• Title/Summary/Keyword: Hero Storytelling

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Hero's journey content and glocal storytelling strategy (영웅서사 콘텐츠와 글로컬 스토리텔링 전략 -웹툰 <좀비가 된 나의 딸>을 중심으로-)

  • Seo, Seong-Eun;Kang, Ji-won
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.99-112
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    • 2021
  • This paper aims to explore the glocal storytelling strategy of hero's journey content. Many digital games use hero's journey as a framework. However, it is also true that game storytelling is so common that it is soon recognized as a hero's journey. Therefore, this paper paid attention to the new hero's journey application method of the webtoon . The story created an atypical and Korean character on a typical hero's journey plot. It implements an alternative glocal storytelling aiming at harmony between the region and the world by presenting a regional character on a global universal plot.

A Study on Narrative Structure of the Hero Character in the Movie 'Captain America' Series (영화 '캡틴아메리카' 시리즈에 나타난 영웅 캐릭터의 서사구조에 관한 연구)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.111-118
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    • 2019
  • Chapter 1 and 2 of this study examined the methodology of modern storytelling using the hero narrative structure. This involved analyses of Joseph Campbell's monomyth structure, which is the prototype model of modern storytelling and Christopher Vogler's story structure in which the monomyth structure is classified into 3 Acts and 12 Stages. In addition, the movie 'Captain America' was analyzed based on Vogler's narrative structure theory. According to the analyses results, the hero of 'Captain America' fully follows Christopher Vogler's hero narrative structure but in some cases, he does not follow the existing hero narrative structure. It is interpreted that this is because heroes of modern tales have different birth backgrounds from mythical heroes. There is also a difference even in the stage where a hero completes all adventures and returns home between modern tales and myths due to different social backgrounds. Therefore, these findings provide a basis for modification and supplementation of a modern hero epic. Through this analysis, the modified modern hero narrative structure is evaluated to be appropriate as a basic model for modern storytelling. Further, it is expected that those who frame a film script can complete a new hero epic while following the structure of syntagmatic systems by selecting a level among Northrop Frye's paragmatic systems based on this structure and considering story themes and heroes' personality and characteristics.

Study of Hero-storytelling Model in Console Games (게임에서의 '영웅 스토리텔링' 모델화 연구)

  • Choi Young-Mee;Bae Ju-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.4
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    • pp.109-116
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    • 2006
  • This study is to present 'game-storytelling' is based on 'hero-storytelling' and to transform the basic pattern which is extracted from 'heroic-storytelling' so that it can be applied to 'game-storytelling'. 'Game-storytelling' has the similar foundation as 'heroic storytelling'. It begins with an extraordinary birth, introduction to the strange world, exploration, adventure, birth of a hero and finally return of a hero. The most distinctive feature of stages is the conquest of outer and internal limitation. Each stage goes through the process of compensation and outer, internal acknowledgements. These processes are the structural core of game storytelling. Generally, stage 1 to 5 includes background stories, stage 6 to 9 are the progress of game, and stage 10 to 12 are the transformation of game with rules and genre.

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An Apply of Structuralistic Storytelling Model to Game Design (구조주의적 스토리텔링 모델의 게임에의 적용 가능성)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.9-20
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    • 2011
  • This article attempts to analyze story of computer game by structuralistic storytelling model. The storytelling model is mainly used in traditional media. But the model is made not only by analyzing the text of story but also chasing the human psychological instinct, so I thought that it is applicable to computer games. Tetris, one of classical game was the object of analysis in this article. As a result, the 7 archetype and 12 journey of hero storytelling model were also available in tetris. The characteristic that the game user becomes protagonist itself must have been taken into account while analyzing game.

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.

The Effects of 'Solar System and Star' Using Storytelling Skill on Science Learning Motivation and Space Perception Ability (스토리텔링 기법을 적용한 '태양계와 별' 수업이 과학학습동기와 공간지각능력에 미치는 효과)

  • Lee, Seok-Hee;Lee, Yong-Seob
    • Journal of the Korean Society of Earth Science Education
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    • v.5 no.1
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    • pp.105-113
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    • 2012
  • The purpose of this study was to examine the effects of storytelling skill on science learning motivation and space perception ability. For this study the 5 grade, 2 class was divided into a research group and a comparative group. The class was pre-tested in order to ensure the same standard. The research group had the science class with storytelling skill, and the comparative group had the class with teacher centered lectures for 10 classes in 10 weeks. The storytelling skill was focused on finding stories, constellation searching, story deciding, story hero deciding, story composition, storytelling completion. To prove the effects of this study, science learning motivation was split up according to attention power, relation, confidence, and sense of satisfaction. Also, space perception ability consisted of two-dimensional rotation, 3 dimension rotations, reflection, three-dimensional searching, number of block, and figure type in pattern. The results of this study are as follows. First, using storytelling skill was effective in science learning motivation. Second, using storytelling skill was effective in space perception ability. Also, after using storytelling skill was good reaction by students. As a result, the elementary science class with storytelling skill had the effects of developing science learning motivation and space perception ability. it means the science class with storytelling skill has potential possibilities and value to develop science learning motivation and space perception ability.

