최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.15 no.1, 2015년, pp.185 - 198
The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L
* AI 자동 식별 결과로 적합하지 않은 문장이 있을 수 있으니, 이용에 유의하시기 바랍니다.
Michelle Nephew, "Playing with Identity: Unconscious Desire and Role-Playing Games", Gaming as Culture, McFarland & Co., p122, 2006.
Hye-Won Han, "Digital Game Storytelling", Sallimbooks, p63, 2005.
Ferrari Simon, "From Generative to Conventional Play: MOBA and League of Legends", DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, Vol.7, No.0, pp1-17, 2013.
James Newman, "Video Game", trans by Keun-Seo Park et al, Communicationbooks, p200, 2008.
Azuma Hiroki, "Animalizing Postmordernism", trans by Eun-Mi Lee, Munhakdongne, p18, 2007.
Rune Klevjer, "Enter the Avater: The Phenomenology of Prosthetic", The Philosophy of Computer Games, Springer, pp17-38, 2012.
Olav Asheim, "Reality, Pretense, and the Ludic Parenthesis", The Philosophy of Computer Games, Springer, pp233-258, 2012.
Kyoung-Nam Kim, Myoun-Jae Lee, "Analysis on Characteristics of Representation of Surrealism on Fantasy Online Game's Character", Journal of Korea Game Society, Vol. 5, No. 4, pp3-12, 2005.
Kyung-Hee Noh, Tae-Il Lee, Sung-Hyun Cho, "A Formal Study on Game Character Preference through Game User Classification", Journal of Korea Game Society, Vol. 7, No. 4, pp23-31, 2007.
Hung-Kyu Kim, Jong-Yoon Lee, "A Q Study for Multiple Identity Accomplished by Avata in Virtual Space", Journal of Human Subjectivity, Vol. 0, No. 7, pp27-51, 2002.
Sung-Hee Park, "From Deviance To Normality : Avatars as Agent of Self in Cyberspace", Korean Journal of Journalism & Communication Studies, Vol. 48, No. 5, pp375-405, 2004.
Chul-Gyun Lyou, Bo-Ra An, "A Study on the Irony of MMORPG Character", Journal of Korea Game Society, Vol. 9, No. 6, pp57-68, 2009.
Hyun-Jin Cho, Woo-Hyun Cho, "Chracteristics of Cosplay Costume", Journal of the Korea Fashion & Costume Design Association, Vol. 8, No. 2, pp109-123, 2006.
Pierre Levy, "Reality in the Digital Age", trans by Jae-Yeon Jeon, Kungree, p20, 2002.
Hye-Won Han, "Digital Game Storytelling", Sallimbooks, p68, 2005.
Jung-A Huh, "Body, Unstopable Attraction of Imagination", Book21, p103, 2011.
Jae-Seo Jeong, Soo-yong Jeon, Ki-Jeong Song, "Myrhical Imagination and Culture", Ewha Womans University Press, p167, 2008.
Jung-A Huh, "Body, Unstopable Attraction of Imagination", Book21, p210, 2011.
Institute of Body Culture Study, "Grotesque body", Kubook, p70, 2010.
Kwang-Je Cho, "Principles and Development on Philosophy of Bodies", A philosophy and reality, p316, 2003.
Pierre Levy, "Reality in the Digital Age", trans by Jae-Yeon Jeon, Kungree, pp22-33, 2002.
Jung-Hyun Kim, "Nietzsches Philosophie of Bodies", Literature and a reality, p184, 1988.
Hyun-Soon Cho, "Signifying Material, So a Important Body", Contemporary Criticism, Vol. 22, No. 0, pp393-394, 2003.
Pierre Levy, "Reality in the Digital Age", trans by Jae-Yeon Jeon, Kungree, pp21-22, 2002.
Pierre Levy, "Reality in the Digital Age",trans by Jae-Yeon Jeon, Kungree,pp194-199, 2002.
Walter Benjamin, "Little History of Photography", trans by Sung-man Choi, Gil, pp46-50, 2007.
Makoto Miyashita, "Character Business Shirarezaru Senryaku", trans by Taek-Sang Jeong, Nexusbook, p115, 2002.
※ AI-Helper는 부적절한 답변을 할 수 있습니다.