AR game design based on Myeong-dong contents and place in 1920-30s: Focusing on AR game Myeongdong Nori

Jungmi Cho, Taesuk Kihl
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Abstract

In this study, the process of AR game storytelling based on the physical place of Myeong-dong and the historical and cultural information of Myeong-dong in the 1920s-30s was specified, noting that the spatio-temporal meaning of the place can be discovered, expanded, and shared through game play in AR games. The main concept of Myeongdong Nori (tentative name) game design is Myeongdong experience in the 1920s and 30s based on AR technology, and the target experience is storytelling through reasoning, place experience, and role experience activities. In place-based AR games, players derive different games based on their experiences and choices, and actively construct the meaning of the game, which requires storytelling that provides rich information and situations. Therefore, characters, places, episodes, and visual materials centered on Myeong-dong in the 1920s and 30s were widely collected, and information DB was constructed using digital tools, and a series of processes were presented to plan game storytelling based on this. It is hoped that the place-based AR game storytelling study based on Myeong-dong content in the 1920s and 30s covered in this study can be used as the basis for a place-based AR game design model in which virtual time and real space-time experience are realized in the future.
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基于20世纪20-30年代明洞内容和地点的AR游戏设计:以AR游戏《明洞诺丽》为中心
本研究以明洞的物理地点和明洞在20世纪20年代至30年代的历史文化信息为基础,详细阐述了AR游戏的叙事过程,并指出该地点的时空意义可以通过AR游戏中的游戏玩法被发现、扩展和共享。《明洞Nori》(暂称)游戏设计的主要概念是20世纪二三十年代以AR技术为基础的明洞体验,目标体验是通过推理、场所体验、角色体验活动来讲述故事。在基于地点的AR游戏中,玩家根据自己的经历和选择衍生出不同的游戏,并主动构建游戏的意义,这就需要提供丰富信息和情境的故事叙述。因此,广泛收集了20世纪二三十年代以明洞为中心的人物、地点、情节、视觉材料,并利用数字化工具构建了信息DB,并在此基础上提出了一系列的游戏叙事策划流程。希望本研究所涵盖的基于20世纪二三十年代明洞内容的地景AR游戏叙事研究,可以作为未来实现虚拟时间和真实时空体验的地景AR游戏设计模型的基础。
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