Comparative Trends in Metaverse‑Game Research : Bibliometric Text Mining and Topic Modeling, 2020–2024
국내외 메타버스 게임 연구 동향 비교 : 텍스트마이닝 기반 서지분석과 토픽모델링(2020-2024)
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.
목차
ABSTRACT 1. Introduction 2. Research Method 2.1 Data Collection 2.2 Text preprocessing and keyword extraction 2.3 Keyword network and centrality analysis 2.4 Topic modeling and thematic classification 2.5 Classification and analysis of research methods 3. Research and Discussion 3.1 Keyword Frequency and Network Centrality in Domestic and International 3.2 Thematic Classification via Topic Modeling 3.3 Comparison of Research Methods in Domestic and International Studies 4. Results and Discussion Acknowledgement 참고문헌
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
이 권호 내 다른 논문 / 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제38권 제4호