Exploratory Research on Game Cross-Cultural Communication Theory Based on Control and Feedback
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디지털콘텐츠학회논문지 Journal of Digital Contents Society JDCS Vol. 20, No. 6, pp. 1105-1115, Jun. 2019 통제와 피드백에 기초한 게임문화 소통에 관한 탐색적 연구 1 2* 진 천 신 · 우 탁 1경희대학교 예술·디자인대학 디지털콘텐츠학과 2경희대학교 예술·디자인대학 디지털콘텐츠학과 Exploratory Research on Game Cross-cultural Communication Theory Based on Control and Feedback Chen-Tian Chen1 · Tack Woo2* 1Digital Contents, College of Arts and Design, Kyung Hee University, Yongin-si, Gyeonggi-do, Korea. 2Digital Contents, College of Arts and Design, Kyung Hee University, Yongin-si, Gyeonggi-do, Korea. [요 약] 본 연구에서는 사이버네틱 통제 메커니즘과 디지털 게임에서의 피드백 메커니즘의 비교분석을 통해 디지털게임의 문화 간 소통 기능에 대해 탐구해 보고자 한다. 소통 과정에서 정보의 출력, 피드백, 제어는 매우 밀접하게 관련되어 있으며, 이를 효율적으로 활용하여 게임에서의 정보 전달의 효율을 향상 시키는 것은 게임 시스템이 글로벌 문화 소통을 강화하는 기본 적인 원칙이자 논리이다. 기존의 미디어와 비교할 때 게임 매체는 독특한 소통성이 있다. 본 연구는 게임의 양방향 소통성 이 기존의 통제 피드백 이론에 어떠한 영향을 끼쳤는지도 연구하여, 이를 게임이 가지고 있는 문화 전파 기능 연구의 이론 적 기초로 삼고자 한다. [Abstract] This study discusses the cross-cultural communication function of digital games through the comparative analysis of cybernetic feedback mechanism and game feedback mechanism. In the communication process, there is a strong connection between information output, feedback and control. Effective use of relevant connections to improve the efficiency of information communication in the game process is the basic functional principle and logic of the game system to enhance cross-cultural communication. Compared with traditional communication media, game media has unique interactivity. This study will also explore the influence of game interaction mechanism on the extension of traditional control feedback theory.And as a further theoretical basis for the study of the cross-cultural communication function of games. 색인어 : 디지털 게임, 문화 지각, 사이버네틱스, 피드백, 문화간 커뮤니케이션 Key word : Digital game,Cultural perception,Cybernetics,Feedback,Cross-cultural Communication http://dx.doi.org/10.9728/dcs.2019.20.6.1105 Received 25 May 2019; Revised 20 June 2019 Accepted 25 June 2019 This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-CommercialLicense(http://creativecommons *Corresponding Author; Tack Woo .org/licenses/by-nc/3.0/) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the Tel: ※ 개인정보 표시제한 original work is properly cited. E-mail: [email protected] Copyright ⓒ 2019 The Digital Contents Society 1105 http://www.dcs.or.kr pISSN: 1598-2009 eISSN: 2287-738X 디지털콘텐츠학회논문지(J. DCS) Vol. 20, No. 6, pp. 1105-1115, Jun. 2019 Ⅰ. Introduction facilitate cultural communication between countries. Current research on cross-cultural communication The electronic video game has been around for little functionality connected to gaming is incomplete. Related more than half a century. The first recorded electronic research is mostly confined to game study itself or the game ‘Noughts & Crosses’ was developed in 1952 by design of the game content and structure, with a lack of A.S. Douglas, a scholar of computer science from the theory oriented structural framework. This paper University of Cambridge. Compared with traditional media investigates gaming as a new cross-cultural including books, newspapers, photography and film, the communication media and discusses the levels, cognitive history of electronic gaming is still in its infancy. states and differences between game user groups in game However, the electronic game is developing rapidly, far culture information perception. Through a basic analysis beyond the speed of traditional media. of symbolic cognition, the feedback relationship between As an emerging media, the electronic game has unique two systems of the game and game player is quantified advantages not found in traditional media. Janet Murry to some extent. In addition, through the analysis of game discussed the aesthetics of the medium on the virtual and control theory, this research attempts to explore the environment of the game in Hamlet on the Holodeck: utility structure of gaming in cross-cultural communication The Future of Narrative in Cyberspace. Murray’s virtual on the basic principles of information communication and realistic aesthetic system consists of three components: control. A feedback control structure of game immersion, agency and transformation [1]. Among them, cross-cultural communication is presented, based on Murry referred to the sensation of being surrounded by a control state. The foundation to this framework is the completely other reality, "as different as water is from basic principle of control theory which is theoretically air, that takes over all of our attention, our whole applicable to cross-cultural communication and other perceptual apparatus" [1]. When people are placed in an information interaction fields for various games. This