• Title/Summary/Keyword: 서사

Search Result 967, Processing Time 0.025 seconds

Narrative Structure in "World of Warcraft" ("World of Warcraft"의 서사 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
    • /
    • v.8 no.4
    • /
    • pp.45-53
    • /
    • 2008
  • This paper analyzed the narrative construction of ‘World of Warcraft’ which is very popular worldwide. Narratology and ludology should be interrelated in the larger area of art, rather than existing as separate fields. Dramatic narrative constructions of game would be made when the rules of game emerge with the circumstances of play. This paper reviews how 'World of Warcraft' generates its tremendous popularity through analyzing the overall narratives of 'World of Warcraft' and sub-narratives such as quest, PvP and hunting systems. The distinctive feature of this game is its well-designed story flow which is emerged by both underlying linear original story and non-linear multi-scenario that offers rich interactivities to the game users.

  • PDF

Hero's journey content and glocal storytelling strategy (영웅서사 콘텐츠와 글로컬 스토리텔링 전략 -웹툰 <좀비가 된 나의 딸>을 중심으로-)

  • Seo, Seong-Eun;Kang, Ji-won
    • Journal of Korea Game Society
    • /
    • v.21 no.1
    • /
    • pp.99-112
    • /
    • 2021
  • This paper aims to explore the glocal storytelling strategy of hero's journey content. Many digital games use hero's journey as a framework. However, it is also true that game storytelling is so common that it is soon recognized as a hero's journey. Therefore, this paper paid attention to the new hero's journey application method of the webtoon . The story created an atypical and Korean character on a typical hero's journey plot. It implements an alternative glocal storytelling aiming at harmony between the region and the world by presenting a regional character on a global universal plot.

A Study on the Narrative Closure and Continuing Serial form of Korean Youth Web Series (단막극 형태로 서사가 종결되는 청춘 웹 드라마의 내러티브 연구)

  • Mok, Wing Sum;Byun, Daniel H.
    • Trans-
    • /
    • v.13
    • /
    • pp.91-116
    • /
    • 2022
  • Web series, as one of the products in the network era, are different from traditional TV dramas, With the contents preferred by youngsters, wed series, as a form of fast food culture, are increasingly gaining popularity, such as being uploaded on online video platforms like Naver TV and Youtube. This study aims to examine the characteristics of narrative closure and continuing serial form of Youth Web Series through the youth web series production company "playlist original" in Korea and analyze the narrative structure caused by narrative closure and continuing serial form and nonlinear narratives.

Narrative Structure and Ludonarrative Dissonance in the Video Game, "Red Dead Redemption 2" (<레드 데드 리뎀션 2>의 서사 형식과 서사 부조화)

  • Chun, Bum-Sue
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.5
    • /
    • pp.59-72
    • /
    • 2020
  • Video games have become a powerful tool to tell a complex story realistically thanks to modern technology. Rockstar Games' Red Dead Redemption 2 (2018), is a video game title that touts cinematic qualities such as superb acting by the voice actors and jaw-dropping cinematography as well as a rich narrative following the protagonist, Arthur Morgan's quest for redemption. Using Aristotle's Poetics and Robert Mckee's Aristotelian theory on storytelling, this study highlights Arthur's gradual change from a ruthless gunman to an altruistic hero, from which it derives the theme of redemption, and his super-objective to protect those he cares about. Then, it also explains a variety of possibilities in the narrative of the game determined by the opened-ended game mechanics, particularly the "honor" system, which reflects Arthur's moral choices on the narrative presentation with different sets of dialogue and endings. However, the study ultimately argues Red Dead Redemption 2 to be incohesive in its storytelling due to "ludonarrative dissonance," a concept coined by Clint Hocking, which indicates a conflict between the narrative and game mechanics of a video game. It's mainly because the game's various narrative choices bring changes to neither the theme nor Arthur's super-objective. Furthermore, the double-standard of evaluation in the "honor" system, and its numeric ranking system of honor also lend themselves to ludonarrative dissonance even further. After all, the study ultimately claims ludonarrative dissonance in Red Dead Redemption essentially disrupts the game's narrative unity, which is Aristotle's one of most emphasized upon traits of any story and signifies the game's instability as a storytelling medium.

