DOI QR코드

DOI QR Code

디지털 게임에 나타난 이스터에그의 트랜스텍스트성과 리플레이어빌리티의 향상 연구

A Study on Transtextuality and Effect on Replayability of Easter Eggs in Digital Games

  • 남서현 (이화여자대학교 융합콘텐츠학과) ;
  • 한혜원 (이화여자대학교 융합콘텐츠학과)
  • Nam, Seo-Hyun (Department of Content Convergence, Ewha Womans University) ;
  • Han, Hye-Won (Department of Content Convergence, Ewha Womans University)
  • 투고 : 2021.09.13
  • 심사 : 2021.11.12
  • 발행 : 2022.02.20

초록

본 연구는 디지털 게임에 나타난 이스터에그의 트랜스텍스트성과 이스터에그와 게임 리플레이어빌리티의 상관관계를 분석했다. 기본적으로 디지털 게임의 이스터에그를 게임의 구성 요소에 따라 다섯 가지 유형으로 분류하고, 기반적 서사를 강조한 게임 네 편을 연구 대상으로 선정한 뒤 제라르 주네트의 트랜스텍스트 이론을 적용해 분석했다. 세부적으로는 인터텍스트의 인용과 암시, 파라텍스트의 주석을 중심으로 이스터에그의 기능과 의미를 분석했다. 결과적으로 트랜스텍스트로서의 이스터에그는 게임의 안과 밖, 개발자와 플레이어를 연결해 게임 의식을 형성하며 이를 통해 디지털 게임의 리플레이어빌리티를 향상시키고 게임의 서사를 확장한다.

This study focuses on transtextuality of Easter egg and its effect on replayability. This paper categorizes Easter eggs of digital game into five types based on game elements, and applies Gerard Genette's transtextuality theory by analyzing function and meaning of Easter eggs based on quotation, allusion, and annotation of intertext and paratext. In conclusion, Easter eggs as transtext form game ritual by linking inside and outside of the game, as well as developers and players. Through this process, Easter egg enhances replayability of digital games by extending the narrative of the game.

