• 제목/요약/키워드: 영웅신화

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세월 속에 잠자던 신화의 부활

  • Kim, Yeon-Su
    • The Korean Publising Journal, Monthly
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    • s.244
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    • pp.13-13
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    • 1998
  • 잠자고 있던 신화 속의 영웅들이 되살아난다. 그리스 신화에서 나무 신화까지 다양하다. 신화를 소개하고 재해석하거나 서로 비교하는 신화관련 출판물은 미래를 예측하는 상징체계이기도 하다.

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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).

A study on game narratives in a structuralism mythologic perspective (게임 서사에 대한 구조주의 신화론적 고찰)

  • Kim, Dae-Jin
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.3-14
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    • 2009
  • This study examines how game narratives are analyzed in a structuralism mythology and make theoretical bases which can explain game narratives, and finds out the meaning of myths in game narratives. Many studies on the relationship between games and myth have been researched. However, these are meaningful in terms of how myths are reflected on narratives as a hero narrative. This article investigated the relationships between game narratives and the theories of Levi-Strauss and Gilbert Durand who are structuralism mythologists. As a result, restructuring and synchronicity on the structuralism mythology can explain game narratives which are different from written language narrative, and myth, a spoken literature, is meaningful in that it restructures the forgotten orality in game narratives.

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A study of character development aspect of fantasy genre trans-media contents -Focusing on A 'Song of Ice and Fire'- (판타지 장르 트랜스미디어 전개 양상 연구 -얼음과 불의 노래를 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.383-422
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    • 2018
  • In this paper, I study the development of character in the fantasy genre of trans-media contents. In this study, I studied the novel " Songs of Fire and Ice " from the existing fantasy genre, and found that the content was expanded to include characters and features that were important to compared with the other fantasy genre content. Late fantasy genre writers since The Lord of the Rings have inherited a sort of genre of standards, and have established the genre of high fantasy. The genre has a typical characteristic of heroic characters or group adventures, based on the stage 12 heroic epic by mythologist Joseph Campbell. So the body of this paper will explore the journey of the heroic character in " Songs of Fire and Ice" and will be compared to the mythic motif and to the heroic epic narrative, and then find out the exceptional features of " Songs of Fire and Ice " as a fantasy genre.

The Structure and the Effect of Crisis Storytelling (위기상황에서 스토리텔링의 구성방식과 효과에 대한 분석)

  • Hong, Sook-Yeong;Cho, Seung-Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.683-693
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    • 2014
  • This research examines a storytelling of a crisis presented in news coverages about Asiana Airline accident happened at San Francisco airport on July 6th, 2013. and investigate how the storytelling affects public's image toward an organization. To answer the research questions, qualitative content analysis of news articles (n=101) and survey (n=125) were employed. The subjects for the content analysis were Chosun Daily Newspaper and Hankyoreh Daily Newspaper, and the period of news articles is range from June 6th, 2013 to June 12th, 2014. The results showed that 10% out of total news articles was positive description toward stewardess who handled the crisis well in emergence situtation. The major expressions of depicting the stewardess's heroic activities in the news articles were tears, composure, hero, quick response, sacrifice, sorry, and so on. The online survey was conducted from Nov. 15, 2013 to Feb. 14, 2014 and found that the stewardess heroic activity influenced positively public's evaluation on Asian airline's crisis management and image of the company.

A case - Study of Counseling with a Depressed Adolescent (우울, 불안 특성을 보이는 청소년에 대한 상담사례연구)

  • Choi, Jin-Ah
    • Journal of the Korean Home Economics Association
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    • v.46 no.5
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    • pp.123-135
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    • 2008
  • In this case- study, sandplay therapy and verbal therapy were used on an adolescent who was depressed, lacked motivation, and suffered from anxiety issues related to conflict with a sibling and oppressive parents who did not show much affection. In total, 69 counseling sessions, including sandplay and verbal therapy, were conducted. Sandplay therapy was applied at the beginning to the middle stages, after which verbal therapy was applied until the final stage. During sandplay therapy, the adolescent exhibited the hero's journey and ego development. During the verbal therapy, the adolescent began to effectively express emotion based on his strengthened ego. He recovered his confidence based on self awareness which ultimately allowed him to resolve and overcome his internal conflicts.

