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World of Warcraft의 정서유발스토리텔링 사례연구

A Case Study on World of Warcraft Storytelling's Positive Emotion-inducing Effects

  • 이재홍 (숭실대학교 예술학부 문예창작전공)
  • Lee, Jae Hong (Major in Creative Writing, school of Creative Arts, Soongsil University)
  • 투고 : 2015.05.12
  • 심사 : 2015.06.08
  • 발행 : 2015.06.20

초록

게임은 다양한 인문학적인 상상력과 공학적인 상상력이 융합되는 첨단 종합문화예술이다. 그럼에도 불구하고 대한민국의 게임산업은 위기를 맞이하고 있다. 그 위기를 타개하기 위한 한 방편으로 정서유발스토리텔링의 순기능성을 연구해 보고자는 것이 본 논문의 집필 목적이다. 이 논문은 MMORPG의 대표적인 게임인 의 서사에 드러난 다양한 정서유발 사례를 텍스트로 선정하였다. 본 연구를 통해 의 핵심 구성요소인 세계관, 캐릭터, 사건에 드러나고 있는 정서유발이 게이머에게 어떤 자극을 일으키고 있는가에 대한 사례들을 단편적으로나마 살펴 볼 수 있었다. 그 결과, 게임산업의 부정적인 인식을 해소하고 산업적 위기를 타개하기 위해서는 게이머의 마음을 움직일 수 있는 정서스토리텔링이 하나의 방법론이 될 수 있다는 사실을 확인하는 계기가 되었다.

Game is the latest type of Gesamtkunstwerk encompassing humanistic and engineering creativity. Nevertheless, Korea's game industry faces a crisis. The purpose of this study is to consider positive emotion-inducing effects as a way to deal with it. Among others, storytelling of , one of the most representative MMORPG games in the world, was selected for the study on various positive emotion-inducing effects. In the story of , the view of the world, characters and incidents are vital to the game and the study is focused on their emotion-inducing effects among the users based on actual examples. As a result, it was confirmed that the positive emotion-inducing storytelling would provide a possibility to reduce negative sentiment towards games, address crisis Korea's game industry faces, and interact with gamers in a positive direction.

키워드

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