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A Study on the Characteristics of Game Space from a Place-Based Perspective

게임 공간의 장소적 특성 연구

  • Jung, Naun (Dept. of Cultural Contents, Konkuk University) ;
  • Lee, Seungje (Dept. of Cultural Contents, Konkuk University) ;
  • Lee, Byungmin (Dept. of Cultural Contents, Konkuk University)
  • 정나은 (건국대학교 문화콘텐츠학과) ;
  • 이승제 (건국대학교 문화콘텐츠학과) ;
  • 이병민 (건국대학교 문화콘텐츠학과)
  • Received : 2019.03.10
  • Accepted : 2019.04.11
  • Published : 2019.04.20

Abstract

Along with technological development and change of perception, the form of advanced game space appears in various ways. And some game spaces have gradually gotten factors of placeness and become a place. The main purpose of this research is to identify the characteristics of game space from a place-based perspective. For this, the generations are divided into four sections based upon the factors of placeness. At the first generation, there are no elements of placeness. But as time goes by, elements of placeness have been increased gradually. Finally, in the fourth generation, various elements of placeness are found in some game spaces. This study offer insight into game space in a diachronic viewpoint and humanistic approach.

기술의 발전과 인식의 변화에 따라 게임 공간의 발전 양상도 다양하게 나타나고 있다. 이에 따라 게임 공간을 '비장소' 또는 '무장소' 개념 외의 새로운 개념으로 바라볼 필요성이 제기되고 있으나 이에 대한 연구가 미미한 실정이다. 본 연구는 게임 공간의 인문학적인 장소로서의 가능성을 타진하고자 하였으며, 이를 위해 게임 공간의 장소적 특성을 통시적인 관점에서 고찰하였다. 특히 장소성의 요소를 기준으로 세대를 구분하여 게임 공간의 장소적 특성을 파악하였는데, 장소성이 부재하는 1세대, 제약적이지만 장소성의 기본적인 요소가 포착되는 2세대, 환경에 대한 플레이어의 선택권이 증가했지만 여전히 제약적인 3세대, 그리고 장소성의 다양한 요소가 발견되는 4세대로 분류하여 비장소에서 장소로 변모해가는 게임 공간의 양상을 확인하였다.

Keywords

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[Fig. 1] Inclusion relation

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[Fig. 2] Factors of placeness

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[Fig. 3] Earliest video game "Pong"[12]

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[Fig. 4] Early platform game "Mario Bros."[14]

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[Fig. 5] Role-playing game "Dragon Quest"[16]

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[Fig. 6] Demonstration in “Mabinogi Heroes”[18]

[Table 1] Placeness of game space

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References

  1. https://en.oxforddictionaries.com/definition/placeness
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  13. https://en.wikipedia.org/wiki/Pong
  14. Jee-Hee Lee and Kyu-Jung Kim, "Comparison of game space perspectives from the view point of game players", Journal of Digital Design, Vol. 8, No. 1, pp.209-217, 2008. https://doi.org/10.17280/jdd.2008.8.1.020
  15. https://en.wikipedia.org/wiki/Mario_Bros.
  16. Dong-Eun Lee, "A Study of Digital Game Grammar" Journal of Korea Game Society, Vol.15, No.2, pp.7-18, 2015. https://doi.org/10.7583/JKGS.2015.15.2.7
  17. https://en.wikipedia.org/wiki/Dragon_Quest_(video_game)
  18. Dong-Eun Lee, "Law of Spatial Maintenance in Player Character's Interactive Game play" Korean Society For Computer Game, Vol.26, No.2, pp.65-72, 2013.
  19. http://www.inven.co.kr/board/heroes/2034/550078?pt=wn&wnc=25&blp=4&wnv=v&wni=20008&p=12&co=recent&category=%C0%E2%B4%E3