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퍼베이시브게임의 게임플레이와 공간인지의 관계에 대한 고찰

A Study on the Relationship between Game-playing and Spatial Expansion Cognition in terms of Pervasive Game

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초록

This study was to design a game in which physical space and virtual space are mixed, and examine whether the game players could recognize the location and the building information encountered through game play. To do this, after creating a game with a mixture of physical space and virtual space, we conducted two experiments with college students. As a result, we found that players learned the spatial location and building information by playing the game made for this study, and found that the exchange and interaction between players’ acts as part of the game were able to change game play itself.

Abstract

This study was to design a game in which physical space and virtual space are mixed, and examine whether the game players could recognize the location and the building information encountered through game play. To do this, after creating a game with a mixture of physical space and virtual space, we conducted two experiments with college students. As a result, we found that players learned the spatial location and building information by playing the game made for this study, and found that the exchange and interaction between players’ acts as part of the game were able to change game play itself.

참고문헌 (12)

  1. Johan Huizinga, "Homo Ludens" (1998), Kachi Publishing Co., Ltd
  2. Habgood, M. P., "Endogenous fantasy and learning in digital games", Simulation &Gaming, 36(4), pp.1~16 (2005)
  3. Markus Montola, "Exploring Edge of the Magic Circle: Defining Pervasive Game", pp.2005
  4. Markus Montola, "Pervasive games:Theory and Design Experience on the Boundary Between Life and Play" (2009), Morgan Kaufmann Publishers
  5. Kalle Jegers, "Pervasive GameFlow: Identifying and Exploring the Mechanisms of Player Enjoyment in Pervasive Game", pp.2009
  6. Sabiha, Ghellal, "Deliverable D8.7:Delivery of the second Crossmedia prototype", IPerG, 1~16 (2006)
  7. Rafael Ballagas, "Gaming Tourism:Lessons from Evaluating REXplorer, a Pervasive Game for Tourists", Lecture Note in Computer Science, 5013, pp.244~261 (2008)
  8. 우탁, "새로운 게임 패러다임 : 디지털 피지컬 필드 게임", 한국게임학회 논문지, 10(1), pp.3~14 (2010), 한국게임학회
  9. 김나영, "지역기반 엔터테인먼트 분야(LBE) “스토리텔링 게임”의 설계와 구현", 한국컴퓨터게임학회논문지, (23), pp.227~236 (2010), (사)한국컴퓨터게임학회
  10. 강성일, "실외 게임용 증강현실 서비스를 위한실시간 지역 정보 매칭", 한국컴퓨터게임학회논문지, 27(1), pp.27~34 (2014), (사)한국컴퓨터게임학회
  11. 손채봉, "증강현실 기반 문화재 학습 게임 프로토타입 설계", 한국컴퓨터게임학회논문지, 26(3), pp.119~124 (2013), (사)한국컴퓨터게임학회
  12. Jane Mcgonigal, "Reality is Broken" (2011), The Penguin Press

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