• Title/Summary/Keyword: 게임 서사

Search Result 98, Processing Time 0.024 seconds

I-Ching Storytelling Web-Cartoon Game (주역 스토리텔링 웹-카툰 게임)

  • Shim, Kwang-Hyun;Lee, Ki-Hyung;Kwon, Ho-Chang;Kim, Jin-Hee;Choi, Dae-Hyuk
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1265-1271
    • /
    • 2009
  • 'I-Ching Storytelling Web-Cartoon Game' suggested by Prof. Shim and Research Group may provide users with the opportunity of writing story based on I-Ching. I-Ching is the cosmological thoughts intrinsic to East Asian culture. In the perspective of the narratology, I-Ching can bee seen as a kind of database of narratives since it classifies all events emerging from the meet between the actor(human-人) and the background(time/space-天地) as the story material into 384 narrative elements(sequence) and 64 themes(motive), and consistently constructs their causal relationships. So while trying to articulate I-ching with the digital storytelling methodology, we developed the web-cartoon game. With this game, users can creatively make their own story as a play by freely interpreting, retrieving, and recomposing those 386 narrative elements and 64 themes with the I-ching's narrative guideline.

  • PDF

Group storytelling with multi-storyteller in single person media game contents on Youtube - focused on viewer-participating contents in channel (유튜브 1인 게임 방송의 집단 스토리텔링 -<대도서관 TV(buzzbean11)> 채널의 시청자 참여형 콘텐츠를 중심으로)

  • Kil, Hye-Bin;Kim, So-Young
    • Journal of Popular Narrative
    • /
    • v.27 no.2
    • /
    • pp.107-142
    • /
    • 2021
  • Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.

The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.9
    • /
    • pp.114-124
    • /
    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.

Storytelling of Korean Virtual Reality Game Fiction (한국 가상현실 게임소설의 스토리텔링)

  • Kim, Hu-In;Lee, Minhee;Han, Hye-Won
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.1
    • /
    • pp.55-63
    • /
    • 2018
  • This study aims to analyze remediation of games and fictions in Korean virtual reality game fictions and to derive the storytelling of virtual reality game fictions through them. The purpose of this study is to explore the possibilities that Korean game fiction based on the web can be expanded as popular literature. The main character of the fiction is a male in his twenties. In the neoliberal society, he is set as a member of the neglected class and lacking privilege. He enters the virtual world because of the deficiency experienced in the real world. It minimizes the mediation process between the real world and the interface. On the other hand, the repetitive actions performed by the protagonist belong to the category of self - destructive labor. As a result, he shows signs of narcissism. In the Korean virtual reality game fiction, the magic circle appears blurred, and the real world and the virtual world are linked. In this process, the virtual world functions as a substitute space to solve the problem of reality. The establishment of such a space, and the resolution of conflicts are merely narrative characteristics of Korean game fictions that are different from North America and Europe.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
    • /
    • v.26 no.2
    • /
    • pp.87-122
    • /
    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.

A Study about Transforming Strategy to Game of TV Animation as appeared in (<스프링필드>에 나타난 TV애니메이션 <심슨가족>의 게임화 전략 연구)

  • Lee, Young-Soo
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.85-109
    • /
    • 2015
  • have been transformed to many products and game of various platform as successful animation be making for 26 seasons. However past studies were concentrated on characteristic of as an TV animation series, almost never focused on transforming strategy. is showing distinguished strategy for how long living TV animation series can be made to user participating contents constantly. This paper analyzed a characteristic transforming strategy to game of as focusing on that EA company was made for mobile platform and it has been popular for a long time comparatively. So first we analyzed characteristic narrative of animation, and then searched how it is appeared to space managing simulation game . It will be helpful study how to build narrative strategy when TV animation series will be transformed to game as analyzing gamification process of .

The Effects of Game Saves on Player Story Generation (게임의 세이브 기능이 플레이어의 스토리 생성에 미치는 영향)

  • Cho, Sung-Hee
    • Journal of Korea Game Society
    • /
    • v.9 no.1
    • /
    • pp.11-20
    • /
    • 2009
  • This study explores the effects of 'save and load' on game storytelling. In video games, a player can control the game she plays by repeatedly saving and loading game data until she reaches her intended goal. As a consequence, a player can manage the game time. In this article, game time is divided into two parts; play time and story time in order to examine how player's intentions are reflected in game storytelling. This is what distinguishes game narrative from others in that the player generates her own story by saving and loading.

  • PDF

Analyze on Compatible Story Value between Games and Films (영화와 게임의 호환 가능한 Story Value 분석 - 영화의 게임화, 게임의 영화화 사례를 중심으로)

  • Lee, Ja-Hye
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.645-650
    • /
    • 2008
  • Currently, the motion picture and game are leading the entertainment industry based on "One Source Multi Use" system, Games and films hold widely the subjects and stories in common, but we seldom find the successful cases, In each case of cinematizing game or making game of a film, the question is "Story Value" the essential of storytelling. This study cross analyzed Story Value of both cases of games based on the films and cinematized games, and propose an compatible Story Value between games and films.

  • PDF

A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1481-1487
    • /
    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

An Exploratory Study of the Critical Factors for MMO Game Design based on Usability Evaluation (MMO게임 디자인을 위한 사용성 평가 핵심 요인에 대한 탐색적 연구)

  • Song, Seung-Keun;Lee, Joo-Hyeon
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.131-139
    • /
    • 2006
  • 컴퓨터 게임 산업의 급속한 성장에도 불구하고 소수의 게임 타이틀만이 과도한 생산비를 감당하면서 수익을 내고 있는 실정이다. 기존 마케팅 이론 에 의하면 제품의 성공과 실패는 고객의 선호도, 필요, 기대에 대한 만족도 에 의존한다고 한다. 이와 마찬가지로 게임에서도 사용자의 만족을 극대화 하기 위해서는 사용자들이 무엇을 원하고, 좋아할지를 파악하여 이를 게임에 반영할 필요가 있다. 본 연구의 목표는 MMO 게임 디자인을 위한 사용성 평가 핵심 요인을 고찰하는데 있다. 본 연구는 기존의 게임 관련 HCI / 사용성에 대한 문헌 고찰을 통하여 사용성 평가 핵심 요소를 도출하고 게임 플레이 과 제와 사후 설문결과를 통하여 MMO게임 사용성 평가를 실시하여 18가지 사용 성 문제 점과 그 권장사항을 제시하였다. 그 결과 게임 인터페이스, 게임 플 레이, 게임 서사, 게임 메커니즘으로 구성된 54 개의 사용성 평가 핵심 요 소를 도출 하고 MMO 게임을 위한 새로운 사용성 평가 체계를 개발하였다. 본 연구 결과는 MMO게임 디자인 프로세스의 초기 단계에서 효과적인 디자인 의 사결정을 지원하고 게이머의 행동을 이해하는데 중요한 시사점을 제공 할 것 을 기대 된다.

  • PDF