date.available2021-06-24T00:39:18Z-
dc.date.issued2004-09-
dc.identifier.issn1598-6497-
dc.identifier.urihttps://scholarworks.bwise.kr/erica/handle/2021.sw.erica/46558-
dc.description.abstractAs we are lived in the age of digital, we struggle to obtain a mutual dependency in our society within digital media. We are being exposed many hours by the screen of computer and television and we often don't realize how media effect our living. Especially teens are unconsciously influenced by these media and their interests in video games could open to other world of experience. This experience can be good or bad, which can be judged as consciously or unconsciously. But, many teens accept the message non-discriminationally. The video games are interactive digital media that a long exposure to the user can create a negative sentiment. Users who are not fully developed decision making process and have dependency, could confused with reality and virtuality. Video games are compound media, which relies on the interactivity with the user.Hence, this study is based on Machall McLuhan's media-aesthetical studies on aesthetic value and media categorization for explaining the relationship between the video game and the user. Also, this study analyzes the deference between video game and board game to symbolize an analog and digital media. Furthermore, this research proposes 'Media-spatial analysis' to explain a relationship between the media and the user in its correspondent spaces. The space is further divided into two sub-categories, 'Macro Space' and 'Micro Space.' This study's aim is to propose an effective method to create video games for the users usability and realization based on the media-spatial analysis and Marchall McLuhan's aesthetic analysis.-
dc.format.extent10-
dc.language한국어-
dc.language.isoKOR-
dc.publisher한국디자인문화학회-
dc.title비디오게임에 대한 매체 공간적 분석-
dc.title.alternativeMedia Spatial Analysis on the Video Game-
dc.typeArticle-
dc.publisher.location대한민국-
dc.identifier.bibliographicCitation한국디자인문화학회지, v.10, no.3, pp 171 - 180-
dc.citation.title한국디자인문화학회지-
dc.citation.volume10-
dc.citation.number3-
dc.citation.startPage171-
dc.citation.endPage180-
dc.identifier.kciidART000985897-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClasskci-
dc.subject.keywordAuthor매체 공간-
dc.subject.keywordAuthor마샬 맥루한-
dc.subject.keywordAuthor비디오 게-
dc.subject.keywordAuthor임 Media-Space-
dc.subject.keywordAuthorMarchall McLuhan-
dc.subject.keywordAuthorVideo Games-
dc.identifier.urlhttps://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE06541471-
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