A study on method of acquisition of modernity in comic narrative;in 『Byeolgeongon』 (웃음서사의 근대성 획득방식 연구;『별건곤』을 중심으로)

  • Lim, Seon-Ae
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.3
    • /
    • pp.151-161
    • /
    • 2017
  • In the period of Japanese occupation comic narratives were popular to such an extent as to be published not only newspapers and magazines but also books as 『Yojigyeong』(1910), 『Jeodobaekhwa』(1912), 『Gaegeonhuihui』(1912), 『Angcheondaeso』(1913), 『Kkalkkaluseum』(1916), 『Socheonsoji』(1918), 『Gogeumgidamjip』(1923), 『Mangogidam』(1924), 『Joseonpaldo iksal & jaedam』(1927), 『Segyesohwajip』(1934). This study is to discuss about how those narratives gain modernity with the titles scattered in 『Byeolgeongon』 as the central figure, and to reveal the nature of the comic narratives in 『Byeolgeongon』 by looking into contents. The comic narratives in the magazine are 149, especially from the titles show the editors' agony at that time. The narratives gain modernity by combining the new trend cultural terms which can't be found in our traditional culture as 'sinbu huboja jeonramhwoe.', 'sinrang huboja jeonramhoe.', 'nonsense teuksseolgwan', 'how modern shipbuilding 10 inventions sinjejo', 'sohwabangsongsil', 'sohwabangsongguk', 'freedom march', 'sinchunpoksodaehwoe' and 'humor orchestra'. The narratives give laughter to the readers by carrying the characters such as wit, enlightenment, critics of social conditions, grotesque. The narratives in the magazine 『Byeolgeongon』 represent much to survive with comic story in a time of gloom in the period of Japanese occupation.

디지털 게임의 다변수적 서사

  • Han, Hye-Won
    • Digital Contents
    • /
    • no.5 s.156
    • /
    • pp.52-57
    • /
    • 2006
  • 게임서사 안에서 플레이어들은 진정한 영웅을 꿈꾼다. 수십 만명의 동시접속자들이 종횡무진 행동하는 게임 월드에서 조연을 꿈꾸면서, 수십, 수천시간씩 플레이하는 단 한 사람도 없다. 선형적인 소설이나 영화에서 여러명의 주인공을 두고 각각의 주인공이 주도하는 서사를 멀티플롯(Multi-plot)으로 풀어 낼 수는 있을지 몰라도 각각의 에피소드들은 차례대로 주어질 수밖에 없으며, 주인공과 플롯의 수도 미디어의 특성상 제한적일 수 밖에 없다. 게임의 서사를 기존의 소설이나 영화를 통해 구현할 수 있는 멀티플롯과 구분해 '다변수적'이라고 표현하는 이유가 바로 여기에 있다.

  • PDF

A Study on Players' Desires in the Epics of Computer Games (컴퓨터 게임서사에 나타난 플레이어의 욕망 탐구)

  • Eum, Yeong-Cheol
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2015.07a
    • /
    • pp.220-221
    • /
    • 2015
  • 본고는 르네 지라르의 욕망 이론을 라스트 어브 어스라는 게임서사에 적용하여 분석한 글이다. 소설과 달리 게임은 유저인 플레이어가 방관자가 아니라 프로슈머가 되어 게임의 서사를 수행한다. 그 과정에서 플레이어는 오디세우스가 되어 통과제의의 관문을 통과한다. 플레이어는 게임 속에서 주인공이 되기도 하고 조력자와 연대하기도 한다. 게임의 주인공인 플레이어는 전투를 수행하면서 인물 상호간에 유대와 저항을 하기도 하면서 생존의 욕망을 추구함을 알 수 있었다.

