본고는 시몽동의 기술 철학을 토대로 생명게임과 생성적 작법을 활용한 오디오-비주얼 작품 창작에 대한 예비 연구이다. 저자는 존 콘웨 이의 생명게임이 가지는 결정론적 한계를 극복하고 새로운 예술 창작의 방향 제시를 위해 질베르 시몽동의 ‘정보’, ‘비결정성의 여지’와 ‘앙상 블’ 개념을 적용하고 생성적 작법을 통해 인간과 기술적 대상이 공동 구성하는 예술 작품을 생성하였다. 구현된 시각 요소는 생명게임의 셀군 집들이 생성하는 패턴 추출과 인간의 관심 영역 설정을 통해 생명게임의 복잡성을 해석하며, 반전된 상으로서의 순환적 경계 조건을 제안하여 생명게임이 가지는 결정성과 수렴성의 한계를 극복하고자 하였다. 더불어 청각 요소는 마코프 연쇄 기반의 인공지능을 활용한 화음 진행, 임의 성, 그리고 인간 조정 행위를 통해 생명게임을 음악화함으로써, 기술적 대상이 가진 비결정성의 여지를 확장하였다. 이러한 과정에서 생성된 작품 <비결정성을 위한 연습곡>은 기술적 대상과 인간이 대등한 존재자로 상호작용하며 공동 구성하는 새로운 창작 패러다임을 제시하며, 시 몽동의 정보 개념을 통해 각 셀의 상태 변화가 개체화 과정의 정보적 사건임을 보인다.
이 논문은 2010년대 한국 동시대미술의 지형을 설명하는 지배적 프레임인 신생공간 담론이라는 기존 논의틀에서 벗어나, 2015년의 ≪던전≫을 신자유주의적 파국과 알고리즘 통치성이라는 동시대 조건에 대한 독특한 예술적 실천이자 비판적 사건으로 재조명하고자 한다. 이를 위해 아 즈마 히로키의 게임적 리얼리즘과 피터 오스본의 냉소적 실천을 핵심 이론틀로 활용하여, ≪던전≫의 참여자들이 세계를 인식하고, 그 안에서 생존하며 개입하는 방식을 분석한다. 이 글은 이들의 실천이 물리적 공간 운영이 아닌, 네스티드 도시로서 동시대 서울에서 임베디드 장소의 경험을 ‘인스턴스 던전’의 논리로 수행한 것임을 밝힌다. 나아가 이들의 플레이는 외부적 조건과 내면의 트라우마를 플레이 가능한 형태로 재구성하는 메타서사적 시도였으며, 이는 체제 내 변형의 정치학으로서 동시대적인 냉소적 실천의 갱신으로 해석한다. 결론적으로 ≪던전≫은 한국 동시대미술에서 저항과 비판의 양식이 대결에서 임베디드로, 파괴에서 병행적 플레이로 전환되는 질적 전이를 상징한다. 이들의 성취는 완성된 대안이 아니라, 파국적 조건 속에서 예술의 지속과 삶의 방식을 질문하는 수행 그 자체에 있으며, 이것이 바로 어떻게 비판적으로 냉소 적일 것인가라는 질문에 대한 이들의 답변이었음을 논증한다.
본 연구는 KCYPS 자료를 활용해 초등학교 4~6학년 982명의 게임중 독 수준과 영향 요인을 분석하였다. 분석 결과, 자기조절능력(β=-0.35)과 정서적 안정성(β=-0.22)이 가장 강한 심리 요인이었으며, 가족 간 의사소 통(β=-0.17), 학교생활 만족도(β=-0.14), 또래 관계 지지(β=-0.12)는 주 요 사회적 보호 요인으로 나타났다. 게임중독 위험군은 모든 심리·사회적 요인에서 유의하게 낮은 점수를 보여(p<.001), 아동의 게임중독이 개인 요인을 넘어 환경적 요인의 영향을 강하게 받음을 확인하였다. 이에 따 라 본 연구는 자기조절력 향상과 정서·사회적 지지 강화 등 다층적 예방 전략의 필요성을 제안한다.
