Emotional Keyword Research about Game and Digital Contents
Purpose of this study is to derive the sensitivity keywords of the digital crowd it can be applied to game. Our research is based on Korean emotion-based of culture contents dot com and emotional code of digital crowd in LG Business Insight Weekly focus. We tried to derive the new ways of getting emotional information. We live in an age of cultural changes, we can stimulate emotions of human through this study. We would like to derive the sensitivity keyword. This research could be used for game and digital content creation.