  • PDF

Narrative Imagination Applied to the God Jiutian Yingyuan Leisheng Puhua Tianzun: As Observed in the Narrative of Wen Zhong in Investiture of the Gods and of Kang Jeungsan in The Canonical Scripture (구천응원뇌성보화천존(九天應元雷聲普化天尊) 신격의 서사적 상상력 탐구 - 『봉신연의(封神演義)』의 문중(聞仲)과 『전경』의 강증산(姜甑山) 서사를 중심으로 -)

  • Yoo, Su-min
    • Journal of the Daesoon Academy of Sciences
    • /
    • v.35
    • /
    • pp.255-293
    • /
    • 2020
  • This study examines the God, Jiutian Yingyuan Leisheng Puhua Tianzun (九天應元雷聲普化天尊, 'The Supreme God of the Ninth Heaven, Celestial Worthy of Universal Creation through His Thunderbolt, the Originator with Whom All Beings Resonate' in Daesoon Jinrihoe), in terms of narrative imagination, by investigating the narrative of Wen Zhong (聞仲) in Investiture of the Gods (Fengshenyanyi 封神演義) and the narrative of Kang Jeungsan (姜甑山) in The Canonical Scripture (Jeongyeong 典經). This examination occurs along three dimensions: Firstly, I look into the cultural contexts of the image of the Thunder God (雷神) in Gojoseon (古朝鮮) mythology and the Korean seondo (仙道) tradition both of which are reflected in the narrative of Wen Zhong. At the same time, I also argue that the cultural contexts examined above are able to be found in the narrative of Kang Jeungsan. Secondly, I consider the essential meaning of the concept of "deifying" (封神) in the narrative of Wen Zhong and its connection to "the resolution of grievances" (haewon 解冤) in the narrative of Kang Jeungsan. Thirdly, I consider the traits of embracing heterogeneous things (異類) in the religious group "Jiejiao" (截敎) that Wen Zhong belonged to in relation to the values of "mutual beneficence" (sangsaeng 相生) that Kang Jeungsan pursued. In this study's conclusion, I posit that the "mentalité" of Dong-yi (東夷) culture and tales including Yin (殷) is identifiable in narrative imagination applied to the God, Jiutian Yingyuan Leisheng Puhua Tianzun. This means that the nature of Jiutian Yingyuan Leisheng Puhua Tianzun is closely related to the tradition of Korean seondo and Korean Daoism.

Analysis of Love Narratives and Discourse of Web Drama : Focusing on the Web Drama (웹 드라마의 연애 서사와 담론 분석 : <연애 플레이 리스트> 중심으로)

  • Tae, Bo-Ra
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.6
    • /
    • pp.64-76
    • /
    • 2020
  • This research wanted to examine what narratives and discourse were being formed in web drama contents young generations were going crazy about. To understand the characteristics of such love epics and to know what narratives were being formed based on narrative structures and comments, this research specifically used the web drama produced up to the season 4 for the first time in Korean web drama history with a large number of accumulated views. It was found that the narratives of the drama composed the romantic relationships of four couples as independent episodes, and realistically highlighted separations and reunions of those couples, and suggested concrete methods to solve agonies and conflicts they would experience in such relationships. And, in user comments, there emerged relational narratives confusing friendship and love between partners of opposite sex, narratives regarding the third person as enemy, and narratives on typical sex roles in such romantic relations. And, the culture seeking subjective love style and sharing and sympathizing with the love histories also appeared.

A Study on the Epic Expression of Multimedia and Contemporary Art (동시대 미술에서의 서사 표현 작품 분석 연구)

  • Choi, Jung-Hwa
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.553-563
    • /
    • 2022
  • In the multimedia era and contemporary art, the expression of narrative is expanding in various ways based on formal theory. And the expression form is maximized according to the use of each medium. In terms of understanding artworks, an approach that combines various expressions and media using these narratives is also possible. Therefore, this study analyzed the works of the artists by selecting three artists, Sadic Guissi Alfrazi, Lindsay Sears, and Kara Walker, who fused the media using narrative structures. Through this, it was intended to present the artistic value and significance of the work and the possibility of expanding the narrative expression of contemporary art in the future. As a result of the analysis of previous artists' works, it was shown that the phase of convergence can be derived by using the medium of narrative concepts beyond the dichotomy of content and form, confirming that digital technology and media development are changing the form of art. In addition, it was confirmed that the use of narrative structure facilitates media conversion. It is expected that discussions on the new paradigm of contemporary art will progress in the future.