Game Layer for Play _2018. 6

In a 2010 TED talk, game designer Seth Priebatsch announced, “After the era of the social layer built by social media to connect the entire human race, the expansion of the human race through games will be done with the game layer.” The act of games, which started from playing, blurred the lines between games and reality, penetrating into our daily lives and expanding their territory. The art game lectures <Game Layer for Play> examine multiple layers around games as a new medium of expression.

Won-jun Yoo presents the correlation between art and games by using the game attributes of artworks based on algorithms, and Jun-hee Yun examines the possibility of game development in the industrial aspect along with the current issues of the game market. Geun-seo Park and Jae-hwan Park attempt to analyze the game <Sally’s Law> by examining the correlation between the two typical powers of a game, play (ludology) and narrative (narratology). Young-jin Oh and Ga-young Ahn examine the relationship between games and society from the perspective of gender, and Young-bin Gwak and Shin-kyu Gang investigate the interactive game characteristics of films and TV programs. Finally, Jung-yeop Lee examines the game ecosystem by investigating indie games and inspirational games.


Algorithm-Game-Media Art _ Won-jun Yoo

Can game attributes of artworks based on recent algorithms become the grammar of new art? In this lecture, we examine the concepts of game art and art game by discussing the correlation between art and games introduced in <New Media Art and Game Art>. We examine the virtual play of light, games, and art; art as being inter-active and game as being interactive; and the game possibilities of artworks created by algorithms.

Current State of the Game Industry and Development Environment _ Jun-hee Yun

Now, since the cultural content industry is receiving much attention, the Korean game industry accounts for approximately 55% of the country’s total content industry exports. We examine the current status of and issues facing the Korean game market, which includes 80,000 people and 11 trillion KRW, and introduce strategies that enable small, independent games developed in Korea to become globally successful, along with the development of new jobs.

Game Play and Narrative _ Geun-seo Park, Jae-hwan Park

Duality of Ludology and Narratology _ Geun-seo Park

One of the important theoretical discussions on the essence of a game is whether it is narrative or play. This characteristic also distinguishes whether a game is a medium of storytelling and content or a medium of action and performance. Although this argument appears to be an illegitimate and age-old controversy at this point, it has important implications for the strategy of understanding the meaning of games and structuralizing them.

Narrative in the Puzzle Game Genre _ Jae-hwan Park

Using the game <Sally’s Law>, which won the grand prize at Google Indie Games Festival 2016, we examine the role of narratives in the genre of puzzle games and identify the complementary relationship between play and narrative.

Women, Games, and Cyborg _ Young-jin Oh, Ga-young Ahn

Game Culture in the View of Techno-Feminism _ Young-jin Oh

Due to the prevalence of a biased game culture, women continue to be neglected from experiences in game production and play and are attacked, as well. How do the old prejudices against the relationship among women, technology, and play affect reality? We attempt to examine the contemporary game culture from the perspective of techno-feminism.

Cyborg Imagination in Art Games _ Ga-young Ahn

By examining the works of feminist artists, such as the artists’ group VNS Matrix (which extensively used the term “cyber feminism” in the early 1990s) and the French performance artist ORLAN, as well as cases of performance showing the cyborg imagination of women in recent art games or Post-Internet, this lecture presents the ways in which women use and enjoy games as a tool of artistic expression.

Games and Video Media _ Young-bin Gwak, Shin-kyu Gang

Movies and Games: Notes on Human Resources and Repulsion _ Young-bin Gwak

The relationship between a movie and a game can be described as a series of trajectories that pull or push one another. This lecture examines these complex traces of love and hatred or desire and fear by focusing on a few cases.

Broadcasting of Games, Gamification of Broadcasting _ Shin-kyu Gang

We refer to how broadcasting uses games as a material and changes the game play experience as “broadcasting of games.” Recently, the relationship between broadcasting and games has been shifting toward “gamification of broadcasting.” There is a shift from programs that talk about and show games (game reports, e-sports broadcasting, etc.) to those that adapt to or internalize the format of games (game entertainment shows, personal online broadcasting, etc.). In this lecture, we examine the features of broadcasting of games and gamification of broadcasting, their effect on viewers, and the periodic meaning of such change.

Changes in Indie Games and Inspirational Games _ Jung-yeop Lee

Recently, the importance of games not only in entertainment but also as a medium that reflects social problems and conveys cultural values has been increasing. Keeping pace with the trend, many original games applying materials and game mechanics that are completely different from those of typical commercially successful games are achieving meaningful success in Korea and abroad. In this lecture, we propose “inspirational game” as a new term to refer to these games and present strategies for game creation and distribution ecosystem to enrich them.