Theoretical and experimental approaches on game remediation strategy : interaction of immediacy and hypermediacy of motion based game = 게임의 재매개 전략에 대한 이론 및 실험적 접근 : 동작 기반 게임의 비매개성과 하이퍼매개성의 상관 관계를 중심으로interaction of immediacy and hypermediacy of motion based game

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In a game environment using an input system to deliver the intention of the player, the physical action of the player begins from the operation of the controller. Interaction with a game through an input device is the condition that allows the player to concentrate on the game, and is the feature of the mediating method of the game. Based on technical development, the mediating method of the game is evolving through motion-based interfaces. However, the physical act of using an input device is changing to focus more on the physical action of using the player’s actual bodily movements. The motion-based interface is carrying forward the genealogy of video games that use realistic input devices and rider-oriented arcade games. Furthermore, this involves the strategy of enhancing the immediacy of games by increasing the player’s sense of presence through a predictable and imitating control system. Control interfaces specialized for games provide the player with a hypermediated experience. Since each game has a unique control interface, the player is able to experience reinforced mediation within individual games and the larger meaning of an input system. The hypermediated experience of a unique interface for the operation of the player and the strategy of immediacy of incorporating the game space and the real space based on the development of game technologies (such as graphic technologies and network technologies), contradict one another, and thus develop a unique remediation method of gaming media. This study seeks to answer whether the strategy of immediacy of a control interface based on the realness of the player’s motion can modify the player’s hypermediated experience. To achieve this, this study intends to analyze the form of the player’s controlling motion in categories of the experiential elements of a sense of presence, self-awareness, and enjoyment, and to discuss the meaning of motion interface and the process of generating meaning.
Advisors
Woo, Tack우탁
Description
한국과학기술원 :문화기술대학원,
Publisher
한국과학기술원
Issue Date
2017
Identifier
325007
Language
eng
Description

학위논문(박사) - 한국과학기술원 : 문화기술대학원, 2017.2,[v, 87 p. :]

Keywords

remediation; immediacy; hypermediacy; presence; motion based game interface; 재매개; 비매개; 하이퍼매개; 현존감; 동작 인터페이스 디자인

URI
http://hdl.handle.net/10203/241753
Link
http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=675675&flag=dissertation
Appears in Collection
GCT-Theses_Ph.D.(박사논문)
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