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Media archaeological research on arcade games since the 1990s: Focusing on the rhythm action game

1990년대 이후 아케이드 게임에 대한 미디어 고고학적 연구: 리듬액션게임을 중심으로

  • Jeon, Eun Ki (Cheonggyecheon Technological Culture Laboratory Institute of Globalization and Multicultural Studies)
  • 전은기 (청계천기술문화연구실, 한양대학교 글로벌다문화연구원)
  • Received : 2021.11.10
  • Accepted : 2021.01.26
  • Published : 2022.02.20

Abstract

This article argues that electronic entertainment has continued to this day, contrary to the existing view that it has been absorbed by digital games since the 1990s. From a media archaeological point of view, it tracks in what cultural and technical context the electronic entertainment called "Pump It Up", which has been popular since the late 1990s, has been accepted and used by gamers. The big trend of 'Pump' took place through a "performative shift" of gamers' creative game performing, and the rise and fall of the 'Pump' took place through competitions and interactions between imaginaries and practices that each subject surrounded the game had. In conclusion, it suggests the necessity of media archaeological research on various genres of arcade games.

이 글은 전자오락이 1990년대 이후로 디지털 게임에 흡수되었다는 기존의 관점과 달리 현재까지 지속되고 있다고 주장한다. 이를 위해 미디어 고고학이라는 새로운 학문 분야의 관점을 바탕으로 1990년대 말부터 유행한 <펌프>라는 전자오락이 어떤 문화적, 기술적 맥락에서 게이머들에게 수용되고, 소비되어왔는지 추적한다. 펌프의 대유행은 게이머들의 창조적 게임 수행이라는 수행적 전환을 통해 일어났으며, 게임의 흥망성쇠는 게임을 둘러싼 각 주체들이 가졌던 상상들과 실천들의 경합과 상호작용을 통해 일어난 것이다. 결론에서 다양한 장르의 아케이드 게임들에 대한 미디어 고고학적인 본격적 연구의 필요성을 제시한다.

Keywords

Acknowledgement

This work was supported by the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea (NRF-과제번호)(NRF-2020S1A5B5A17090784) This article is a revised and supplemented revision of the Chinese webzine Paper News(澎湃新聞) 游戱論·文化的邏輯丨回顧街机"現代史", 從PUMP開始 on January 18, 2020. https://www.thepaper.cn/newsDetail_forward_5549347_1

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