JDMCT 제 5권 1호

○ Journal of Digital Media Culture Technology

ISSN(P) : 2983-0664
ISSN(E) : 2983-0850

Publisher : Next-generation Convergence Information Services Society 

 
○ Aim & Scope

In the global era, integrated services that combine cross-border humanities, arts, and technology have been widely adopted for the advancement of the future industry and economy. Various technological elements in the fields of arts and humanities have been converged and elements of new media and art have been incorporated to advance technologies.

The “Journal of Digital Media & Culture Technology” publishes original research papers in convergence that forms the basis of the ubiquitous era by fusing research in the fields of arts, humanities, design, and architecture with the diversity and application of content. The Journal’s special interest lies in both theoretical and practical research contributions presenting new techniques, concepts analysis, reports on experiences and experiments of implementation and application of theories, and tutorials on new technologies and platform trends.

  - Art culture contents areas (culture, photography, production, purity, space, etc.)
  - Humanities culture content areas (linguistics, history, literature, etc.) 
  - Design culture content areas (advertisement, visualization, production, etc.)
  - IT and multimedia culture content areas (games, media, video, images, animation, etc.)
  - Architecture culture content areas (interior, exterior, etc.)
  - Other new media culture area


The Journal promotes domestic and international research and scholarly activities and contributes to the development of learning through the integration of fields including arts, humanities, design, media, life sciences, architecture, games, and new media culture, in cooperation with industry, academia, and research institutes.
 

 Editorial Board 

  ◆  Editors-in-Chief 
        JungYoon Kim, Gachon University, Korea

 

  ◆  Editors    

        DongJo Kim, Sunchon National University 

        SangHun Nam, Changwon National University 

        Yangmi Lim, Duksung Women's University 

        Chang Choi, Gachon University, Korea

        Won-Hyoung Lee, Chung-Ang University 

        Eun Joung Kim, Kyungil University, Korea

        Yong Sung Kim, Chonbuk National University
        Sung-Jong Eun, National IT Industry Promotion Agency

Journal Archive

1

Gamification-Driven Strategies for Exhibition Curation : Integrating Flow, Cognition, and Engagement

Hyun ji Min, Yeun hee Kim | JDMCT 5(1) 1-14

Abstract : Traditional exhibition methods that display collections have the advantage of presenting a variety, but it is difficult to induce emotional·cognitive interactions between visitors and collections. To solve this, interactive exhibitions are being introduced. However, technical approaches alone have limits in inducing active participation and immersion. Therefore, this study aimed to propose a gamification-based exhibition curation strategy that can enhance the immersive experience of visitors and induce active participation. It theoretically examined the literature and case studies. Drawing on the theories of flow, embodied cognition, and experiential learning, the design principles of gamified exhibitions were examined. And the utilization patterns of game elements were derived by analyzing three actual gamification casesthe perspective of the DMC pyramid model. Ultimately, it explores how game elements support learning and psychological immersion in exhibitions and is expected to serve as a foundational reference for strategic design across various types of exhibitions.

Keyword : Interactive exhibiton, Active participation, Immersion, Curation strategy, Gamification

http://dx.doi.org/10.29056/jdmct.2025.06.01

       
2

The Potential and Prospects of Serious Games as Digital Therapeutics

Jaebum Jung, Myeonghae Hyun, Hyunseung Choi, Yeowon Kim, Serin Jung, Sijeong Woo, Moongee Choi | JDMCT 5(1) 15-30

Abstract : This study explores the potential and prospects of serious games as digital therapeutics. Serious games, designed primarily for education, training, and health improvement, have recently gained attention in the medical field. Research findings indicate that serious games can effectively alleviate symptoms of neurodevelopmental disorders (NDD), dementia, depression, and anxiety. Particularly, they have shown positive effects on improving cognitive functions, social interactions, and motor skills in patients with Attention Deficit Hyperactivity Disorder (ADHD), Autism Spectrum Disorder (ASD), and Down Syndrome.Moreover, these games have demonstrated benefits in enhancing cognitive functions and reducing depression in dementia patients. However, due to research bias and limited clinical evidence, definitive conclusions about the effectiveness of serious games are challenging to draw. Currently, it is recommended to use serious games as a complementary tool to existing treatments. Further research and development of standardized evaluation models are necessary to fully realize the potential of serious games as digital therapeutics.

Keyword : Serious Games, Digital Therapeutics, Neurodevelopmental Disorders, Dementia, Mental Health

http://dx.doi.org/10.29056/jdmct.2025.06.02

       
3

Tracing Strategic Evolution in the Online Gaming Industry Using BERTopic

Joohee Han, Minjung Park | JDMCT 5(1) 31-42

Abstract : This study investigates the strategic evolution of the online gaming industry by applying BERTopic, a transformer-based topic modeling technique capable of capturing semantic nuances and temporal dynamics.A longitudinal dataset comprising annual reports, press releases, and strategic documentsleading global gaming companies between 2018 and 2023 was analyzed. Through BERTopic, the study identifies core thematic clusters and traces how strategic priorities such as cross-platform integration, esports expansion, metaverse adoption, and regulatory adaptation have shifted over time. Compared to traditional models like LDA, BERTopic provides superior interpretability and allows for the visualization of topic trajectories across time slices. The findings highlight a gradual convergence in industry discourse around digital ecosystems and immersive user engagement, reflecting broader technological and market transformations. This paper contributes to the literature by demonstrating the utility of advanced topic modeling in strategic management studies, while offering actionable insights into the narrative strategies of digital platform firms.