The Effects of 'Solar System and Star' Using Storytelling on Science Concept and Science Learning Motivation (스토리텔링을 활용한 '태양계와 별' 단원 수업이 과학개념 및 과학학습 동기에 미치는 효과)

  • Kim, Yoonkyung;Lee, Yongseob
    • Journal of the Korean Society of Earth Science Education
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    • v.9 no.1
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    • pp.97-105
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    • 2016
  • The purpose of this study was to examine the effects of storytelling skill on science concept and science learning motivation. For this study the 5 grade, 2 class was divided into a research group and a comparative group. The class was pre-tested in order to ensure the same standard. The research group had the science class with storytelling skill, and the comparative group had the class of the teacher centered lectures on 11 classes in 8 weeks. The storytelling skill was focused on set the astronomical target wants to set up a story, through the small group discussion, present subject of the story, set the protagonist of the story for smooth configuration of the story, in order to smooth the flow of the story, make up a story around a hero, to make a clear story, decorated with pictures, shapes, graphs, etc, group story, complete with an astronomical(saints) in storytelling. To prove the effects of this study, science concept was split up according to knowledge, inquiry, attitude. Also, science learning motivation consisted of assignment is worth, learning beliefs about control, self efficacy. The results of this study are as follows. First, using storytelling skill was effective in science concept. Second, using storytelling skill was effective in science learning motivation. Also, after using storytelling skill was good reaction by students. As a result, the elementary science class with storytelling skill had the effects of developing science concept and science learning motivation. It means the science class with storytelling skill has potential possibilities and value to develop science concept and science learning motivation.

Applying Policy of Traditional Story-Flows to Computer Games -Based on Observations about Game 'Call of Duty'- (콜 오브 듀티를 통해 본 전통적 스토리 흐름의 컴퓨터 게임 적용 방법)

  • Song, Byoung-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.95-103
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    • 2006
  • A good storytelling is essential to make a computer game more immersed and appealing as it impress the players emotion. The Storytelling consists of many factors. Among them, the Plot, or the flow of the story (Story-flow) is significant. The 'Call of Duty' is a successful computer game in the aspect of the story-flow. In this paper, the way to apply traditional theories about the story-flow to this game is analyzed. And an applying policy of traditional story-flow theories to computer games is presented.

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Analyze on Compatible Story Value between Games and Films (영화와 게임의 호환 가능한 Story Value 분석 - 영화의 게임화, 게임의 영화화 사례를 중심으로)

  • Lee, Ja-Hye
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.645-650
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    • 2008
  • Currently, the motion picture and game are leading the entertainment industry based on "One Source Multi Use" system, Games and films hold widely the subjects and stories in common, but we seldom find the successful cases, In each case of cinematizing game or making game of a film, the question is "Story Value" the essential of storytelling. This study cross analyzed Story Value of both cases of games based on the films and cinematized games, and propose an compatible Story Value between games and films.

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The Shot Density Montage Pattern for Annimation (애니메이션의 샷밀도 몽타주 패턴)

  • Shin, Yeonu
    • Journal of Korea Multimedia Society
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    • v.25 no.4
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    • pp.620-627
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    • 2022
  • This study analyzed the shot pattern through the tempo of segmented shot duration and studied the relationship with the unique emotion of the story. The structure of the story was classified into 3 chapters, 17 sequences, 83 scenes, 287 beats, and 1636 shots. Shot density is a method of visualizing tension in visual storytelling, and since it is a result obtained by mathematically calculating the density of divided shots, it can be helpful in designing tension delivered to the audience. Nine shot density patterns were extracted. The ascending(+) type was classified as A, B, C, D, 4, the descending(-) type, E, F, G, H, 4, and the maintenance(/) type, I, 1 type. Based on the spatiality of the 17 stages of Campbell's heroic narrative and McGee's story structure, the narrative level of the tree structure was proposed, and the symbolic meaning of the shot rhythm in the practical aspect of the story function was proposed to present a systematic methodology in the direction of production.