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한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제38권 제5호 2025.09 pp.1-14
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4,600원
This study analyzesthe main characters of Resident Evil 1-3 through Henry Murray’s needs-press theory and the Big Five personality model, by examining the interaction of psychological needs and environmental pressures, the research identifies how character traits shape both narrative roles and player immersion. Protagonists such as Jill, Chris, Claire, and Leon show strong needs for achievement, affiliation, and nurturance, aligning with high conscientiousness and agreeableness.In contrast, antagonists like Wesker, William, and Nikolai are driven by dominance, autonomy, and recognition, reflecting low agreeableness and strategic openness. Nemesis fuctions as a symbolic press that continuously provokes survival and defensive needs. These findings demonstrate that applying psychological theories to game character analysis not only deepens our understanding of survival horror narratives but also suggests valuable implications for character design in digital games.
A Study on the Correlation Between Board Game Balance Factors and Play Experience
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제38권 제5호 2025.09 pp.15-22
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4,000원
Board games are steadily growing, re-evaluating the value of analog communication in the digital age. This market growth has heightened players' expectations for quality, leading to a growing demand for well-crafted, or "well-balanced" games. Game balance is a key element in providing players with a fair and engaging experience. However, to date, balancing efforts have relied primarily on designers' intuition and small-scale testing, which is time-consuming, costly, and carries the risk of bias. Therefore, this study aimed to empirically analyze the core factors of balance perceived by players. Based on prior research, we identified four balance factors (Parity: fairness, Rich: diversity, Innovative: scalability, and Mitigate: mitigating randomness) and three play experiences (Flow: immersion, Aesthetics: aesthetics, and Interaction: interaction). A survey was conducted with 78 college students who played eight board games over an eight-week period. The collected data were analyzed for correlation and multiple regression using SPSS 26.0. The analysis results revealed that fairness (Parity) and variety (Rich) were key predictors of players' "immersion" experiences. Variety (Rich), randomness mitigation (Mitigate), and scalability (Innovation) significantly influenced the "aesthetic" experience, while scalability (Innovation) and variety (Rich) were found to have the greatest impact on the "interaction" experience. This study is significant in that it leads the discussion on board game balance to a data-driven empirical analysis and provides objective balancing guidelines for game designers.
A Stepwise Learning Strategy for Generative AI Image Tools
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제38권 제5호 2025.09 pp.23-33
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4,200원
This study investigates how non-experts learn to use generative AI image tools by comparing outcome-oriented tools (e.g., Midjourney, DALL·E) with process-oriented tools (e.g., ComfyUI). Outcome-oriented tools offer intuitive interfaces and immediate feedback, lowering initial cognitive load, while process-oriented tools provide advanced control but require higher effort to master. Using surveys with 15 participants and in-depth interviews with 6 users, this exploratory study examined cognitive load, sense of control, and motivation. Results show that outcome-oriented tools effectively engage beginners, whereas process-oriented tools foster sustained learning once early barriers are overcome. Based on these findings, a three-stage curriculum—Basic Exploration, Advanced Control, and Creative Application—is proposed to gradually reduce cognitive barriers and support long-term creative growth.
Reinterpreting the Uncanny Valley through AI-Driven Emotional Design
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제38권 제5호 2025.09 pp.34-45
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4,300원
Recent advances in AI-based video synthesis and character generation technologies have opened new possibilities for content production. However, as AI-generated humanlike characters become increasingly realistic, they often evoke discomfort and rejection—a phenomenon known as the "uncanny valley." While technical realism has progressed rapidly, it alone does not guarantee emotional engagement or viewer acceptance. This study explores how emotional design, particularly as conceptualized by Donald Norman in visceral, behavioral, and reflective dimensions, serves as a strategic response to the uncanny valley in AI-generated content. Through case analyses—such as anthropomorphized animal shorts, interactive AI chatbots, and the reanimation of historical figures—this paper demonstrates how emotional design fosters trust, immersion, and affective resonance. Furthermore, it discusses the ethical implications of emotional manipulation and authenticity in AI-human interactions. By examining how emotional design restructures user perception beyond visual fidelity, this study offers a reinterpretation of the uncanny valley from an affective and aesthetic perspective.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제38권 제5호 2025.09 pp.46-62
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5,100원
This study proposes an immersive storytelling reading platform integrating Generative AI and interactive Augmented Reality (AR) to enhance children’s reading engagement. The platform combines style-transfer-based object detection, LangChain-driven real-time story generation, and Unity-based AR interactions, offering a multi-sensory reading experience via hand tracking and dynamic text. Experiments showed a 21.6% improvement in object detection accuracy, and EEG results revealed increased theta/beta power and suppressed alpha power when using the proposed platform, indicating enhanced attention. These findings highlight the educational potential of interactive reading environments for the digital-native generation.
A Study On the Configuration of Creator Support Ecosystem in Game-type UGC Platforms
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제38권 제5호 2025.09 pp.63-73
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4,200원
This study investigates the paradigm shift in the game industry driven by game-type UGC platforms that are building creator-centric ecosystems. Recognizing the limitations of existing theories in explaining these platforms' operational mechanisms, this research aims to identify the core systems constituting the creator support ecosystem and analyze their organic interactions. Through literature review, five core systems were conceptualized, followed by comparative case analysis of Roblox and Fortnite. The findings confirm that game-type UGC platforms' creator support ecosystems comprise five essential systems: (1) Creation Tools System, (2) Interaction System, (3) Sharing & Discovery System, (4) Value Distribution System, and (5) Governance System. Furthermore, these systems do not operate independently but are organically interconnected, forming a virtuous cycle of creation → collaboration/improvement → diffusion → reward → motivation. Based on these findings, a 'Creator Support Ecosystem Model' is proposed. This study provides a new analytical framework that systematizes UGC-related concepts into five core systems, offering both theoretical foundations for future research and practical design guidelines for building successful UGC platforms. The proposed model enables strategic understanding of how these elements organically constitute a complete ecosystem.
AI Music Platforms and User Engagement : A New Paradigm in Digital Music Consumption
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제38권 제5호 2025.09 pp.74-81
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4,000원
This study explores the transformative impact of artificial intelligence (AI) on the structure of the music industry and the evolving patterns of digital music consumption. The research aims to investigate how AI-driven music platforms foster new forms of user engagement, leading to a paradigm shift from passive listening to active participation and co-creation. Traditionally, digital music consumption has centered on streaming and algorithmic recommendations. However, with the advent of AI technologies, users are increasingly engaging in personalized experiences, interactive creation, and collaborative musical expression. Drawing upon theoretical frameworks of digital consumption and user engagement, this study reviews the evolution of music consumption behaviors and examines key AI music platforms such as Spotify’s AI DJ, Boomy, and Mubert. Through case analysis, the research identifies how personalized recommendations, generative AI music composition, and interactive interfaces enhance user motivation, emotional involvement, and behavioral participation. The findings reveal that AI music platforms not only provide tailored listening experiences but also empower users to take part in music creation, transforming their role from passive consumers to active co-creators. This shift signifies a broader transformation in the digital music ecosystem, where consumption becomes a participatory and expressive act. Ultimately, the study highlights how the integration of AI and user engagement is redefining the meaning of music consumption, generating new cultural and economic value within platform-based ecosystems. The results provide theoretical and practical implications for future music industry strategies and platform business models.
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