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Subject

Analysis of Presence and Immersion Elements of VR Game
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VR게임의 실재감과 몰입감 요소 분석

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Type
Academic journal
Author
Tae-Gyu Kim (광운대학교) Woo-Seok Jang (광운대학교)
Journal
The Korean Entertainment Industry Association Journal of the Korea Entertainment Industry Association Vol.13 No.8 KCI Accredited Journals
Published
2019.12
Pages
69 - 76 (8page)
DOI
10.21184/jkeia.2019.12.13.8.69

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Analysis of Presence and Immersion Elements of VR Game
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Abstract· Keywords

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Backed by the fourth industrial revolution as the background of the research, VR, AR and MR have increased interest and wireless Oculus Quest is releasing, creating hardware recall and continuing virtual reality devices, and game software develop or service VR games using such devices. As a result, it is expected that VR game markets will continue to grow in the future. For this purpose, we understand the technical factors of presence and immersion that appear in virtual reality games and should be able to apply them when we produce VR games. Through the process, we analyzed elements of VR game concept, immersion, and presence and analyzed three games that were commercialized. As a suggestion, we need to take into account presence and immersion characteristics when developing and experiencing virtual reality games in the future.

Contents

ABSTRACT
I. 서론
II. 본론
III. 결론 및 향후 연구방향
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