키워드

참고문헌

  1. Koster. R, "Theory of fun for game design". O'Reilly Media, Inc, 2013.
  2. Park. J, "What Makes Game Play Sustainable?", Journal of Game Industry & Culture. Vol. 02-18, pp. 40-54, 2007.
  3. Wolf. M. J, "Encyclopedia of video games: the culture, technology, and art of gaming", ABC-CLIO, Vol. 1, 2012.
  4. Torok. L, Pelegrino. M, Trevisan. D, Montenegro. A. and Clua. E, "Smart controller: Introducing a dynamic interface adapted to the gameplay". Entertainment Computing, Vol. 27, pp. 32-46, 2018. https://doi.org/10.1016/j.entcom.2018.03.001
  5. Frattesi. T, Griesbach. D, Leith. J, Shaffer. T. and DeWinter. J, "Replayability of video games", IQP, Worcester Polytechnic Institute, Worcester, 2011.
  6. Lee. D, "A Study in the Temporality in Digital Gameplay", Journal of Korea Game Society, Vol. 13(2), pp. 5-15, 2013. https://doi.org/10.7583/JKGS.2013.13.2.5
  7. Montfort. N. and Bogost. I, "Racing the beam: The Atari video computer system", Mit Press, 2009.
  8. James. E. A, "Queer Easter Eggs and their Hierarchies of Play", Game Studies, Vol. 18(3), 2018.
  9. Weinel. J, Griffiths. D. and Cunningham. S, "Easter eggs: Hidden tracks and messages in musical mediums", International Computer Music Conference Proceedings, 2014.
  10. Conway. S, "A circular wall? Reformulating the fourth wall for videogames", Journal of Gaming & Virtual Worlds 2, Vol. 2, pp. 145-155, 2014. https://doi.org/10.1386/jgvw.2.2.145_1
  11. Mago. Z, "Easter Eggs in Digital Games as a Form of Textual Transcendence (Case Study)", Acta Ludologica, Vol. 2(2), pp. 48-57, 2019.
  12. Gim. H. and Lee. D, "A Study on the Player Type through Game Quest's Editability", Journal of Korea Game Society, Vol. 19(3), pp. 43-52, 2019. https://doi.org/10.7583/JKGS.2019.19.3.43
  13. Mirenayat. S. A. and Soofastaei. E, "Gerard Genette and the categorization of textual transcendence", Mediterranean Journal of Social Sciences, Vole. 6(5), p. 533, 2015.
  14. Genette. G, "The Architext: An Introduction", Berkeley: University of California Press, pp.83-84, 1992.
  15. Aarseth. E. J, "Cybertext: Perspectives on ergodic literature". JHU Press, 1997.
  16. Ojalahti. A, "Paratexts in Fantasy: paratextuality, intertextuality, and rhetoric in Robin Hobb's Fool's Quest (Master's thesis)", 2017.
  17. Fagersten. K, "Intertextual quotation: References to media in family interaction.", p.3, 2012.
  18. Tolkien. J. R. R, "On Fairy Tales", Tree and Leaf, New York: George Allen & Unwin Ltd, 1964.
  19. Seo. S, "The World View of the Middle Ages Fantasy Game", The Journal of the Korea Contents Association, Vol. 9(9), p. 115, 2009.
  20. Sayed. R, "Witcher 3 Map Size Compared to GTA 5, Skyrim, and Far Cry 4, New Screens Show Different Visual Settings", gamingbolt, 2015, Retrieved from https://gamingbolt.com/witcher-3-map-size-compared-to-gta5-skyrim-far-cry-4-new-screens-show-different-visual-settings#:~:text=So%20far%20the%20Witcher%203,are%20unknown%20at%20this%20point on June 2nd, 2021.
  21. NoCopyrightRap, "Infinity gauntlet easter egg in The Witcher 3? I've looked for this online but I can't find any other mention of it", reddit, 2018, Retrieved from https://www.reddit.com/r/witcher/comments/963n23/infinity_gauntlet_easter_egg_in_the_witcher_3_ive/ on August 28th, 2021.
  22. Warren. M. and Quinby, L, "The future past: Intertextuality in contemporary dystopian video games", Submitted for the Macaulay Honors College Thesis Colloquim, 2012.
  23. Malone. T. W, "Toward a theory of intrinsically motivating instruction", Cognitive science, Vol. 5(4), pp. 333-369, 1981. https://doi.org/10.1016/S0364-0213(81)80017-1
  24. Wang. H. and Sun. C. T, "Game reward systems: Gaming experiences and social meanings", DiGRA conference, Vol. 114, 2011.
  25. matrixstream757. "there is a way to fined the cake! (spoilers.)". gamefaqs, Retrieved from https://gamefaqs.gamespot.com/boards/934386-portal/47483958 on June 5th, 2021.
  26. Genette. G, "Paratexts: Thresholds of Interpretation", Cambridge: Cambridge University Press, p. 427, 1997.
  27. Consalvo. M, "Cheating: Gaining advantage in videogames", Mit Press, 2009.
  28. "The Cat is (not) a Lie", 2016, Retrieved from http://www.croteam.com/cat-not-lie/ on June 16th, 2021.
  29. Lee. J, "Beyond the 4th Wall", Maeil Press, 2020, Retrieved from https://news.imaeil.com/NewestOpinion/2020012810080848243 on April 30th, 2021.
  30. Laurel. B, "Computer as Theatre", Comunication Books, 2008.
  31. Conway, S, "A circular wall? Reformulating the fourth wall for videogames", Journal of Gaming & Virtual Worlds, Vol. 2(2), pp. 145-155, 2010. https://doi.org/10.1386/jgvw.2.2.145_1
  32. Juul. J, "Half Real", The Mit Press, pp. 206-208, 2005.
  33. Bonenfant. M, "Easter Eggs." Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming", Greenwood. pp. 177-178, 2012.
  34. Krzywinska. T, "Videogame, player, text", Manchester, England: Manchester University Press, pp. 191-203, 2007.
  35. Salen. K. and Eric. Z, "Rules of Play: Game Design Fundamentals", The Mit Press, 2003.
  36. Sageng, J, Fossheim. H, and Larsen. T, "The Philosophy of Computer Games", Springer, 2012.