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논문 기본 정보

자료유형
학술저널
저자정보
김수완 (성균관대학교 컬처앤테크놀로지 융합전공)
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한국기초조형학회 기초조형학연구 기초조형학연구 제24권 제4호
발행연도
2023.8
수록면
33 - 45 (13page)

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초록· 키워드

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This study is prompted by the lack of game design research that distinguishes the boundaries of games, such as escape room games, that are designed based on space, and contemplates the necessity of designing the magic circle. The methodology of this research is an empirical study that looks at the overall rules and boundaries of escape room games, using existing video game theory like formal elements, and examines the factors that form the magic circle in escape room games along with affordances. Based on this, it extracts the main elements that compose escape room games and suggests measures for designing the magic circle needed in escape room game design and spatially based game design. This study argues that the magic circle of escape room games must simultaneously perform the roles of puzzles and affordances, and that strong rules must be designed to prevent the player from leaving the game space. Furthermore, it discusses that in designing spaces for escape room games, boundaries are formed against the background of a story, and in this process, the magic circle is manifested. The results of this study propose measures to control the behavior of players in spatially based games like escape room games, and guide the player''s movements and actions as they enter the magic circle. escape room game design should guide the player''s movement by inducing action to allow them to be positioned in the next space or puzzle based on the relationship between the affordances listed in the room. This is because if the game designer does not present sequential steps in the action that the player should take next, errors may occur where the player is out of the role assigned in the game. Since the process of solving puzzles induces the player''s movement, the error of escaping from the game''s magic circle is reduced, and opportunities are provided for more active participation in performing the roles assigned within the escape room game, thereby allowing more immersion in the game''s story. Through this, the act of solving the puzzle itself becomes the answer, further enhancing the coherence and story of the game.

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