DOI QR코드

DOI QR Code

An Analysis on the News Frame of Game by Korean Media

한국 언론의 게임 보도 프레임 분석

  • Seo, Seong-Eun (Hankyung National Univ. Dept. of Media Practical Korean Language & Literature) ;
  • Yeon, Joon-Myeong (Hankyung National Univ. Dept. of Media Practical Korean Language & Literature)
  • 서성은 (국립한경대학교 미디어문예창작학과) ;
  • 연준명 (국립한경대학교 미디어문예창작학과)
  • Received : 2017.11.20
  • Accepted : 2017.12.20
  • Published : 2017.12.20

Abstract

This study aims at examining our social recognition on and the topographic map of a game through the discourse analysis on games shown from the Korean media coverage. Media don't reflect the reality as a mirror but represent it in certain manner. If so, how Korean media organize and represent the meaning of a game? This study analyzed the game discourse from 479 articles on games by 5 daily newspapers including Chosun, Joongang, Dong-A, Kyunghyang and the Hankyoreh during 4 years' Park Geun-hye administration. Research findings show that as a single issue frames of game addiction, addiction damages and AR games including $Pok\acute{e}mon$ Go counted for much reaching up to nearly half but discourse on the play culture as an essence of a game occupied only 3.8%.

본 연구는 한국 언론 보도에 나타난 게임 관련 담론 분석을 통해 게임이라는 미디어에 대한 우리 사회의 인식과 지형도를 가늠하고자 하는 것이다. 미디어는 현실을 거울처럼 단순히 반영하는 것이 아니라 특정한 방식으로 재현한다. 한국의 언론은 게임의 의미를 어떻게 구성하여 재현하고 있는가? 본 연구는 박근혜 정부 4년 동안 조선, 중앙, 동아, 경향, 한겨레 등 5대 일간지의 게임 관련 기사 479건에 나타난 게임 담론의 특성을 분석하였다. 연구 결과 단일 이슈로는 게임 중독 프레임, 중독 폐해 프레임, <포켓몬고>를 비롯한 AR게임 프레임이 상당한 비중을 차지하고 있었으며, 게임의 본질인 놀이 문화와 관련된 담론은 불과 3.8%에 불과함을 확인할 수 있었다.

Keywords

References

  1. Ok-Tae Kim, Allow young people to play games, Episteme, 2017.
  2. Yee, Nick, The demographics, motivations, and derived experience of users of massively multi-user online graphical environments, PRESENCE: Teleperators and Virtual Environments, 15, 2006, pp.309-320. https://doi.org/10.1162/pres.15.3.309
  3. Gyong-Ran Jeon, Analysis on the Trends and Characteristics of the Game Studies in Korea, Human Contents 18, Human Contents of Association, 2010. p.198.
  4. Sung-Hae Kim & Yeon-Ju Jeong, For Whom the Bell Tolls? -Understanding Korea's Intellectual Dependency upon U.S. Hegemony in Term of 'China Bashing' Discourse-, Communication Theory 12(3), Korean Society for Journalism & Communication Studies, 2016. p.53.
  5. Gook-Jin Kang, Sung-Hae Kim, The Politicized Policy and Policy Discourse: A Case Study of Media Discourse about 'Tax Relief for the Rich', Korean Public Administration Review) 45(2), KAPA, 2011. p.221
  6. Chomsky, N. Hegemony or survival: America's quest for global dominance. Newyork: Metropolitan Books. 2004.
  7. Fairclough, N. Media Discourse, London: Edward Arnold, 1995.
  8. Harry, R. The discursive demolition of the Asia Development Model. International Studies Quarterly, 47. 2003. 71-99. https://doi.org/10.1111/1468-2478.4701004
  9. Min-Jeong Jin & Sung-Hae Kim, Power Struggle with the Discourse: How the Military Intervenes into Shaping Public Opinion about the "Wartime Operational Control" in South Korea, Journal of Legislative Studies, The Korean Institute of Legislative Studies, Inc.2015. p.79.
  10. June-Seok Lee, Game Addiction Debate in Korea, Technological Governance, and Signifiant-Politics, Journal of The Korean Society for Computer Game, The Korean Society for Computer Game, 2015. pp.20-21.
  11. Dong-eun Lee, Game, incubates Myth, Hongneung Science, 2017. pp.2-5.
  12. Jang-Hwan Lee & Seong-Hun Ko & Sung-Hae Kim, Articles : How the Press Represents the Discourse of East Asian Community?: A Case Study about Special Articles of the & , Discourse 201 16(2), Tvhe Korean Association of Socio-Historical Studies, 2013.