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게임 환경의 미래형 하우징 디자인 연구 KCI 등재

A Study for Future Housing Design in Game Environments

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한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

Housing system of MMORPG is value-gaining system introduced to maximize the accumulation of wealth and means of ownership that emerged in 2000 from the game named Ultima Online. Degree of application is determined by techincal elements and the skills of the player. MMORPG game is the one which accumulate the value, own and show-off. Players build house and inivite other players to show their influences, social standings and powers. Housing systems, but until now, there are several problems. Proper management such as protecting house or livestock raising is required while player leave the house for hunting or collecting resources. Like the real world's real estate, housing system require proper area to build the house and huge server to solve the process technically. In case of relocation, there could be several problems to resolute by applying theories of real estate and architecture. In this study, we proposed future housing system that complements a variety of problems of present housing system through customization of housing, the introduction of various applications and applying partner characters. Which will provide higher lever of entertainment while enjoying games. Future housing system should get out of existing uniform structure, develop with artistic value and eventually transform to higher and more diverse lever.

목차
ABSTRACT   1. 서론   2. 관련 연구    2.1 룬즈 오브 매직    2.2 에버퀘스트 2    2.3 아키에이지   3. 하우징 시스템 특징    3.1 하우징의 커스터마이징    3.2 하우징 시스템의 활용    3.3.파트너 캐릭터의 활용   4. 미래의 하우징 시스템 설계    4.1.미래의 하우징 시스템의 다양화    4.2 맵의 특징을 이용한 접근성 문제 해결    4.3.현실 세계의 부동산 이론과 개념 적용    4.4. 도시계획을 이용한 체계적인 하우징   5. 결론 및 향후 연구   참고문헌
저자
  • 차명희(서울사이버대학교 멀티미디어디자인학과 교수) | Myung-hee Cha Correspondence to
  • 홍선관(서울사이버대학교 부동산학과 교수) | Sun Gwan Hong