• Title/Summary/Keyword: 호모루덴스

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Homo Ludens, Analysis on PLAY Contents of University Campus Festival (호모루덴스, 대학 축제 놀이콘텐츠 분석)

  • Ahn, Kyungju
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.554-565
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    • 2018
  • This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.

A Feminist Psychological Analysis on the Playful Embracement of Boys' Love Manga (여성심리학 관점에서 분석한 남성동성애만화(Boys' Love manga)의 유희적 수용)

  • Yang, Sungeun
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.510-520
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    • 2018
  • This study explored the phenomenon of heterosexual women embracing Boys' Love manga within the heteronormativity context from a feminist psychological perspective. Specifically, the issue of genre characteristics of Boys' Love manga, women's psychological mechanism of reading Boys' Love manga, and the functions and effects of embracing Boys' Love manga were discussed. As a theoretical framework of analysis, I started from the classical psychoanalysis and critically adopted the concepts of the various camps of feminism, queer theory, and Huizinga's Homo Rudens. The results show that Boys' Love manga can be classified as a sub-category of the romance genre, which fulfills heterosexual women's desires of eternal love and equal partnership. From these wish-fulfilling fantasies, heterosexual women attempt to be decontextualized from the heteropatriarchism, to enjoy distancing and voyeuristic separation from the characters in the texts, and to disturb the dichotomous gender system through gender reversal identification. These processes, which can be regarded as a women's play challenging sexual rigorism, ultimately bring about an awareness of the female sexual subjectivity.

An Exploratory Research on Categorizing e-Sports as One of the Sports (e스포츠의 스포츠 범주화에 대한 탐색적 연구)

  • Chae, Hee-Sang;Kang, Shin-Kyu
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.85-95
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    • 2011
  • This paper focuses on the analysis of sports characteristics of e-Sports. For this purpose, it is important to set up a brand new concept of existing modern sports which is mainly concerned on physical activity. Therefore, In this paper, the researcher newly conceptualized e-Sports by following rapid change of the scene including media-technology, a change of an enjoyment method, the importance increase of sports environment and sports innovation. Also, the researcher tried to analyse how specific categorization of new sports concepts such as post-modern society, consumption & pleasure, homo-ludens, sporting experience, body and mind can be connected to e-Sports. As a result, e-Sports can be found in highly developed global society and consuming society. Furthermore, it can be defined as a 'brand new' concept of sports which features high level of psychological components in participation of activity.

Gamephobia, From Homo Ludens To Cyberspace (게임포비아, 호모루덴스에서 사이버스페이스까지)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.137-146
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    • 2013
  • The vague anxiety or disbelief about new media undermines the confidence of old media about controlling the future. The negative response of old media makes the vicious circle. In spite of the development of new media and IT industry, the conservative view regards computer game as taboo. The absolute taboo provokes the absolute fear. Then the absolute taboo is 'computer game' in today's Korean society. Computer game as play in the digital era is burdened by the critique on the non-productivity and the deviation. And what's more, the digital technology of computer game intensifies the image of 'virtuality'. It cause the fear about computer game. This article starts on the understanding about computer game and inspects the mass image about computer game which is caused by the various aspects of cultural or technological facts in computer game. From this inspection, the article explains the mechanism of gamephobia and suggests the view to catch the cultural value of computer game beyond the fear.