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dc.contributor.author김영재-
dc.date.accessioned2023-07-26T02:49:46Z-
dc.date.available2023-07-26T02:49:46Z-
dc.date.issued2015-03-
dc.identifier.citation(사)디지털산업정보학회 논문지, v. 11, NO. 1, Page. 145-155-
dc.identifier.issn1738-6667-
dc.identifier.urihttp://koreascience.or.kr/article/JAKO201510665814200.pageen_US
dc.identifier.urihttps://repository.hanyang.ac.kr/handle/20.500.11754/184712-
dc.description.abstractThe game industry has changed along with the advancement of device technology. The wearable, a recently appeared device will create new demand in this saturated age of the smart devices. The game industry's content targeted towards the wearable devices will play an important role as main driving source. For this reason, this research studies the development aspect and the current technical capabilities of games' platforms and contents by analyzing the contrast between the results of features and current situations of the wearable market. Consequently, we define the prospects of game content for wearable device. We also expect that the new style of the game content, combined with cloud game, augmented reality game and virtual reality game will appear in the next generation platforms gearing towards the wearable devices.-
dc.languageko-
dc.publisher(사)디지털산업정보학회-
dc.subjectGame Content-
dc.subjectWearable Device-
dc.subjectCloud Game-
dc.subjectVirtual Reality Game-
dc.subjectAugmented Reality Game-
dc.title웨어러블 디바이스 기반의 게임콘텐츠 전망 연구-
dc.title.alternativeA Prospective Study of Game Content based on Wearable Device-
dc.typeArticle-
dc.relation.no1-
dc.relation.volume11-
dc.identifier.doi10.17662/ksdim.2015.11.1.145-
dc.relation.page145-155-
dc.relation.journal(사)디지털산업정보학회 논문지-
dc.contributor.googleauthor백재용-
dc.contributor.googleauthor장효진-
dc.contributor.googleauthor김영재-
dc.sector.campusE-
dc.sector.daehak국제문화대학-
dc.sector.department문화콘텐츠학과-
dc.identifier.pidkyj908-
Appears in Collections:
COLLEGE OF LANGUAGES & CULTURES[E](국제문화대학) > DIGITAL CULTURE & CONTENTS(문화콘텐츠학과) > Articles
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