In digital games, typography serves not only as a vehicle for conveying information but also as a crucial visual element that shapes the game’s identity and emotional atmosphere. However, prior research has predominantly focused on graphics, backgrounds, and character design, with systematic analyses of typographic expression remaining limited. This study concentrates on the emotional functions of typography in games by analyzing 25 PC games across five representative genres: role-playing (RPG), shooting (FPS/TPS), strategy (RTS/TBS), MOBA (AOS), and horror. The titles of these games were assessed using a seven-point scale based on typographic variables—weight, form, spacing, slant, baseline, and visual effects—and subsequently translated into emotional dimensions: robustness, stability, dynamism, traditionality, and fantasy. Based on this framework, genre-specific emotional typologies were identified. The results indicate that RPGs emphasize grandeur and mythic symbolism; FPS/TPS games highlight robustness and dynamism; strategy games exhibit order and stability; MOBAs convey competitive dynamism; and horror games strongly employ fantasy and anxiety. By classifying genre-specific emotional types of typography, this study expands the scope of game graphic design research to include textual expression. Practically, it provides design guidelines that help align typographic choices with genre-specific emotional characteristics. Nonetheless, the study is limited to PC games and a single-researcher evaluation, suggesting the need for future research to incorporate diverse platforms and user-based assessments.
The game industry has continually embraced technological advancements to enhance visual realism and narrative immersion. Recently, the emergence of generative artificial intelligence has transformed the overall approach to game production, improving efficiency and expanding creative possibilities across various domains such as asset creation, character design, dialogue generation, and sound design. This study examines how artificial intelligence influences both the development process and expressive methods of game production, focusing on representative cases that employ generative AI in distinct ways. By analyzing four commercial game examples, the study identifies the roles and implementation strategies of AI in each case. The results indicate that generative artificial intelligence is utilized in multiple aspects of production, including automated asset generation, narrative variation, and pipeline optimization. Through this analysis, the study demonstrates that generative artificial intelligence functions as a key technological factor driving structural changes in the creative processes of the game industry and serves as a foundational reference for future research on AI-based game production.
This study developed a patient-specific cardiac motion-based virtual reality cardiovascular intervention simulator for training purposes. Personalized 3D cardiac models were generated from medical images using AI-based nnU-Net segmentation, and ECG-synchronized motion was integrated to reproduce physiological cardiac cycles through P-QRS-T waveform analysis. In particular, this study went beyond simple simulation by designing and implementing serious game elements including difficulty adjustment by user skill level, real-time haptic feedback, and a quantitative scoring system to maximize educational effectiveness. Real-time stent insertion was implemented at performance exceeding 60fps through the Extended Position-Based Dynamics (XPBD) algorithm. Experimental results showed that the segmentation model achieved high accuracy with an average Dice Similarity Coefficient (DSC) above 0.90, and the dynamic model demonstrated biomechanical behavior similar to clinical data, showing 12.3% coronary artery diameter change and 3.2mm positional displacement during the cardiac cycle.
This study longitudinally examined how adolescents’ game use over time affects self-control, health status and health management, academic achievement, and family and peer relationships. To this end, we analyzed five-wave panel data from a national game user panel survey and sequentially applied latent growth models (LGMs), parallel-process LGMs, and time-varying covariate models. First, unconditional LGMs were estimated for eight variables—game use, self-control, health status, health management, academic achievement, parent–child communication, academic stress, and peer stress. The results showed that game use increased slightly but significantly over time, whereas self-control, health management behaviors, and academic achievement exhibited overall declining trajectories. Parent–child communication started at a relatively high level and showed no significant mean change, while academic and peer stress remained at relatively low levels with minimal mean-level fluctuation across waves. Because the mean of the linear slope factor was not significant for parent relationship, academic stress, or peer relationship, these variables were treated as comparatively stable contexts and excluded from subsequent models focusing on change dynamics. Next, we estimated conditional LGMs in which game use was included as a time-varying covariate in the growth models for self-control, health management, and academic achievement. Across all waves, higher game use was consistently associated with lower concurrent self-control, and with poorer health management and lower school grades at most time points. For health management, the negative association with game use was pronounced at the first three waves but its magnitude attenuated over time and became statistically nonsignificant at later waves. By contrast, academic achievement displayed a robust pattern of “increased game use → lower concurrent grades” at all five waves, indicating a stable negative association between frequent game use and short-term academic performance in adolescence. Finally, to investigate the long-term interrelations among game use, self-control, health management, and academic achievement, we estimated parallel-process LGMs. The results indicated that higher initial game use was associated with lower initial levels of self-control, health management, and academic achievement. Moreover, adolescents whose game use increased more rapidly over time showed steeper declines in self-control, greater deterioration in health management, and sharper drops in academic performance. A specific indirect pathway from initial game use to the slope of health management via the linear slope of self-control was statistically significant, suggesting that heavy game use can undermine health management behaviors partly by eroding self-regulation. In contrast, a mediation model specifying the slope of academic achievement as the final outcome did not converge, limiting interpretation of the game use–self-control–achievement pathway. Taken together, the findings demonstrate that the quantitative aspect of game use—how long adolescents play—has meaningful longitudinal implications for the developmental trajectories of self-control, health management, and academic achievement. At the same time, parent–child communication and academic and peer stress displayed relatively stable mean levels, implying that in this sample family and peer relationships functioned more as background contexts than as domains that deteriorate rapidly in tandem with game use. Rather than framing game use solely as a pathological disorder, the results underscore the importance of early monitoring of initial game-use levels and growth rates, as well as preventive interventions aimed at strengthening self-control and digital literacy, to protect adolescents’ health, learning, and family and peer relationships.
