코지마 히데오 (Korean Wikipedia)

Analysis of information sources in references of the Wikipedia article "코지마 히데오" in Korean language version.

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1up.com (Global: 1,288th place; Korean: 1,021st place)

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gamecritics.com (Global: low place; Korean: low place)

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  • Itoi, Kay (2001년 12월 30일). “Hideo Kojima”. 《Newsweek》. 2021년 4월 14일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. 

next-gen.biz (Global: 6,429th place; Korean: 9,273rd place)

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polygon.com (Global: 180th place; Korean: 339th place)

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  • やっぱり、サターン版が一番可愛くなった. Sega Saturn Magazine (in Japanese). Vol. 15. September 13, 1996. pp. 200–201. (Translation, Archived on February 14, 2019, at the 웨이백 머신). Retrieved September 8, 2020.

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  • Ziems, Mitch (2016년 4월 15일). “Hideo Kojima: The Art of the Game”. 《The 8 Percent》. 2025년 9월 7일에 확인함. Hideo Kojima was born in Tokyo, but he spent the first four years of his life in the countryside. When the family – his mother, father, and two older siblings – returned to city life in Osaka, the culture shock was palpable. 

thegamer.com (Global: 2,166th place; Korean: low place)

theguardian.com (Global: 12th place; Korean: 65th place)

  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1”. 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. It was during that time that my parents introduced a family tradition: every night we would all watch a film together. I wasn't allowed to go to bed till the film had finished: the opposite of how it is for most children. My parents were huge fans of westerns, European cinema and horror in particular. They wouldn't just show me kids' films. I'd even see the sex scenes. 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. "I was born in a countryside town," he says. "But when I was four years old we moved to Osaka. It was a huge environment change and after that I would spend much more time at home, watching television or making figurines. 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. We managed to trick our parents into giving us the money to go on a four day trip to an exotic island off the coast of Japan. But when we arrived we spent the first three days swimming in the sea. On the final day we realized how little time we had left so I changed the plot ... to another zombie movie. The idea was still that the plane had crashed and high school student had survived. But this time they found zombies on the island. 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. "Did you show your parents the film?" I ask. "No," he replies, breaking into a generous laugh. 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. It was in the midst of this time of his life, watching movies and starting out on the journey to create them, that Kojima's world fell apart with the death of his father. "I was just 13 when he died," he says. "It was hard and lonely but, in a way, it strengthened my resolve to become a filmmaker." 
  • Parkin, Simon (2012년 3월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영어). 《The Guardian》. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. 
  • Parkin, Simon (2012년 3월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영어). 《The Guardian》. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. Kojima was studying economics at university when he made the decision to join the games industry. "I wrote novels in my spare time while studying," he says. 
  • Parkin, Simon (2012년 3월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. "Even this pursuit was related to film as I wanted to win awards for my novels and thought that if that happened perhaps I would get the chance to make a movie. 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1”. 《The Guardian》. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. But I had no friends that were interested in cinema; nobody to encourage me in that career. 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. The groom stood up to introduce me. He said: 'Welcome everybody. This is Mr Kojima. He's a very talented and otherwise likeable person. But I am sorry to say that, for some unknown reason, he has decided to join a video game company.' Everybody laughed. You see: working in the games industry was seen as a very low status job at that time. There wasn't even a word in Japanese for the job of game designer back then. I would lie at parties. I told people I worked for a financial firm ... 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. I began looking for a company to work for and settled on Konami, not because of the type of games they were making at the time, but rather because they were listed on the stock exchange," he says. "They were the only games company to be listed at the time; not even Nintendo had that accolade. 
  • Parkin, Simon (2012년 5월 24일). “Hideo Kojima: video game drop-out – interview part 2”. 《The Guardian》. 2020년 8월 12일에 원본 문서에서 보존된 문서. 2020년 9월 8일에 확인함. It was hugely frustrating making games at that time for me. I wanted to control everything. So, after the second Metal Gear launched, I developed my own scripting engine and decided to work on adventure games so that I could have complete control over when the animation played or when the music triggered. That's when I developed Snatcher and Policenauts. It was a way to take creative control back from the programmers. 
  • Parkin, Simon (2020년 5월 24일). “Hideo Kojima: video game drop-out – interview part 2” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 11일에 확인함. 
  • Parkin, Simon (2012년 5월 24일). “Hideo Kojima: video game drop-out – interview part 2”. 《The Guardian》. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2014년 1월 31일에 확인함. 
  • Dawkins, Daniel (2019년 11월 16일). “Why Hideo Kojima is gaming's most divisive figure” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2019년 12월 5일에 원본 문서에서 보존된 문서. 2019년 12월 5일에 확인함. 

