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온라인 게임(MMORPG)의 서사적 지위에 관한 연구
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  • 온라인 게임(MMORPG)의 서사적 지위에 관한 연구
  • The Study of narrative position of on-line game
저자명
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간행물명
디지털스토리텔링연구
권/호정보
2006년|1권 1호(통권1호)|pp.1-12 (12 pages)
발행정보
디지털스토리텔링학회|한국
파일정보
정기간행물|KOR|
PDF텍스트(0.48MB)
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서지반출

국문초록

컴퓨터 게임에 관련하여 우리의 학문적 관심과 성취는 최근 몇 년 사이에 괄목할만한 성장을 거두었다. 최유찬의「컴퓨터게임의 이해」(문화과학사,2002)와 류현주의「컴퓨터게임과 내러티브」(김영사,2003)가 의미 있는 개론서 역할을 하였다면, 젊은 연구자들이 공저한 「디지털스토리텔링」(황금가지,2003)은 게임 연구의 방향을 스토리텔링으로 돌리면서 게임학에 대한 본격적인 각론 토대를 마련하였다. 특히 국내에서는 온라인 게임에 대한 연구가 활발하게 진행되고 있는데 2005년에 ‘살림’에서 시리즈로 출간된 전경란의 「디지털게임의 미학」, 한혜원의「디지털게임의 스토리텔링」, 이인화의「한국형 디지털 스토리텔링」, 이정엽의「디지털 게임, 상상력의 새로운 영토」등의 단행본들은 본격적인 온라인 게임 서사 연구의 중요한 성과물들이다.

영문초록

The Internet that appear newly through information revolution returned right as subject of play again to us. On-line game is new play culture that we have not experienced. Man and woman old and the young can participate everybody and does not receive court of (in institutive play age and sex genre of play important label that settle division be), time and space and (because play space was divisioned inside actuality space, institutive play experiences wooing of time and space equally with actuality), that is emancipated from daily suppression(because it is volatilized narration, institutive play always should returns to downtrodden everyday. Institutive play is aperture within play and daily life, but play of on-line game is daily life soon. Because play is achieved on consciousness space that is stood alone perfectly from physical space, play is accumulated and so becomes daily life) that is released from daily suppression. It is genuine play. At the same time, this revolutionary outing is new narration style that do not stay in simple play. Writer and reader are and create new story with (the division is meaningless in game space) rich story, and is showing flowing of consciousness with sex and extensity time. Is showing characteristic as narration style similar to literature although on-line game is not literature. This we la give a name can. Now, that we are worth being in the second place with industrial revolution or on entrance of huge society change of the singularity stand . This new wave called information revolution teeth is exchanging our daily everything as industrial revolution was such. By means of production, \'Capital\' transfered initiative as \'Information\', and \'Bourgeois\' conveyed the social governing power to \'Netizen\', and terminology called \'Public\' that indicate usual bourgeoisie was changed as \'Multiplex\'. Such social change asks literature appearance of new narration style justly. If literature looks away this request, it may be that give up role that have taken charge as narration art, and do together close of capitalism. Development step of narration literature have proceeded in order of \'Mythology-epic-Romance-novel\'. Set in social change and literature is making always new genre. Now, literature investigators novel then about change of this year narration style scientific interest have must . Existed literary crisis is crisis of theory, and narration runs by digital but we are criticism self-examination enemy about that is still staying to character and novel. We should observe in analog way literary digital way extension. On-line game is digital way extension of character and literary imagination. Although differ certainly with literature narration which we have seen, he is not these \'Cutting\'s it can be target of literature in selfishness \'Extension\'.

목차

1. 들어가는 말
2. 공간 : 육체 공간과 의식 공간
3. 시간 : 선형적인 시간과 비선형적 시간
4. 서사 : 휘발되는 서사와 누적되는 서사
5. 나오는 말
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