As the web game market grows, ensuring service stability through load testing has become increasingly important. Web games comprise a variety of functions with distinct internal logic, ranging from simple data retrieval to complex transaction processing. Therefore, a comparative performance analysis of load-testing tools that accounts for these functional characteristics is crucial for achieving reliable and efficient service operation. This paper evaluates the performance of four widely used load-testing tools—JMeter, k6, Gatling, and Locust—under representative web-game workloads. To emulate realistic database read and write patterns, we implement the core server logic of the web game Pokerogue in a cloud environment rather than simply issuing HTTP requests. We classified workload patterns into write-intensive, read-intensive, and mixed types using distributed tracing, and measured request-generation capability and system resource consumption across five key game functions. Our experiments show that each tool demonstrates distinct strengths depending on the characteristics of individual web-game functions. Specifically, k6 demonstrated high request-generation performance in write-intensive scenarios, while JMeter showed strong performance in read-oriented tasks; Gatling exhibited efficient memory usage in mixed workloads, whereas Locust proved suitable for resource-constrained environments. These results indicate that the selection of a load-testing tool should be informed not only by its request-generation performance but also by the workload characteristics of the target game function. By systematically analyzing function-specific workload patterns together with the performance and resource-usage behavior of each tool, this study aims to provide empirical evidence that can be usefully applied in practical load-testing workflows for web-game services.
Since 2015, the 12 Regional Global Game Centers, expanded nationwide, aim to alleviate the concentration of the game industry in the Seoul Metropolitan Area and foster balanced regional development. As of 2025, approximately KRW 29 billion is invested annually. However, despite over a decade of policy implementation, academic research on its effectiveness remains limited. This study investigates the budget trends of Regional Global Game Centers through literature review and data analysis. It compares and analyzes the number of game development and publishing businesses, employees, and sales figures in 2014 (prior to center establishment) and 2023 (latest statistics) to explore changes in regional distribution and the effect of decentralization. The analysis reveals that over the past decade, the proportion of game development and publishing businesses in the Seoul Metropolitan Area decreased by 6.4% to 10.3% across all indicators (number of establishments, employees, and sales), confirming a partial decentralization effect. Notably, positive changes such as increased regional employment and an expanded share of sales were also observed. However, despite the overall South Korean game industry's average annual sales growth of 4.6% from 2021 to 2023, a significant problem was found: most regions excluding Seoul experienced an average annual sales decline of 2.6% to 5.6% during the same period. This suggests that despite the partial alleviation of metropolitan concentration, the policy had limitations in achieving its goals of fostering self-sustaining growth and revenue generation for the regional game industry. In conclusion, while Regional Global Game Centers contributed to quantitative decentralization, their impact on qualitative growth, especially in terms of sales increase, was insufficient.
This study explored the effectiveness and areas for improvement of regional global game centers through in-depth interviews with experts in the game industry. The expert interviews revealed a generally negative perception regarding the current effectiveness of these centers. Nevertheless, the majority of experts argued for the continued existence of regional global game centers. Perspectives were offered suggesting that the high performance attributed to the Seoul metropolitan area might be an illusion created by a few large corporations, and that the role of regional global game centers is crucial in the current market structure where indie games are gaining prominence. Furthermore, the phenomenon of Seoul-based companies relocating to regional areas could have a positive effect by allowing developers with the will and experience in game development to remain in the industry and thrive in local regions. As for improvements, increasing the expertise and fairness of evaluation committees and developing and applying innovative evaluation metrics that reflect the unique characteristics of the game industry, rather than outdated quantitative performance indicators (KPIs), were prioritized. Specifically, given that games do not generate revenue during their development period and create high value with a small number of personnel, the experts criticized uniform metric targets like sales or new hires, stating they lead to superficial game development and marginalize promising small-scale companies.
