{"title":"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","authors":"Jungmi Cho, Taesuk Kihl","doi":"10.32611/jgcc.2022.8.52.309","DOIUrl":null,"url":null,"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.","PeriodicalId":161830,"journal":{"name":"Academic Association of Global Cultural Contents","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"AR game design based on Myeong-dong contents and place in 1920-30s: Focusing on AR game Myeongdong Nori\",\"authors\":\"Jungmi Cho, Taesuk Kihl\",\"doi\":\"10.32611/jgcc.2022.8.52.309\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":161830,\"journal\":{\"name\":\"Academic Association of Global Cultural Contents\",\"volume\":\"11 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-08-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Academic Association of Global Cultural Contents\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.32611/jgcc.2022.8.52.309\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Academic Association of Global Cultural Contents","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.32611/jgcc.2022.8.52.309","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
AR game design based on Myeong-dong contents and place in 1920-30s: Focusing on AR game Myeongdong Nori
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.