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Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games

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dc.contributor.author제예-
dc.contributor.author정진헌-
dc.date.accessioned2024-08-08T09:00:42Z-
dc.date.available2024-08-08T09:00:42Z-
dc.date.issued2023-12-
dc.identifier.issn2288-2847-
dc.identifier.issn2288-2855-
dc.identifier.urihttps://scholarworks.dongguk.edu/handle/sw.dongguk/20782-
dc.description.abstractBreaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.-
dc.format.extent6-
dc.language영어-
dc.language.isoENG-
dc.publisher한국인터넷방송통신학회-
dc.titleResearch on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games-
dc.title.alternativeResearch on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games-
dc.typeArticle-
dc.publisher.location대한민국-
dc.identifier.doi10.7236/IJASC.2023.12.4.328-
dc.identifier.bibliographicCitationThe International Journal of Advanced Smart Convergence, v.12, no.4, pp 328 - 333-
dc.citation.titleThe International Journal of Advanced Smart Convergence-
dc.citation.volume12-
dc.citation.number4-
dc.citation.startPage328-
dc.citation.endPage333-
dc.identifier.kciidART003037741-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClasskci-
dc.subject.keywordAuthorBreaking the fourth Wall-
dc.subject.keywordAuthorGame-
dc.subject.keywordAuthoralienation effect-
dc.subject.keywordAuthorImmersion-
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