This study conceptualizes a virtual space constructed with a game engine as a ‘Digital Detention’ and analyzes the mechanism of belief rupture and transition that its interface induces in the user. The core case study, 《Work Guidelines for the G2 Laboratory Manager》 (2025), forms an intentional gap between reality and fiction through a fictionalized structure and the appropriation of real data. This paper illuminates the strategy by which such simulation spaces are designed around a ‘reality that is perceived as non-existent,’ causing the viewer to experience emotional control, memory gaps, and information blockade. To this end, it explores the method by which a fiction-based interface intervenes in the user’s cognitive process and how scattered data is reconstructed into a new context through an ‘Appropriative Narrative.’ Ultimately, this research reveals that a game engine can function not merely as a tool for representation but as an aesthetic device that camouflages traces of reality and encourages narrative participation, suggesting possibilities for its aesthetic expansion in the fields of serious games and interactive art.
본 연구는 K-컬처의 글로벌 경쟁력을 단발적 흥행이 아닌 장–자본–플랫폼–팬덤–혼종성의 상호작용 속에 서 지속적으로 재생산되는 과정으로 개념화한다. 애니메이션 케이팝 데몬 헌터스와 시리즈 오징어 게임을 대상으로 질적 비교사례연구를 수행하였으며, 본편·패러텍스트의 텍스트 분석과 공개 팬덤 담론 의 담론 분석을 결합했다. 플랫폼 지표는 맥락 신호로만 활용했다. 분석틀은 (A) 내러티브 적응성, (B) 플랫폼 적합·창구 다변화, (C) 팬덤 참여·거버넌스, (D) IP 확장성, (E) 위험 분산의 다섯 축으로 조작화하 였다. 주요 결과: 케이팝 데몬 헌터스는 음악–영상–현장 이벤트를 순환시키는 결합–확산형 전환(OTT↔ 극장 싱어롱 등)으로 상징자본을 신속히 증폭했다. 오징어 게임은 룰셋·시각 상징을 축적–제도화형 경로(시즌 아키텍처·글로벌 동시 공개)에 연결하여 장기 체류와 협상력을 강화했다. 참여 설계는 전자가 현장성·발화형, 후자가 지식 공동체형으로 구분되었고, 혼종성의 확장은 번역·감수성·접근성·현지 공동제작의 프로토콜화가 전제될 때 지속가능했다. 이에 근거해 본 연구는 쇼러너/작가실 기반 품질 거버 넌스, 메타데이터·양방향 창구 전략, UGC 마이크로 라이선스·보상, 다양성·정체성 원칙을 통합한 하 이브리드 운용 전략을 제안한다.
This study investigates the paradigm shift in the game industry driven by game-type UGC platforms that are building creator-centric ecosystems. Recognizing the limitations of existing theories in explaining these platforms' operational mechanisms, this research aims to identify the core systems constituting the creator support ecosystem and analyze their organic interactions. Through literature review, five core systems were conceptualized, followed by comparative case analysis of Roblox and Fortnite. The findings confirm that game-type UGC platforms' creator support ecosystems comprise five essential systems: (1) Creation Tools System, (2) Interaction System, (3) Sharing & Discovery System, (4) Value Distribution System, and (5) Governance System. Furthermore, these systems do not operate independently but are organically interconnected, forming a virtuous cycle of creation → collaboration/improvement → diffusion → reward → motivation. Based on these findings, a 'Creator Support Ecosystem Model' is proposed. This study provides a new analytical framework that systematizes UGC-related concepts into five core systems, offering both theoretical foundations for future research and practical design guidelines for building successful UGC platforms. The proposed model enables strategic understanding of how these elements organically constitute a complete ecosystem.
Board games are steadily growing, re-evaluating the value of analog communication in the digital age. This market growth has raised players' expectations for quality, leading to a growing demand for well-crafted, well-balanced games. Game balance is a crucial element in providing players with a fair and immersive experience. However, board game balancing has primarily relied on the designer's experience or intuition, or on small-scale testing, which is time-consuming, costly, and carries the risk of bias. Therefore, this study aimed to empirically analyze the core elements of balance perceived by players. Based on existing research, we derived four balance factors—fairness, variety, scalability, and ease of play—and three play experiences—immersion, aesthetics, and interactivity. We conducted a survey of 78 college students who played eight board games over an eight-week period, and performed correlation and multiple regression analyses. The results revealed that fairness and variety significantly influenced players' immersive experiences. Variety, ease of play, and scalability significantly influenced the aesthetic experience, while expandability and variety had the greatest impact on the interactivity experience. This study is significant in that it leads the discussion on board game balance to data-based empirical analysis and provides objective balance adjustment guidelines to game designers.