theverge.com (Global: 114th place; Korean: 81st place)

time.com (Global: 61st place; Korean: 112th place)

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translate.google.com (Global: 1,064th place; Korean: 206th place)

tsutaya.co.jp (Global: low place; Korean: low place)

twitch.tv (Global: 5,082nd place; Korean: 1,767th place)

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variety.com (Global: 13th place; Korean: 119th place)

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vg247.com (Global: 1,057th place; Korean: 2,230th place)

vice.com (Global: 175th place; Korean: 670th place)

videogameschronicle.com (Global: 2,335th place; Korean: 6,588th place)

videogamesdaily.com (Global: low place; Korean: low place)

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vulture.com (Global: 126th place; Korean: 1,382nd place)

washingtonpost.com (Global: 34th place; Korean: 124th place)

web.archive.org (Global: 1st place; Korean: 1st place)

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  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1”. 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. It was during that time that my parents introduced a family tradition: every night we would all watch a film together. I wasn't allowed to go to bed till the film had finished: the opposite of how it is for most children. My parents were huge fans of westerns, European cinema and horror in particular. They wouldn't just show me kids' films. I'd even see the sex scenes. 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. "I was born in a countryside town," he says. "But when I was four years old we moved to Osaka. It was a huge environment change and after that I would spend much more time at home, watching television or making figurines. 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. We managed to trick our parents into giving us the money to go on a four day trip to an exotic island off the coast of Japan. But when we arrived we spent the first three days swimming in the sea. On the final day we realized how little time we had left so I changed the plot ... to another zombie movie. The idea was still that the plane had crashed and high school student had survived. But this time they found zombies on the island. 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. "Did you show your parents the film?" I ask. "No," he replies, breaking into a generous laugh. 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. It was in the midst of this time of his life, watching movies and starting out on the journey to create them, that Kojima's world fell apart with the death of his father. "I was just 13 when he died," he says. "It was hard and lonely but, in a way, it strengthened my resolve to become a filmmaker." 
  • Chen, Adrian (2020년 3월 3일). “Hideo Kojima's Strange, Unforgettable Video-Game Worlds” (미국 영어). 《The New York Times》. ISSN 0362-4331. 2020년 8월 14일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. 
  • Parkin, Simon (2012년 3월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. "Even this pursuit was related to film as I wanted to win awards for my novels and thought that if that happened perhaps I would get the chance to make a movie. 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. The groom stood up to introduce me. He said: 'Welcome everybody. This is Mr Kojima. He's a very talented and otherwise likeable person. But I am sorry to say that, for some unknown reason, he has decided to join a video game company.' Everybody laughed. You see: working in the games industry was seen as a very low status job at that time. There wasn't even a word in Japanese for the job of game designer back then. I would lie at parties. I told people I worked for a financial firm ... 
  • Parkin, Simon (2012년 5월 23일). “Hideo Kojima: video game drop-out – interview part 1” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 7일에 확인함. I began looking for a company to work for and settled on Konami, not because of the type of games they were making at the time, but rather because they were listed on the stock exchange," he says. "They were the only games company to be listed at the time; not even Nintendo had that accolade. 
  • Parkin, Simon (2020년 5월 24일). “Hideo Kojima: video game drop-out – interview part 2” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2014년 2월 3일에 원본 문서에서 보존된 문서. 2020년 9월 11일에 확인함. 
  • Dawkins, Daniel (2019년 11월 16일). “Why Hideo Kojima is gaming's most divisive figure” (영국 영어). 《The Guardian》. ISSN 0261-3077. 2019년 12월 5일에 원본 문서에서 보존된 문서. 2019년 12월 5일에 확인함. 
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