Cited 0 time in
Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | 제예 | - |
| dc.contributor.author | 정진헌 | - |
| dc.date.accessioned | 2024-08-08T09:00:42Z | - |
| dc.date.available | 2024-08-08T09:00:42Z | - |
| dc.date.issued | 2023-12 | - |
| dc.identifier.issn | 2288-2847 | - |
| dc.identifier.issn | 2288-2855 | - |
| dc.identifier.uri | https://scholarworks.dongguk.edu/handle/sw.dongguk/20782 | - |
| dc.description.abstract | Breaking 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.extent | 6 | - |
| dc.language | 영어 | - |
| dc.language.iso | ENG | - |
| dc.publisher | 한국인터넷방송통신학회 | - |
| dc.title | Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games | - |
| dc.title.alternative | Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games | - |
| dc.type | Article | - |
| dc.publisher.location | 대한민국 | - |
| dc.identifier.doi | 10.7236/IJASC.2023.12.4.328 | - |
| dc.identifier.bibliographicCitation | The International Journal of Advanced Smart Convergence, v.12, no.4, pp 328 - 333 | - |
| dc.citation.title | The International Journal of Advanced Smart Convergence | - |
| dc.citation.volume | 12 | - |
| dc.citation.number | 4 | - |
| dc.citation.startPage | 328 | - |
| dc.citation.endPage | 333 | - |
| dc.identifier.kciid | ART003037741 | - |
| dc.description.isOpenAccess | N | - |
| dc.description.journalRegisteredClass | kci | - |
| dc.subject.keywordAuthor | Breaking the fourth Wall | - |
| dc.subject.keywordAuthor | Game | - |
| dc.subject.keywordAuthor | alienation effect | - |
| dc.subject.keywordAuthor | Immersion | - |
Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.
30, Pildong-ro 1-gil, Jung-gu, Seoul, 04620, Republic of Korea+82-2-2260-3114
Copyright(c) 2023 DONGGUK UNIVERSITY. ALL RIGHTS RESERVED.
Certain data included herein are derived from the © Web of Science of Clarivate Analytics. All rights reserved.
You may not copy or re-distribute this material in whole or in part without the prior written consent of Clarivate Analytics.