Investigation on 12 Phases of Hero's Journey in RCT3 Game Story (게임스토리에 나타난 영웅의 모험(Hero's Journey)의 12가지 단계 분석)

  • Roh, Chang-Hyun;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.104-109
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    • 2006
  • Recently, embedding method of a story into a game has gathered much attention than ever. In this study, the 12 phases of Hero's Journey, which was suggested by Joseph Campbell and was highlighted in the area of movies and myths, has been analysed at a point of Christoper Vogler. Since a gamer is not just only a player but also a story-teller in a game, the story experienced by the player enjoying the game was examined and correlated with the 12 phases of Campbell. The game RCT3, a construction/management simulation game ,produced by Atari, was studied. The 12 phases of Campbell was applicable to game story.

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An Animated Study Based on Games - based on the 12 Stages of Christopher Vogler's heroic journey

  • Kim, Tak Hoon;Jeon, Cheon Hoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.175-184
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    • 2018
  • The commercial success of the game has also led to animation of the original game, especially the live version of The Street Fighter II in 1994 and a variety of videos of the game-based version, 2D Animation and 3D Animaion until now. But animations are not always successful because they are based on popular and commercially successful games. That's because when the original game was remade into an animation, the difference between the narrative structure of the original game story and the setting of the game and animation is striking. Nevertheless, a feature-length animation based on the Angry Birds game, which was released on May 19, 2016, has also been a huge commercial success, with this paper analyzing the case applied to the 12th stage of Christopher Vogler's hero's journey, Aengibird the Movie, and discussing the way in which the animation developed based on the game compared with other animations. Christopher Vogler, a Hollywood playwright, analyzed the structure of popular-loved movies based on the common narrative of the myth as the main motif of the mythologist Joseph Campbell. His narrative style is a hero's journey, using a total of 12 stages of epic narrative structure to help the protagonist find himself and achieve what he wants. Foreign heroes, adventure films as well as animations from big studios like Disney, Pixar, and Ghibli are using the story-development method of this Christopher Vogler.

The feature of the 'Mun-yi-jae-do' artistic attitude in Chinese Animation from 1949 to 1966 (1949-1966년 중국 애니메이션에 나타난 '문이재도' 문예관의 특징)

  • Liu, Danya;Lee, Dong-hun
    • Journal of Communication Design
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    • v.65
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    • pp.70-81
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    • 2018
  • From 1949 to 1966, after the new China was established, in order to consolidate newborn regime and erect national image, "proletariat revolutionary education" had become the main way of literary and artistic creation in the new era. In this era, Chinese animation began to produce to form the characteristics of emphasizing the ideological expression and political education from 1949 to1966, but it also made people misunderstand that it was the results of comprehensive containment of Soviet literary thoughts and creative models. In fact, Regardless of the subject matter, narrative, and role, Chinese animations have inherited and developed the ideological characteristics of the "Mun-yi-jae-do" literary view, forming a creative style that is different from the Soviet "dogmatism." The characteristics of "revolutionary hero role", "mythological expression of revolutionary thought" and "unique storytelling narrative mode" in Chinese animation from 1949 to 1966 were the inheritance and development of the "hero role", "mythological story", and "art of storytelling" of the important expression means of traditional art creation after the establishment of the "Mun-yi-jae-do".

Investigation on the 12 Phases of Hero's Journey in RCT3 Game Story (RCT3 게임스토리에 나타난 영웅의 모험(Hero's Journey)의 12가지 단계)

  • Roh Chang-Hyun;Lee Wan-Bok
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.64-69
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    • 2005
  • Recently, grafting of a story into a game has attracted ever increasing attention. In this study, the 12 phases of Hero's Journey by Joseph Campbell highlighted in movies and myths was analysed from a point of Christoper Vogler to be correlated with a game. Since a story-teller Is a player in a game, the story experienced by the player enjoying the game was examined and correlated with the 12 phases of Campbell. As the game, a construction/management simulation game, RCT3 produced by Atari was studied. The 12 phases of Campbell was applicable to game story.

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