Typical games and dance in conjunction with research to express the character and the heart of digital content in it is very difficult relationship, looking for relationship problems also have difficulties. However, analysis of the history and the story of the character and skills, and to extract emotional elements, each with its own character is only through the collective images that melts in your character, and want to revive your character as a human being with a new emotional vocabulary. In other words, game content and prejudices that have a negative genre, thus free from adverse effects it caused, watching the game character as a human being it seeks sublimated into art of dance. This place inside cultural content to the artistic value of game genres, be re-evaluated when the digital element is considered highly likely to have a greater significance that can be converted into a new perspective to the analog element. The research method is a game of emotions LOL prototype model of James Russell (J. Rusell) to organize a theoretical basis mainly characterized by emotion and skill of the women champions background with LG Business Insight Weekly Focus 'emotional code of the digital crowd'It presents a new emotional models centered round. And to analyze the characteristics of the X-axis independent champion (Hero), crowd (Hero) analysis of the structure in the Y-axis line (善) and the plot, and presents an opinion on the scope and sensibility.
목차
ABSTRACT 1. 서론 2. 감정구분과 디지털 감성 요소 2.1 Russell 감정구분 원형 모델 2.2 디지털 감성 요소와 의미 3. LOL 게임 여자 챔피언 특징 분석 4. 여자챔피언 분석에 따른 춤을 위한 감성 요소 5. 결론 참고문헌
키워드
LOL gamegame character dancecharacter representation
저자
최현정 [ Choi Hyun Jung | Department of Graduate School Applied Linguistics and Culture Studies Study of Cultural Contents, Korea University, 145 Anam-ro, Seongbuk-gu, Seoul 02841 Korea ]
조옥희 [ Cho Ok Hue | Department of Culture Contents Technology, Seoul Cyber University, 60 Solmae-Ro, Kangbuk-Gu Seoul 01133, Korea ]
이성태 [ Sung Tae Lee | Department of Culture Contents Technology, Seoul Cyber University, 60 Solmae-Ro, Kangbuk-Gu Seoul 01133, Korea ]
Corresponding author
1. 게임산업을 활성화 하고,
2. 게임기술과 기술 인력을 양산할 수 있도록 교육기관의 교과과정을 개발하고,
3. 관련기술에 대한 연구발표회, 강연회, 강습회 등을 개최하며,
4. 학회지, 논문지 및 관련 문헌을 발간하고,
5. 게임 기술 개발을 위한 국제화, 표준화 등을 지원하고,
6. 산.학.연.관이 협동할 수 있는 국제적 학술교류 및 협력을 지원하고,
7. 회원 상호간의 공동 이익과 친목을 증진시킨다.
간행물
간행물명
컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) [Journal of Computer Games and Contents]
간기
월간
pISSN
3091-7409
eISSN
3092-3638
수록기간
2002~2026
등재여부
KCI 등재
십진분류
KDC 691DDC 793
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