• Title/Summary/Keyword: 온라인 정체성

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A study of Growth motif realization on Digital game (디지털 게임의 성장 모티프 구현 연구 -MMORPG를 중심으로-)

  • Lee, Jin;Jang, Jeong-Woon
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.527-533
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    • 2008
  • 본 연구는 기존 RPG에서 주요한 재미 요소로 기능하던 성장 모티프가 MMORPG(Massive Multi-user Online Role Palying Game)에서 어떤 식으로 변형되어 나타나는 지 살펴본다. 성장과 역할 수행을 통해 재미를 얻는 게임인 MMORPG는 성장 서사에서 많이 나타나는 구조인 여정형 혹은 탐색형의 구조를 보편적으로 차용하고 있다. 그러나 기존 서사물에서 성장 모티프가 정체성 찾기와 같은 내면적인 변화를 나타내기 위해 구조를 차용하는 반면, 게임에서는 위의 구조를 통해 얻은 성장의 결과물을 수치의 증가나 외적 형태의 변화를 통해 나타낸다. 즉, 경험치나 아이템을 통해 성장이 수치화되어 나타나는 것이다. 이는 여정형 탐색담이라는 성장 서사의 보편적 구조에서 게임적인 특수성이 더해진 것이라 할 수 있다. 성장 소설만의 서사적 유형이란 바로 주인공의 변화 양상이 미숙에서 성숙으로, 불완전에서 완전으로, 결핍에서 충족으로 변화하는 과정을 담고 있는 이야기적 특질을 의미한다. 그러한 미숙하고 불완전한 존재가 변화하게 되는 계기와 과정, 그리고 그 결과로 구조화된 유형적 특질을 갖고 있는 소설 양식이 성장소설이라 할 수 있는 것이다. 이러한 구조화된 유형적 특질은 신화나 민담에서는 탐색담이나 여행담으로 나타난다. 게임에서의 성장은 캐릭터의 성장과 직결된다. 본격적으로 플레이어와 동일시되어 성장을 대리 경험적으로 체험하는 것은 D&D 온라인을 거쳐, 현재 MMORPG의 형태를 구현해낸 울티마 온라인이 이후부터이다. 세부적으로 구현된 세계와 온라인을 통해 생성된 방대한 네트워크 안에서 플레이어는 자신과 동일화된 캐릭터를 플레이하면서 대리경험을 하게 된다. 즉, 플레이어가 캐릭터의 성장에 작용하는 여러 가지 변수를 선택하고, 조작해가면서 자신만의 캐릭터를 생성해 나가면서, MMORPG가 구현하는 게임 세계에 구성원이자 일원이 되는 것이다. MORPG는 기존의 RPG의 선형적인 성장에 비해 복합적인 양상을 보여준다. 문화에서의 성장 서사에서 일반적으로 발견되는 여정형의 탐색담은 개발자 서사인 배경 스토리에서 나타나며, 레벨시스템과 이에 따른 공간의 배치에 따라 플레이어에게 직접적인 영향'을 끼친다. 영속적인 세계와 플레이어 간의 상호작용을 통해 일어나는 사용자 서사는 완결된 형태의 캐릭터를 무의미하게 만든다. 플레이어는 비선형적인 성장을 끊임없이 계속하게 되는 것이다.

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Educational Implications about Online Debates on a Socio-Scientific Issue from a Postmodernist Perspective: Focus on the Mad Cow Disease (포스트모더니즘의 관점에서 본 과학 관련 사회적 쟁점에 대한 온라인 토론의 과학교육적 함의: 광우병 사례를 중심으로)

  • Jho, Hun-Koog;Song, Jin-Woong
    • Journal of The Korean Association For Science Education
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    • v.30 no.8
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    • pp.933-952
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    • 2010
  • This study aims to characterize debate on a socio-scientific issue in the Internet and to provide implications from a postmodernist perspective. This study concentrates on disentanglement of the complex relationship among society, economy, politics and science in an issue and characterization of the given text centering on its originality, the relationship between writer and reader, and the purpose of utterance. Sixty-six most read articles on a web message board were chosen and analyzed as a typical case of a socio-scientific issue in the internet. In them, five scientific disputes were identified: the cause of mad cow disease (MCD), specified risk material and the incubation period, the cause of new variant Creutzfeld-Jakob disease (vCJD), vulnerability of vCJD and the relation of Alzheimer and vCJD in American patients. Each argument is intertwined with social, economic and political problems such as its impact on the domestic beef market, feeding environment of imported cattle and the retaliation against denial of importation. With regard to originality, it is found that the originality of an author is weakened but communal through repetitive quotation of 'Peom', cutting and pasting, and engagement of readers with their comments. Furthermore, in order to close the gap between writer and reader, identity and personal narrative of the writers are often introduced into their writing. In terms of purpose of utterance, these are intended to deliver one's feelings or facilitate human behavior rather than inform through verification of a principle.

