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dc.contributor.authorChoi Albert Young-
dc.date.accessioned2020-07-10T07:50:30Z-
dc.date.available2020-07-10T07:50:30Z-
dc.date.issued2004-09-
dc.identifier.citation한국디자인문화학회지, v.10, No. 3, Page. 171-180en_US
dc.identifier.issn1598-6497-
dc.identifier.urihttps://information.hanyang.ac.kr/#/eds/detail?an=edskci.ARTI.608859&dbId=edskci-
dc.identifier.urihttps://repository.hanyang.ac.kr/handle/20.500.11754/151728-
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.en_US
dc.description.sponsorship“이 논문은 2002년 한양대학교 교내연구비 지원으로 연구되었음”This work supported by Hanyang 니niversity, Korea, made in the program year of 2002.en_US
dc.language.isoko_KRen_US
dc.publisher한국디자인문화학회en_US
dc.subject매체 공간(Media-Space)en_US
dc.subject마샬 맥루한 (Marchall McLuhan)en_US
dc.subject비디오 게임(Video Games)en_US
dc.title비디오게임에 대한 매체 공간적 분석en_US
dc.title.alternativeMedia Spatial Analysis on the Video Gameen_US
dc.typeArticleen_US
dc.relation.journal한국디자인문화학회지-
dc.contributor.googleauthorChoi, Albert Young-
dc.relation.code2012212094-
dc.sector.campusE-
dc.sector.daehakCOLLEGE OF DESIGN[E]-
dc.sector.departmentDEPARTMENT OF COMMUNICATION DESIGN-
dc.identifier.pidaychoi-
Appears in Collections:
COLLEGE OF DESIGN[E](디자인대학) > COMMUNICATION DESIGN(커뮤니케이션디자인학과) > Articles
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