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    Digital Technology Facilitating the Fusion of Video Games and Films

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    https://www.riss.kr/link?id=A106287323

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Today's media environment is becoming very complicated and the trend of media convergence is getting clearer. The convergence of media is the supreme hot issue. In this wave of convergence, there has also been a huge change between movies and electronic games. The remake boom between them showed a tremendous economic effect that can be achieved by exchanging two media of essentially different characteristics. As computer virtual reality technologies evolve, electronic games will provide a virtual world that can satisfy the demands of the visual, auditory, and tactile aspects very real to the public with the Internet. At that time, movies and other media will be thoroughly melted into the virtual world created by electronic games, and they will become an element of the virtual world as those media that exist in the truth world.
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    Today's media environment is becoming very complicated and the trend of media convergence is getting clearer. The convergence of media is the supreme hot issue. In this wave of convergence, there has also been a huge change between movies and electron...

    Today's media environment is becoming very complicated and the trend of media convergence is getting clearer. The convergence of media is the supreme hot issue. In this wave of convergence, there has also been a huge change between movies and electronic games. The remake boom between them showed a tremendous economic effect that can be achieved by exchanging two media of essentially different characteristics. As computer virtual reality technologies evolve, electronic games will provide a virtual world that can satisfy the demands of the visual, auditory, and tactile aspects very real to the public with the Internet. At that time, movies and other media will be thoroughly melted into the virtual world created by electronic games, and they will become an element of the virtual world as those media that exist in the truth world.

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    참고문헌 (Reference)

    1 주진수, "미디어융복합 시대에서 SF영화와 게임에 등장하는 거대캐릭터 포지셔닝 연구" 한국디지털정책학회 13 (13): 349-357, 2015

    2 Jean-Michel Frodon, "The impureness of the film-film and video games" (6) : 169-173, 2005

    3 Kim Jong-woo, "The impact of game elements on fun and flow" 160-163, 2014

    4 Larsen, Lasse Juel, "Play and Gameful Movies: The Ludification of Modern Cinema" 2017

    5 Barsam, Richard, "Looking at movies" WW Norton &Company 2015

    6 Lee, Youseok, "Interdependence Of Performance Between Movies And The Movie-themed Mobile Games" 2018

    7 Filipe, Eva Patrícia Ribeiro, "Harnessing Interactive Media Ideological Power: A Disempowerment Model for Video Games" 333-, 2018

    8 Li Guoqiang, "Electronic Games as a New Art Form: Technology, Aesthetics and Cross-Border" 1 : 2018

    9 Thomas, Michael, "Deconstructing digital natives: Young people, technology, and the new literacies" Taylor & Francis 2011

    10 Katsaridou M., "Adaptation of video games into films: The adventures of the narrative" (1290) : 2017

    1 주진수, "미디어융복합 시대에서 SF영화와 게임에 등장하는 거대캐릭터 포지셔닝 연구" 한국디지털정책학회 13 (13): 349-357, 2015

    2 Jean-Michel Frodon, "The impureness of the film-film and video games" (6) : 169-173, 2005

    3 Kim Jong-woo, "The impact of game elements on fun and flow" 160-163, 2014

    4 Larsen, Lasse Juel, "Play and Gameful Movies: The Ludification of Modern Cinema" 2017

    5 Barsam, Richard, "Looking at movies" WW Norton &Company 2015

    6 Lee, Youseok, "Interdependence Of Performance Between Movies And The Movie-themed Mobile Games" 2018

    7 Filipe, Eva Patrícia Ribeiro, "Harnessing Interactive Media Ideological Power: A Disempowerment Model for Video Games" 333-, 2018

    8 Li Guoqiang, "Electronic Games as a New Art Form: Technology, Aesthetics and Cross-Border" 1 : 2018

    9 Thomas, Michael, "Deconstructing digital natives: Young people, technology, and the new literacies" Taylor & Francis 2011

    10 Katsaridou M., "Adaptation of video games into films: The adventures of the narrative" (1290) : 2017

    11 Wang Lingjuan, "A narration of Hollywood animated film gameplay narrative strategy" 4 : 79-81, 2016

    12 Gang Ik-mo, "3D Video Age Symbolic Material Study" 5 (5): 1-14, 2011

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    학술지 이력

    학술지 이력
    연월일 이력구분 이력상세 등재구분
    2022 평가 재인증평가 신청대상 (재인증)
    2019-01-01 등재 등재학술지 유지 (계속평가) KCI등재
    2016-01-01 등재 등재학술지 선정 (계속평가) KCI등재
    2015-01-01 등재 등재후보학술지 유지 (계속평가) KCI등재후보
    2013-01-01 등재 등재후보학술지 유지 (기타) KCI등재후보
    2012-01-01 등재 등재후보 1차 PASS (등재후보1차) KCI등재후보
    2010-01-01 등재 등재후보학술지 선정 (신규평가) KCI등재후보
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    학술지 인용정보

    학술지 인용정보
    기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
    2016 0.79 0.79 0.72
    KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
    0.7 0.67 0.781 0.27
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