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Time-Space Setting Analysis for Creating the Feeling of Tension in Horror Games : Focused on 'Silent Hill 2'

공포게임에서 긴장감 형성을 위한 시공간 설정 분석 : '사일런트 힐2'를 중심으로

  • Jin, Hyung-Woo (Division of Visual Contents, Graduated School of Dongseo University) ;
  • Kim, Mi-Jin (Department of Game, Dongseo University)
  • 진형우 (동서대 일반대학원 영상콘텐츠학과) ;
  • 김미진 (동서대 게임학과)
  • Received : 2020.05.19
  • Accepted : 2020.07.27
  • Published : 2020.07.31

Abstract

This paper analyzed maximized the tension not by functional restriction but by psychological response inducement to form the tension of the horror game from the point of space time view. In order that, We arranged three major situations inducing the tension in the horror game and prepared space time analysis base. Pure fiction time of game itself is applied on game time excluding the time creating the cut-scene and the game space is organized with various combination of three space types. This analysis result can help horror game design by discovering the relationship between space time structure and tension forming of the horror game. These analysis results allow us to find guidelines for the time and space design of horror games that can be flexibly linked to game events and contexts by controlling the player's dynamic/static tension and temporary/continuous tension.

본 논문은 공포게임의 긴장감 형성을 위해 플레이어의 행동에 대한 기능적 제약이 아니라 심리적 반응 유도를 통해 긴장감을 극대화한 <사일런트 힐2>를 시공간 관점에서 분석하였다. 이를 위해 공포게임에서 긴장감을 유도하는 3가지 주요상황을 정리하고 시공간 분석 기준을 마련하였다. <사일런트 힐2>의 게임시간은 컷신이 연출될 때를 제외하면 비현실적인 게임자체의 순수 허구 시간이 적용되었으며 게임 공간은 3가지의 공간유형을 다양한 조합으로 사용하였다. 이러한 분석결과는 플레이어의 동적/정적 긴장감과 일시적/지속적 긴장감을 조절하여 게임이벤트 및 맥락과 유연하게 연결시킬 수 있는 공포게임의 시공간 디자인 가이드라인을 모색하게 해준다.

Keywords

Acknowledgement

본 논문은 2019학년도 동서대학교 학술연구비지원에 의한 논문임.

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