Generational Fandom Culture Shift in K-Pop Idol Fandom and Social Media Use (팬덤의 소셜 미디어 이용 양태에 따른 아이돌 세대별 팬덤 문화의 변화)

  • Han, Mihwa;Na, Eunkyung
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.605-616
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    • 2022
  • Given that the current Idol fandom has been enormously affected by the development of digital technology such as the Internet, mobile or social media, this study explored how generational fandom culture has been shifted depending on the fandom's use of differential online platforms and services, i.e., online community vs. social network services. The survey results indicate that 3rd generation fandom showed significantly greater intimacy, greater attachment/worship, greater similarity toward Idol stars as well as greater fandom loyalty and greater fandom identity than 1st and 2nd generation fandom. Similarly, compared to online community centered fandom, social network centered fandom showed greater intimacy, greater attachment/worship, greater similarity as well as greater fandom loyalty and identity than community-centered fandom.

Teachers' Perception on Differentiation of Gifted Education in Invention from Gifted Education in Science (발명영재교육의 정체성 및 필요성에 대한 교사들의 인식)

  • Lee, Jaeho;Park, Kyungbin;Jin, Sukun;Chun, Miran;Ryu, Jiyoung;Lee, Hangeun;Lee, Yunjo;Lee, Kyungpyo
    • Journal of Gifted/Talented Education
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    • v.24 no.4
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    • pp.597-612
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    • 2014
  • The purpose of this study was to investigate how teachers recognize the differentiation of gifted education in invention to gifted education in science. An online survey was conducted to more than 500 hundred school teachers to ask (1) if gifted education in invention is necessary as an independent area of gifted education, (2) if gifted education in invention should be differentiated in identification, education programs, councelling, facilities and so on to gifted education in science, and (3) what problems gifted education in invention are facing and how we can promote gifted education in invention. Findings by this study are like the following: 1. Almost all teachers, regardless of whether their duty is related to gifted education in invention or not, recognized the necessity of gifted education in invention as an independent area of gifted education, especially from gifted education in science. 2. Teachers recognized the differentiation of gifted education in invention in diverse aspects of gifted education, like identification, educational programming, and so on, especially to gifted education in science. 3. Teachers recognized the shortage of trained teachers as the most critical obstacles to gifted education in invention, and also thought training programs for teachers as the most important means that can promote gifted education in invention.

The Validation of Korean Student Career Construction Inventory: Focusing on emerging adulthood (한국판 학생 진로구성척도(Korean Student Career Construction Inventory)의 타당화 연구: 초기 성인기를 중심으로)

  • Pyo, Sohwi;Yang, Eunjoo
    • Korean Journal of School Psychology
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    • v.17 no.2
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    • pp.145-164
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    • 2020
  • This study aims to validate the Korean Student Career Construction Inventory, a translated measure of career adaptation responses, with Korean college students. In order to do so, this study examines the relevant factor structure, internal consistency, test-retest reliability, criterion-related validity and measurement invariance between Korean undergraduate and graduate students. An online survey was completed by 294 participants, including the questions from the translated Korean Student Career Construction Inventory, in addition to measures of career adaptability and vocational identity. One hundred twenty five among the initial participants were tested again in three months for the examination of test-retest reliability. The results supported the four-factor structure of 18 items suggested by the original measure, as well as measurement invariance. The internal consistency and test-retest reliability were adequate. The Korean Student Career Construction Inventory was positively correlated with career adaptability, unidimensional vocational identity, and the dimensions of exploration and commitment of multidimensional vocational identity, but negatively with the dimension of reconsideration. The findings indicate that the Korean Student Career Construction Inventory has psychometric properties similar to the original form and can be used for both undergraduate and graduate students.

The Information Worlds of Online Role-Players (온라인 롤 플레이어의 정보 세계)

  • Hollister, Jonathan M.
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.223-266
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    • 2020
  • Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.