exquisitely simulated space, they may have an immersive research will lay a foundation to further enhance the experience and tend to pay attention only to their cross-cultural communication functionality of game perception in this new sensual environment. This products. characteristic of full immersion of auditory and visual senses and tactile interactions is not found in traditional Ⅱ. Dialectical View on Feedback Concept media. The process that game players are immersed into through the way the immersive perceives the virtual Norbert Wiener introduced control theory in his 1984 environment and are completely substituted into final treatise Cybernetics: completion of a certain transformation requires another Or Control and Communication in the Animal and the Mac major feature of the game which is interaction. hine. Related concepts have subsequently developed. Interactivity is the essence of human experience or Rather than labelling control theory as a discipline, it is awareness [2]. As one of the most salient characteristics more accurate to say it is the scientific metaphysics of of gaming arises from interaction, the game should observing and understanding objects. become a powerfully perceived environment based on Claude Elwood Shannon enriched the interpretation information interaction. Game players from different and understanding of information by Wiener’s control cultures can use the game to comprehend information, theory through introducing information theory. This theory understand different cultures, and learn to communicate has been widely recognized by the academic community, with each other. These characteristics reflects the pursuit however it is different from Shannon’s discrete viewpoint. of research on cross-cultural communication, which is to In Wiener’s argument, the concept of information is provide a flexible and adaptive interzone for people from continuous and therefore control theory can be understood different cultures to engage in effective communication as the theory of information communication and [3]. It is the objective of the game industry to expand transmission [4]. evant knowledge of information theory business for each country by enabling them to introduce must be relied on when discussing the role of control their game works to the world. More importantly, it is theory in communication. Generally speaking, the also the strategic aim of international multiculturalism to foundation of control is information. All information is http://dx.doi.org/10.9728/dcs.2019.20.6.1105 1106 Exploratory Research on Game Cross-cultural Communication Theory Based on Control and Feedback transmitted for control, and the implementation of any on the system itself is relatively dialectical. The effect of control depends on information feedback. The entire positive and negative feedback on the target difference process of control can only be accomplished through the will not be absolute, and depends on the state of the accuracy and efficiency of communication. Any system itself. This provides a method to re-recognize the communication barriers in this process can affect whole cross-cultural communication mechanism of gaming from systems or even destroy the stability of the entire control the perspective of control theory. system. Feedback information has different effects on whole systems (transmission process), resulting in feedback Ⅲ. Information and Feedback Analysis of taking two forms: positive feedback and negative Game Cross-cultural Communication feedback. According to traditional control theory, the general definition of positive and negative feedback is It must be clarified first that the ideal state of centered around the difference between the current status feedback action between the two systems of the game of the system and the target, which is called target and the player is sustainable, stable and positive. Positive difference. Negative feedback leads to a decrease in and negative feedback will also coexist within the target difference, while positive feedback increases the interaction of the two systems. When game players target difference [5]. The absolute definition used in the engage continuously, the game system should also follow past states that the obstacles of communication, the corresponding principle (such as the condition for transmission and control are mainly reflected in positive maintaining the player's specific state). The reactivity of and negative feedback of the information receptor. If the game players should be enhanced as much as possible on state of the transmission receptor itself is opposite to the the precondition of keeping the system stable. Therefore, target of output information control, for the stabilization the game must provide necessary information output to and efficiency