This study analyzesthe main characters of Resident Evil 1-3 through Henry Murray’s needs-press theory and the Big Five personality model, by examining the interaction of psychological needs and environmental pressures, the research identifies how character traits shape both narrative roles and player immersion. Protagonists such as Jill, Chris, Claire, and Leon show strong needs for achievement, affiliation, and nurturance, aligning with high conscientiousness and agreeableness.In contrast, antagonists like Wesker, William, and Nikolai are driven by dominance, autonomy, and recognition, reflecting low agreeableness and strategic openness. Nemesis fuctions as a symbolic press that continuously provokes survival and defensive needs. These findings demonstrate that applying psychological theories to game character analysis not only deepens our understanding of survival horror narratives but also suggests valuable implications for character design in digital games.
This study maps domestic versus international trajectories in metaverse‑game research via text mining of 203 papers published in 2020–2024 (Korean text: 125; international: 78). We applied structural-equivalence (CONCOR) analysis and estimated topics via latent Dirichlet allocation (LDA). The top‑100 terms are visualized using word clouds. International keywords are led by systematic, technology, and rehabilitation/treatment, reflecting a strong emphasis on technological trends and clinical applications, whereas Korean studies foreground content and development alongside education and UX/immersion. Topic modeling yields four overseas themes (therapy/rehabilitation; mental health; digital accessibility; and education–entertainment convergence) and five Korean themes (technology & systems; UX/interface; healthcare & welfare; content; and platform). International work is dominated by literature studies (61/78; 78.2%), whereas Korean research centers on surveys and development (44 each; 35% apiece), with several case studies (20%). On the basis of these findings, we recommend more controlled experiments and meta‑analyses for Korean papers, and greater prototyping and field testing for international ones, in addition to stronger multidisciplinary collaboration.
This study aims to systematically analyze and categorize the types of loyalty programs utilized in the domestic mobile game market. As of June 2025, loyalty programs actually implemented in the top 50 grossing mobile games in Korea were examined. Building upon Barry Berman’s four-stage loyalty program model (instant discounts, frequency rewards, point-based programs, and personalized rewards), this research proposes an expanded classification system of seven types by adding three categories that reflect the characteristics of mobile games: subscription/season-based (Type 5), stepwise purchase (Type 6), and gamification-based (Type 7). This study is significant in that it offers a systematic classification framework in a field where academic analyses of loyalty programs in the mobile game industry remain scarce, and provides foundational data for future research and practical application of loyalty programs in the gaming sector.
본 연구는 넷플릭스 오리지널 드라마 <오징어 게임> 시즌 2의 O/X 투표 시스템을 게임이론과 대리인 이론의 통합적 관점에서 분석한다. 연구의 핵심 가설은 게임 운영자가 정보 비대칭과 전략적 개입을 활용 하여 참가자들의 집단 의사결정을 체계적으로 조작한다는 것이다. 게임 이론적 분석 결과, O/X 투표는 다중 균형을 가진 조정 게임으로서 전 략적 불확실성과 조정 실패로 인해 사회적으로 비효율적인 균형이 실 현됨을 확인하였다. 대리인 이론적 분석에서는 전통적인 주인-대리인 관계가 역전된 구조를 발견하였다. 형식적으로는 참가자들이 주인이지 만, 실제로는 운영자가 핵심 정보를 독점함으로써 실질적 권력을 행사 한다. 이러한 정보 비대칭은 역선택과 도덕적 해이를 발생시켜 참가자 들의 합리적 의사결정을 왜곡시킨다. 운영자는 O/X 투표 시스템에서 선택적 정보 공개와 프레이밍을 통해 참가자들의 인식을 조작한다. 본 연구는 형식적 민주주의가 정보 비대칭과 전략적 조작에 의한 왜곡 과 정을 규명하며, 이는 현실의 의사결정 상황에 실천적 통찰을 제공한다.
This study was conducted to quantitatively verify whether payment motives and usage patterns differ according to the motivations of users of mobile character-collecting games. For this purpose, three user types were derived based on game motivation profiles tailored to mobile character-collecting games: Cluster 1 (Communicators), Cluster 2 (Character Collectors), and Cluster 3 (Competitors). It was confirmed that each cluster was mutually exclusive and exhibited different payment motives and usage patterns. These findings emphasize the value of a motivation-based segmentation strategy in understanding the behavior of mobile game users. Furthermore, based on the results of this study, game developers and publishers can more sophisticatedly tailor game content, monetization strategies, and marketing campaigns based on users' motivational profiles, rather than relying on simple demographic variables. Future research needs to expand the diversity of the sample by including a wider age range and considering a balanced gender distribution. Additionally, to gain a more in-depth understanding of the temporal changes in user motivation, future studies should explore potential causal relationships through a longitudinal research design.