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Vol.8, No.0, 112 ~ 123, 2003
Title
A Study on the Game and Game Industry as Digital Contents
김재희 Jae Hee Kim
Abstract
Game, which had the simple amused function, has effects on the field of arts such as literature and fine art, changes them and expands its social meaning. That is to say, it means that one content influences other derivative contents. Just like movie became the essential forms of expression in 20 centuries, game also become the important forms of expression in 21 centuries, the digital age. This study shows that the genre of Game is one of many cultural contents (music, movie, game), also researches the meaning of game`s content caused by its features and situation as digital contents. This research tried to find the position and value of the game industry as digital contents, and also approach the contents with context from the business point of view.
Key Words
Digital Contents, Context Game Industry, e-Business Model
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