Keyword : BERTopic, Online gaming industry, Strategic evolution, Innovation orchestration

http://dx.doi.org/10.29056/jdmct.2025.06.03

       
4

Factors Driving User Experience Design Considering Mental Health Problems of Chinese College Student

Nie Huixiang, Seung In Kim | JDMCT 5(1) 43-54

Abstract : This study explored the impact of critical user experience (UX) factors on contemporary Chinese college students' willing participation in mental health counseling services. Utilizing a mixed-method design, the study first identified key UX factors through a literature review and then developed a Likert-scale instrument to measure them within the specific context of student mental health services. A survey of 100 Chinese college students was conducted, and the data were rigorously analyzed using SPSS. The results showed that accessibility, personalization, and feedback significantly influenced participation in counseling services. These valuable insights offer actionable guidance for designing student-centered digital counseling platforms that enhance engagement, usability, and long-term mental health support effectively. The findings underscore the critical role of UX in fostering greater student willingness to seek and utilize these essential services.

Keyword : mental health, user experience factors, Chinese college students, service design

http://dx.doi.org/10.29056/jdmct.2025.06.04

       
5

Human vs. AI Live Shopping Host : An Empirical Analysis of Performance Dynamics

Jun-yeong Lee , Ni-eun Song | JDMCT 5(1) 55-65

Abstract : Amidst rapid technological advancements in the live commerce sector, this study aims to comparatively analyze the performance outcomes of AI Live Shopping Host(ALSH) broadcasts versus traditional Human Live Shopping Host(HLSH) broadcasts. Using actual broadcast dataMarado Foods and Nongbuchango on the Naver Shopping Live platform, we quantitatively examine key performance indicators such as payment amount, viewership, peak concurrent viewers, and product views. Independent samples t-test conducted using SPSS revealed that ALSH broadcasts achieved significantly higher payment amounts and purchase conversion rates, while HLSH broadcasts showed relatively higher viewership by indicating that their relative strength in attracting audience engagement. These findings cotribute empirical insights to the emerging discourse on AI Live Shopping Hosts, and offers foundational evidence to inform both strategic practice and future academic research. Furthermore, the results underscore the potential benefits of an integrated approach that use both AI and human hosts to optimize performance within live commerce ecosystem.

Keyword : Live commerce, AI Live Shopping Host, Broadcast performance, Purchase conversion rate

http://dx.doi.org/10.29056/jdmct.2025.06.05

       
6

Multisensory Spatial Experience and Perceptual Engagement in Immersive Media Exhibitions

Dong-Jo Kim, Eun Joung Kim | JDMCT 5(1) 67-77

Abstract : This study investigates the construction of sensory spatial experience within immersive media exhibitions with a focus on how multisensory design shapes audience perception and engagement. Using Immersive Sea: Beyond the Surface as a central case study, the study analyzes how visual, auditory, kinesthetic, and symbolic elements integrate to form complex sensory environments that transcend traditional exhibition formats. Theoretical frameworks like ecological perception theory, reception aesthetics, and presence theory inform the analysis to emphasize embodied perception and the dynamic interaction between technology, space, and the viewer. The findings demonstrate that sensory spatial experience is an active process of perceptual negotiation mediated by technological, cultural, and cognitive factors. By situating sensory space as both an artistic practice and a perceptual system, this study contributes to the growing discourse on embodied experience in digital media environments.

Keyword : Immersive Media, Sensory Spatial Experience, Embodied Perception, Digital Exhibition Design, Presence

http://dx.doi.org/10.29056/jdmct.2025.06.06

       
7

Multisensory Spatial Experience Design in Immersive Media: Analysis of the Las Vegas Sphere Cases

Dong-Jo Kim, JungYoon Kim | JDMCT 5(1) 79-93

Abstract : This study investigates how immersive media content expands spatial experience by reconfiguring human perception, cognition, and emotion. Using the Las Vegas Sphere as an empirical site, two representative works—U2: UV Achtung Baby Live at Sphere and PostcardEarth—are comparatively analyzed.Through an integrated framework combining embodiment theory, affect theory, and immersive media studies, the study identifies distinct spatial strategies involving multisensory integration, narrative design, and audience engagement. The findings reveal that immersive media transforms spacea passive container into an active experiential agent, positioning viewers as embodied participants within dynamic sensory environments. This study offers both theoretical insights into the role of immersive media in spatial design and practical implications for future content production across media art, performance, cinema, and exhibition contexts. Ultimately, this study highlights the profound potential of immersive technologies to redefine our relationship with built and virtual environments.

Keyword : Immersive Media, Spatial Experience, Immersive Cinema, Las Vegas Sphere, Multisensory Design

http://dx.doi.org/10.29056/jdmct.2025.06.07

       
8

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