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Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Qi Yi | - |
| dc.contributor.author | 정진헌 | - |
| dc.date.accessioned | 2024-08-08T08:01:32Z | - |
| dc.date.available | 2024-08-08T08:01:32Z | - |
| dc.date.issued | 2023-05 | - |
| dc.identifier.issn | 2288-4920 | - |
| dc.identifier.issn | 2288-4939 | - |
| dc.identifier.uri | https://scholarworks.dongguk.edu/handle/sw.dongguk/20178 | - |
| dc.description.abstract | With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion. | - |
| dc.format.extent | 6 | - |
| dc.language | 영어 | - |
| dc.language.iso | ENG | - |
| dc.publisher | 한국인터넷방송통신학회 | - |
| dc.title | Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games | - |
| dc.title.alternative | Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games | - |
| dc.type | Article | - |
| dc.publisher.location | 대한민국 | - |
| dc.identifier.doi | 10.7236/IJIBC.2023.15.2.118 | - |
| dc.identifier.bibliographicCitation | The International Journal of Internet, Broadcasting and Communication, v.15, no.2, pp 118 - 123 | - |
| dc.citation.title | The International Journal of Internet, Broadcasting and Communication | - |
| dc.citation.volume | 15 | - |
| dc.citation.number | 2 | - |
| dc.citation.startPage | 118 | - |
| dc.citation.endPage | 123 | - |
| dc.identifier.kciid | ART002964514 | - |
| dc.description.isOpenAccess | N | - |
| dc.description.journalRegisteredClass | kci | - |
| dc.subject.keywordAuthor | The fourth Wall | - |
| dc.subject.keywordAuthor | Player Experience | - |
| dc.subject.keywordAuthor | Side-scrolling Game | - |
| dc.subject.keywordAuthor | Sense of Control | - |
| dc.subject.keywordAuthor | alienation effect | - |
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