DOI QR코드

DOI QR Code

A Study on the Formation Process of Placeness of the Game Space from the view of Simularcre

시뮬라크르로 바라본 게임 공간의 장소성 형성과정 고찰

  • 정지윤 (숭실대학교 미디어학과) ;
  • 성정환 (숭실대학교 미디어학과)
  • Received : 2021.03.15
  • Accepted : 2021.05.07
  • Published : 2021.06.20

Abstract

This study examines the possibility of development into a place of existential human meaning and the process of formation of placeness based on the Simulacre theory of digital game space. First of all, the game space related to humans was reinterpreted into the Simulacra theory of Plato, Jean Baudrillard, and Gilles Deleuze, and typified into three simulacra of spaces. The formation process of placeness in the game space is presented by linking the simulacra of space, place theory, and the user's game experience that were reinterpreted. It is hoped that this will contribute to exploring the aspect of the placeness of digital game spaces for authentic experiences of various media.

본 논문은 현대인의 생활에서 많은 비중을 차지하게 된 디지털 게임 공간에 대해 시뮬라크르 이론에 따라 인간 실존적 의미의 장소(place)로의 발전 가능성과 장소성(placeness) 형성 과정에 대해 알아본다. 우선 인간과 관계 맺음 하는 디지털 게임 공간을 플라톤, 장 보드리야르, 질 들뢰즈의 시뮬라크르 이론을 바탕으로, 혼재될 수 있는 세 가지의 시뮬라크르 공간 양상으로 해석했다. 게임 공간에서 장소성이 형성되는 과정을 앞서 재해석한 시뮬라크르 공간과 장소 이론, 그리고 사용자의 게임 경험을 연결 지어 제시하였다. 이를 통해 다양한 매체의 진정성 있는 경험을 위한 디지털 게임 공간의 장소 양상을 탐구하는 데 이바지하길 기대한다.

Keywords

Acknowledgement

This work was supported by Communication Development Fund of by the Korea government(MSIT) (No. V0080611000575)

References

  1. Dong-Eun Lee, "Study on place-specific storytelling of virtual world : Standing on the planning of in Second Life", Master's Thesis, Ewha Womans University, 2008
  2. Eun-Kyung Park, "A Study on the Spacial Structures and Characteristics of Online Games", Master's Thesis, Ewha Womans University, 2010.
  3. Na-Un Jung and Seung-Je Lee and Byung-Min Lee, "A Study on the Characteristics of Game Space from a Place-Based Perspective", Korea Game Society, Vol.19, No.2, pp.67-82, 2019. https://doi.org/10.7583/JKGS.2019.19.2.67
  4. Jane Seo and Hye-Won Han, "An Analysis on Concept Housing in Digital Game", Journal of Digital Contents Society, Vol. 21, No. 8, pp. 1531-1541, 2020 https://doi.org/10.9728/dcs.2020.21.8.1531
  5. Ki-Jeong Kim, "An Introductory Study on Cultural Analysis through Deleuzes Concept of the Simulacrum", Korea Humanities Content Society, no.22, pp.33-52, 2011.
  6. http://www.greened.kr/news/articleView.html?idxno=34996
  7. https://www.gran-turismo.com/kr/news/00_8132103.html
  8. Jean Baudrillard, "Simulacras et Simulation", trans. Tae-Hwan Ha, Minumsa, 2001.
  9. Young-Dal Bae, "Baudrillard : Le malin genie du Simulacra", Association Corenne D'Etudes Francaises, Vol.80, pp.267-290, 2012.
  10. https://maplestory.nexon.com/Media/ArtWork?page=3#a
  11. http://www.inven.co.kr/webzine/news/?news=250631
  12. Gilles Deleuze, "Logique du sens", trans. Jeong-U Lee, Hangilsa, 1999.
  13. Jeong-U Lee, "Philosophy of Event", Greenbeebooks, 2011.
  14. Chris Crawford, "The Art of Computer Game Design", trans. Dong-Il Oh, Books and people, 2005.
  15. https://www.thisisgame.com/webzine/news/nboard/263/?n=104926
  16. Edward Relph, "Place and placelessness", trans. uk-Hyun Kim et al., Nonhyung, 2005.
  17. Marc Auge, "Non-Lieux Introduction a une Anthropologie de la Surmodernite", trans. Sang-Gil Lee and Yoon-Young Lee, Acanet, 2017.
  18. Yi-Fu Tuan, "Space and place", trans. Seung-Hee Shim and Dong-Hoe Koo, Daeyoon, 2007.
  19. Seock-Hwan Lee and Kee-Won Hwang, "The Ambiguous Concepts of Place and Placeness", Korea Planning Association, Vol.32, No.5, pp.169-184, 1997.
  20. https://news.joins.com/article/3102091
  21. https://www.nintendo.co.kr/software/switch/detail/aaaaa/