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Convergence of Internet, Broadcasting and Communication

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

첫 페이지 보기
  • 발행기관
    국제인공지능학회(구 한국인터넷방송통신학회) 바로가기
  • 간행물
    International Journal of Internet, Broadcasting and Communication 바로가기
  • 통권
    Vol.15 No.2 (2023.05)바로가기
  • 페이지
    pp.118-123
  • 저자
    Qi Yi, Jeanhun Chung
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A430786

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원문정보

초록

영어
With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

목차

Abstract
1. INTRODUCTION
2. THE FOURTH WALL
3. SIDE-SCROLLING GAME
4. THE FOURTH WALL’S INFLUENCE
4.1 Sense of Control
4.2 Safe Exploration
4.3 Criticism and Reflection on the Game
5. CONCLUSION
REFERENCES

키워드

The fourth Wall Player Experience Side-scrolling Game Sense of Control alienation effect

저자

  • Qi Yi [ Doctor, Dept. of Multimedia, Gradute School of Digital Image and Contents, Dongguk University ]
  • Jeanhun Chung [ Professor, Dept. of Multimedia, Gradute School of Digital Image and Contents, Dongguk University, Korea ] Corresponding Author

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    국제인공지능학회(구 한국인터넷방송통신학회) [The International Association for Artificial Intelligence]
  • 설립연도
    2000
  • 분야
    공학>전자/정보통신공학
  • 소개
    인터넷방송, 인터넷 TV , 방송 통신 네트워크 및 관련 분야에 대한 국내는 물론 국제적인 학술, 기술의 진흥발전에 공헌하고 지식 정보화 사회에 기여하고자 한다.

간행물

  • 간행물명
    International Journal of Internet, Broadcasting and Communication
  • 간기
    계간
  • pISSN
    2288-4920
  • eISSN
    2288-4939
  • 수록기간
    2009~2025
  • 십진분류
    KDC 326 DDC 380

이 권호 내 다른 논문 / International Journal of Internet, Broadcasting and Communication Vol.15 No.2

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