• Title/Summary/Keyword: 서사 분석

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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
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    • v.14 no.5
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    • pp.59-72
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    • 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.

Analysis on Narrative Structure of TV Audition Reality Show : Focusing on the and (텔레비전 오디션 리얼리티 쇼의 서사구조 분석 : <스타오디션 위대한 탄생>과 <슈퍼스타 K2>를 중심으로)

  • Choi, So-Mang;Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.120-131
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    • 2012
  • This study has attempted to explore the way to construct the reality and its implication of the narrative elements in TV Audition Reality Show. According to the study results, first of all, two audition reality show has added the special tasks to characters based on the competition and has developed the dramatic events sequentially. And they has suggested the course of way between survival and fail, that is, inclusion and exclusion. As that results, audiences has be immersed in the process of the justification of the star(hero) myth and the dealings of musical elements to see dramatized show of narrative. And they knew audition reality show as non-real fiction, so they enjoyed the pleasure spontaneously. These means that the empowered media reproduced the illusion like star(hero) with the purpose of the commercial and political aim and one of the ideology to acquiesce in the appropriateness of the competition.

A Study on the Family Animation Characters - Focused on the (가족애니메이션 캐릭터 연구 - <심슨 가족>을 중심으로)

  • Yoon, Hye-Yung
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.35-43
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    • 2019
  • There has been not the research on the reason of success based on the characteristic of narrative and characters of , I defined the major characteristic of this genre as family animation, and aimed at researching strategic character and narrative. The characteristics of each characters are identified, and compared with other animation, soap opera, and sitcom. The portion that characters participated in the narrative was analyzed, and the relationship between the point and viewers was also researched in the specific episodes. 1) The characters against the ideal ones function to satirize the fixed idea pursued by the mass, and stimulate the viewers' desire. 2) All the characters are protagonist and sometimes antagonist, or advisor. The circulating position expands the target of viewers, and decreases the cultural discount. 3) It produces a couple of layered narrative, then children, teenagers, and adults enjoy the each different depth of the narrative, resulted in the target expansion. Considering on the limit of theme and target in Korean animation, I expect the findings above will enable to produce more valuable and consistent contents. Later, characters in the Korean family animation is to be researched and the expandability and sustainability would be ensured.

A Study on the Educational Methods of Self-Narrative Writing for University Students (대학생 자기 서사 글쓰기의 교육 방안 연구)

  • Hyun-ju Kim;Young-ha Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.357-366
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    • 2023
  • In the purpose of this study, the college textbooks of self-narrative writing and examples of classroom practice are analyzed to find a way to educate it. The self- narrative writing subject with a learning of recognization, expression, and communication with oneself, emphasizes the necessity when they become college students through entrance exam-oriented education. The research methods are as follows. Firstly, three university textbooks which include a section on self-narrative writing were compared and analyzed. The analysis highlights the needs for a textbook covering self-narrative writing more extensively and comprehensively as what is offered by the existing textbooks is limited in facilitating students to fully develop the ability of self-reflection, which should be dealt as a long-term goal. Secondly, the current discussion on self-narrative writing and examples of real classroom practice were analyzed. It shows that a step-by-step approach is required to encourage the practice of deep self-reflection to be incorporated into writing. In addition, during the writing process, various correction and feedback activities should be carried out on a macro level and gradually while the communication and feedback should take place not only between a teacher and students, but also among students. As a result, it is expected that this study will help establish a teaching model of self-narrative writing by seeking complementary points and educational directions for self-narrative writing.

A Study on the narrative characteristic of (<불타는 그라운드> 서사 특성 연구)

  • Ko, Hoon
    • Journal of Popular Narrative
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    • v.27 no.3
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    • pp.127-150
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    • 2021
  • This study focuses on analyzing the epic characteristics of a korean sports cartoon called "Burning Ground" in the 1970s. Through this, we would like to reveal that only "Burning Ground" has a unique narrative. We hope that such research will accumulate and serve as the basis for the study of Korean sports cartoon. In the 1970s and 1980s, Korean sports cartoons were narratives of the main characters. The story of the family is central to the narrative. Family revenge is mainly the central narrative. Plural narratives are serious, and sports act as auxiliary narratives. It uses 'Spocon', a characteristic of Japanese sports cartoons, to show its efforts to get revenge. Therefore, it is extremely rare to use professional knowledge in Korean sports cartoons in the 1970s. Burning Ground uses an escalating system to construct incremental narratives. The three-dimensional narrative is composed by utilizing various narratives of surrounding characters. The use of expertise in football is a feature of the 1990s, and showing this in the 1970s means that the work is ahead of its time. There are limitations of Japanese cartoon theft and plagiarism. However, through this, it provides evidence to examine the relationship between Korea and Japan. And timeless epic speciality must be recognized. The study is meaningful in that it can broaden the perspective of Korean cartoon research in the 1970s.

