A Research Article
Choi, A. Y. (2004). Media Spatial Analysis of Video Games. Journal of the Korean Society of Design Culture, 10-3, 172-180.
Korean Society of Design Culture (KSDC)
As we live in the digital age, we struggle to obtain a mutual dependency in our society within digital media. We are being exposed many hours by the screen of computers and television, and we often don’t realize how the media affect our living. Significantly teens are unconsciously influenced by these media, and their interests in video games could open to another world of experience. This experience can be good or bad, judged consciously or unconsciously. But, many adolescents accept the message without discrimination.
Video games are interactive digital media that extended exposure to the user can create a negative sentiment. Video games are mixed media and virtual reality, which rely on interactivity with the user. Users who have not fully developed decision-making processes and have a dependency could confuse with reality and virtual reality.
Hence, this study is based on Marshall McLuhan’s media-aesthetical studies on aesthetic value and media categorization for explaining the relationship between the video game and the user. Also, this study analyzes the difference between a video game and a board game. Furthermore, this research proposes ‘Media-spatial analysis’ to explain a relationship between the media and the user in its corresponding spaces. Space is divided into ‘Macro Space’ and ‘Micro Space.’ Finally, this study proposes an effective method to create video games for the user’s usability and realization based on the media-spatial analysis and Marshall McLuhan’s aesthetic analysis.
Keywords: Marshall McLuhan, Media-space, Video Games