Can Computer games deal the death seriously?

April 10th, 2006 SugY

Since Frasca proposed OSGON(one-session game of narration) model, it is a forgotten problem how computer game can deal the death seriously. But on the other side of the earth, this problem is reborn into the real world. Japanese game researcher Inoue Akito tackles a ‘serious death’ problem.

“What is the Central Issue of Computer Game Expression? : On the Expression of the Death”
(in Japanese)

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Game Design, Trading Markets, and Playing Practices

December 4th, 2005 Jun Sok Huhh

Originally, this paper was prepared for an international conference of gaming. We were rejected for some shortcomings. Severe comments from two game academics were extremely appropriate, and gave great helps to revise this work. Now, we are in work to improve this article.

For all of its weaknesses, we decided to open this work. A critical consideration on the success of an MMORPG of Korea shed some lights on the unique side of playing MMORPGs. Maybe, you could look some deep secrets in the dazzling growth of gaming market of Korea.

This paper is still going on, so if you give us any comment on this, it is really helpful for us.

Click here to download.

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Empirical study on Lineage 2

October 20th, 2005 Jun Sok Huhh

This article is an empirical analysis on the unexpected early decline of Lineage 2 in Korea. the abtract is following. You can freely download full-text here(click!). Please be cautious that this is only for reviewing. Appedix part is omitted, but its is not a big deal.

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