본문 바로가기
KERD
논문KCI 등재

Ripple Effects of Electronic Games and Evolution of Electronic Game Platforms

1

조회

0

다운로드

0

인용

0

참고문헌

키워드

주제분류컴퓨터학

초록

This paper discusses an academic study on electronic games and their incredibly vast and rapid growth over the years. It specifically addresses the evolution of electronic games from the 1960s to today, the ripple effects of electronic games, and the development of electronic game platforms. In terms of scope, the study first describes the ripple effects of the emergence of electronic games in chronological order and from the “immersion” and “convergence” perspectives, and then explores the evolution of electronic game platforms such as arcade machines, video consoles, personal computers, and mobile game devices.

Abstract

This paper discusses an academic study on electronic games and their incredibly vast and rapid growth over the years. It specifically addresses the evolution of electronic games from the 1960s to today, the ripple effects of electronic games, and the development of electronic game platforms. In terms of scope, the study first describes the ripple effects of the emergence of electronic games in chronological order and from the “immersion” and “convergence” perspectives, and then explores the evolution of electronic game platforms such as arcade machines, video consoles, personal computers, and mobile game devices.

참고문헌 (19)

  1. KOCCA, "2009 Game White Paper" (2009), KOCCA
  2. 은광하, "전자게임의 시대별 변천과정에 관한 연구", 디자인학연구, 15(1), pp.327~338 (2002), 한국디자인학회
  3. 2008 Game White Paper, "KOCCA" (2008), KOCCA
  4. K.H Eun, "The Changes of the electronics game and the features of its interfaces", 석사, pp.2002
  5. Steven L. Kent, "History of Games" (2002), Pascal Books
  6. M. Csikszentmihalyi, "FLOW" (1991), Harper
  7. J. Newman, "Video Game" (2008), Communication Books
  8. KOCCA, "2007 Game White Paper" (2007), KOCCA
  9. Korean PC Game Development Association, "1997 Game White Paper" (1997), Korean PC Game Development Association
  10. M. Saltzman, "Game Design" (2000), Macmillan
  11. J. Gielens, "Electronic Plastic" (2000), Die Gestalten Verlag
  12. T. Seichiro, "Game Empire, Game Culture" (2001)
  13. R. DeMaria, "History of Electronic Games" (2002), Jeu Media
  14. D. Takahashi, "Opening the X-box inside Microsoft’s Plan to Unleash an Entertainment Revolution" (2002), Purunmedia
  15. David S.Evans, "Invisible Engines" (2006), The MIT Press
  16. "History of PC Games", Electronic News, ~ (1999)
  17. R. DeMaria, "History of Electronic Games" (2002), JeuMedia

관련 논문AI추천

이 간행물의 다른 논문 (9건)