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-
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    • v.13
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    • pp.91-116
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    • 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.

A Study on Narrative Structure of Humor and Satire Comic Strip -A Focus on 4 panels Comics Strips- (유머만화와 풍자만화의 서사구조 비교 연구 -네칸만화를 중심으로-)

  • Lee, Won-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.213-217
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    • 2006
  • 4 panels Comic Strips spreads it's story with introduction, development, turn and conclusion. The structure of introduction, development, turn and conclusion adds to the fun of story through the envelopment of deduction, induction so in the work the narrative structure is unfolded so many evolutions in order to communicating with further effective and funny. Therefore the study is mostly mended deduction, induction unfolding on the 4 panels comic strips. The purpose of this study is based on search for formation of the story and comparison of humor comic strips and satire comic strips through analysis of the narrative structure on 4 panels comic strips in internal and external.

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Distribution of Close-up Shots by Narrative Structure (서사구조에 따른 클로즈 업 숏 분포)

  • Park, Seung-Bo;Kim, Jaekyung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.629-632
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    • 2012
  • 클로즈 업 숏은 영화의 서사구조와 밀접한 관련이 있다. 등장인물의 얼굴을 확대하여 보여줌으로써 표정의 변화를 섬세하게 표현할 수 있다. 이를 통해 관객에게 등장인물의 감정이나 심리상태를 세밀하게 묘사해 줄 수 있다. 따라서 영화에서 클로즈 업 숏을 검출하고 분포도를 파악하는 것은 영화의 서사구조를 분석하는데 있어 중요한 데이터로 활용될 수 있다. 또한 영화의 정보 검색에 활용될 수도 있다. 본 논문에서는 얼굴 검출 기술을 활용하여 클로즈 업 숏을 자동으로 검출하여 영화의 클로즈 업숏 분포도를 계산하는 방법을 제안한다. 또한 제안한 방법을 시스템으로 개발하여 서사구조와 클로즈업 숏 간의 관계를 분석한다. 10개의 영화에 대한 실험을 통해 클로즈 업 숏이 영화의 전반부보다 후반부로 갈수록 많이 사용되는 것을 확인하였다.

Culture Contents Adaptational Aspects of Jeju Myth "Chasabonpuri" (제주신화 <차사본풀이>의 문화콘텐츠 변용 양상)

  • Kim, Jin-Chul
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.85-95
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    • 2015
  • This study examined adaptational aspects by analyzing culture contents, which use Jeju myth "Chasabonpuri" as a writing material. "Chasabonpuri" has a heroic narration of Ganglim, who becomes the grim reaper by solving the serious problem through a journey to the world beyond. Also, it has a value as an archetypal narration because of its reflection on Korean world view of afterlife. Culture contents, which use "Chasabonpuri" as a writing material, have features of 'accurate reproduction of heroic narration' (Ganglim who becomes the grim reaper), 'tragic conversion of narration through humanization' (The way home), 'extension of narration through merging with traditional and modern elements'(Together with God), 'Unique view of the world that reflects the contemporary trend' (Ghost Messenger).

An analysis of a Semiotic Point Of View In Computer Game : "New Super Mario Brothers" (닌텐도 "뉴 슈퍼마리오 브라더스"의 기호학적 분석 연구)

  • Jeong, So-Yun;Song, Mi-Sun
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.3-12
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    • 2008
  • This paper described a character of the narrative in the computer game, especially targeting the newest edition 'SUPER MARIO(NDS, ie computer game in NITENDO). The series had gained popularity over 20 years with its attractions as changing graphics, developing computer technology. It also had been proved that a narrative was connected with a semiotic factor in the game. The analyzation of doer and space in the game that showed the narrative character explained the repetition and the modification, then deduced certain motif from it. This study was to certify that immersion and interesting in game were interacted with between a game factors and narratives, and it is meaningful for developing game story.

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