An Exploratory Case Study of a Successful Online Start-up Fashion Shopping Store: Focusing on the Entrepreneurial Process of a Soho Shopping Mall (온라인 패션쇼핑몰의 성공적 창업에 대한 탐색적 사례연구: 소호쇼핑몰의 기업가적 과정을 중심으로)

  • Son, Mi Young
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.91-106
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    • 2022
  • This study targets four Soho fashion shopping malls that are operating successfully in the online fashion market. This study analyzed the entrepreneurship process by dividing it into three stages. The results of the case study are as follows. In the case of Company S, the founder, who had little work experience, started an e-commerce business with a sense of fashion and entrepreneurship. It is a contemporary, casual brand with competitive prices, design power, and diverse product assortment, and the business performance was achieved through data management and analysis and the diversification of distribution channels. In the case of Company B, the founder, who had little work experience, started a manufacturing and e-commerce business by leveraging their SNS network capabilities and entrepreneurial spirit. It is a contemporary fashion brand with product competitiveness of specific items and start-up characteristics, and performance was achieved through the establishment of brand identity and market expansion. Third, Company M and Company C are examples of Soho fashion shopping malls where the founders with more extensive work experience at the time of founding their respective start-ups focused on brand recognition as their core competitiveness. In the case of Company M, the apparel brand was launched with a wealth of experience and design spirit. It is a fashion designer brand that stands out for its sensibility, and the owner has achieved performance through various entrepreneurial activities that broaden the corporate horizon. Company C is a manufacturing and e-commerce brand that was started with design capabilities and an entrepreneurial spirit. It is a luxury fashion brand that focuses on emotional expression, and the outcomes, such as brand recognition and sales, were achieved through active customer management. The results of this study can be used as basic data in education for and research of Soho shopping malls and the prospective founders.

Sequential Step of Simulacre in Social Network Game (소셜 게임에 나타난 시뮬라크르의 연속단계)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.43-55
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    • 2012
  • In SNG, actual users enter virtual space with their real identity. They can enter the game space easily and rapidly from the real space and can get out of it easily. For such free crossing between the virtual and the real, every character, space image and game play has symbolic reality. While paying attention to the game play process of SNG such symbolic reality is constructed into the virtual world in the game, this study intends to identify that it follows an order of simulacre by Baudrillard. As the result of analysis, it shows that SNG promotes easy entering the game space while reflecting the reality to the most in the opening part of game play. And, gradually concealing reality, it reaches a pure simulacre step while covering up and distorting absence of the reality. If we compare it with the direct entering the pure similacre step in the existing Online games like MMORPG, we can know that such a game play process according to the similacre order may be the distinct game characteristic of SNG.

Investigating the Trends of Research for the Age of Youth at 20s (20대 청년세대에 관한 연구 동향 분석)

  • Bang, Mi-Hyun;Lee, Young-Min
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.223-232
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    • 2020
  • This study aims to examine the trend of research articles for the age of youth at 20s during 10 years through topic modeling and keyword network analysis. In results, 'incomes', 'program', 'business start-up', and 'culture' were selected as main keywords, and the research articles were classified into six topics, which were employment support services, values, unstable life, government support policies, religious views, and business start-up support services. Additionally, we found the youth at 20s had higher rate of efficacy for digital technology, pursued efficient consumption of digital information, showed meaningful and athetical patterns of consumption, tried to search for their identity, and showed realistic action in daily. Finally, we raised some questions for value gap among aging groups, inbalance of regional development, and income inequality and suggested long-term youth policies to solve fundamental problems of youth at 20s.

The Importance and function of Cyber Psychology (사이버 심리의 중요성과 역할)

  • Choi Moon-Hee
    • Science of Emotion and Sensibility
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    • v.8 no.1
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    • pp.75-83
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    • 2005
  • Cyberspace is on its way to experience dynamic change, hereby encompassing technical and social diversities and multiplicities. The internet, with a history of no more than 10 years, has drastically changed the way, meaning and conduct of our lives, the structure and function of society and communication. Even in psychology, in which the purpose is to scientifically look into the human mind and explore its behavior, the in-depth inquiry into the human behavior and psychological features of the cyberspace have become an increasingly important issue. Research suggests that psychological features and concepts brought about during the process of communication in cyberspace have been influenced by the digital mode following the analogue one, and by the online mode following the off line one. It also suggests that, with new issues peculiar to information society, cultural structures should be re-conceptualized, reconstructed and reevaluated in various fields. This approach to the changing role, meaning and style within society should be rearranged and referred to as cyber psychology.

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