• Title/Summary/Keyword: 제라르 주네트

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A study on retrospective structure in narrative comics -Focusing on webtoon - (서사만화에서의 회상구조 연구 -웹툰 <무빙>을 중심으로-)

  • Kim, Seong-jae;Lee, Hae-kwang
    • Cartoon and Animation Studies
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    • s.46
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    • pp.107-128
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    • 2017
  • Time is an indispensable element in creating a story. This makes comics artists use various time techniques such as prolepsis, summary, ellipsis and flashback to increase immersion in story when they create comics. This is intended to make a study on retrospective structure among various temporal structures. Retrospective structure means progress in different time sequence, and increases immersion by making readers become strained or relaxed. Besides, retrospective structure plays a role of increasing or decreasing the pace of story. The person who systematically put the retrospective structure into shape is $G\acute{e}rard$ Genette. He in his book "Narrative Discourse" classified retrospective structure into three types. These are made up of structure of analepse externes, analepse internes and analepse mixted. This makes a study on retrospective structure in narrative comics based on $G\acute{e}rard$ Genette's retrospective structure. To this end, Kang Full's webtoon was analyzed. The reason to analyze Kang Full's is that this work has storyline where things happening in parental generation is interwined with things in offspring generation, accordingly this is work suitable for studying the retrospective structure. This study is intended to examine whether three retrospective structures suggested by $G\acute{e}rard$ Genette are actually used through an analysis of , and as a result, it is intended to prove the fact that retrospective structure has an effect on immersion in work.

A Study on Transtextuality and Effect on Replayability of Easter Eggs in Digital Games (디지털 게임에 나타난 이스터에그의 트랜스텍스트성과 리플레이어빌리티의 향상 연구)

  • Nam, Seo-Hyun;Han, Hye-Won
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.3-18
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    • 2022
  • This study focuses on transtextuality of Easter egg and its effect on replayability. This paper categorizes Easter eggs of digital game into five types based on game elements, and applies Gerard Genette's transtextuality theory by analyzing function and meaning of Easter eggs based on quotation, allusion, and annotation of intertext and paratext. In conclusion, Easter eggs as transtext form game ritual by linking inside and outside of the game, as well as developers and players. Through this process, Easter egg enhances replayability of digital games by extending the narrative of the game.

A Study on Narrative by the Control of the Time: Focused on the Analysis of the Trailer for Dead Island (시간의 조정을 통한 내러티브 연구 : <데드 아일랜드> 예고편 분석을 중심으로)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.40
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    • pp.397-421
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    • 2015
  • Aristotle's Poetics is the earliest work of dramaturgy. It explains some of the most important narrative notions, for example, Mimesis, Katharsis, Mythos(Plot), Ethos(Character), Anagnorisis and Peripeteia. etc. Aristotle considered the plot which is the arrangement of events, as the most important element of drama. This paper presents an example of a plot configuration as an alternative to the traditional narration used since Aristotle. Dead Island, developed by Techland and published by Deep Silver, is one of the most successful action role-playing survival zombie video games. Its trailer, the Winner of Gold Prize for Internet Film at Cannes Lions International Festival of Creativity in 2011. Since the purpose of the trailer is to attract the audiences/gamers to the film/game, it has generally a similer narrative method from its own works. But Dead Island trailer is different. We treat this trailer as an short animation. It could be a new example of the non-linear narrative by the control of the time for example, temporal arrangement, direction and speed. We analyse all shots of Dead Island's trailer with Poetics' rules and with $G{\acute{e}}rard$ Genette's some narrative notions for example temporal order and duration. Furthermore we look for how to maximize the audiences' curiosity by the adjustment of the time, combined with its shocking images.