• Title/Summary/Keyword: genre expansion

Search Result 35, Processing Time 0.03 seconds

A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania' (디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로-)

  • Ahn, Jin Kyoung
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.51-59
    • /
    • 2018
  • The purpose of this study is to analyze genre differentiation in digital games and examine the changing characteristics of core genre elements. Especially this study focuses on the aspect that how players recognize genre differentiation based on the conceptual blending theory. The evolution of the genre does not end with decline or extinction. The genre keeps being divided into sub-genres through partial use of genre elements. The differentiation of the genre results from the principle of frame confrontation or expansion with a parent genre. Rogue-like games are differentiated from Role-playing games by frame conflict, while Metroidvania games are differentiated from Platform adventure games by frame expansion. In the former case, the core genre elements are independent and easily combined with other genres. For example, the core mechanism of Rogue-like genre like 'perma-death' or 'procedural generation' has a decisive effect on the differentiation of the game experience become an independent genre element. In the latter case of Metroidvania, the core genre elements strongly reveals context dependency and are difficult to use outside the genre convention. The core mechanism of Metroidvania is 'backtracking' in the labyrinth style map, but it could be effective genre element within the specific context like side-scrolling action-platformer.

Characteristics and Meanings of the SF Genre in Korea - From Propaganda of Modernization to Post-Human Discourse (한국 SF의 장르적 특징과 의의 -근대화에 대한 프로파간다부터 포스트휴먼 담론까지)

  • Lee, Ji-Yong
    • Journal of Popular Narrative
    • /
    • v.25 no.2
    • /
    • pp.33-69
    • /
    • 2019
  • This thesis aims to reveal the meanings of SF as a genre in Korea. Most of the studies on the characteristics of SF novels in Korea have revealed the meanings of characteristic elements of SF, or peripherally reviewed the characteristics of works. However, these methodologies have a limitation, such as analysis through the existing methodologies, while overlooking the identity of SF texts with the characteristics as a genre. To clearly define the value of texts in the SF genre, an understanding of the customs and codes of the genre is first needed. Thus, this thesis aims to generally handle matters like the historical context in which Korean SF was accepted by Korean society, and the meanings and characteristics when they were created and built up relationships with readers. In addition to fully investigating SF as a popular narrative & genre narrative that has not been fully handled by academic discourses, this thesis aims to practically reconsider the present/future possibilities of SF, which is currently being reconsidered given that the scientific imagination is regarded as important in the 21st century. This thesis considers the basic signification of Korean SF texts in academic discourses. Through this work, numerous Korean SF that have not been fully handled in the area of literature and cultural phenomena will be evaluated for their significance within the academic discourses, and also reviewed through diverse research afterwards. As a result, this work will be helpful for the development of discourse and the expansion of the Korean narrative area that has been diversely changed since the 21st century.

The Chronotope of Medical Drama (메디컬 드라마의 크로노토프)

  • Won, Yong-Jin;Lee, Jun-Hyung;Park, Seo-Yeon;Lim, Cho-Yi
    • Journal of Popular Narrative
    • /
    • v.25 no.2
    • /
    • pp.169-216
    • /
    • 2019
  • This study proposes the concept of Bachchin's Chronotope as a tool for analyzing coevolution between the genre of the epic and society. Bachchin says through the concept of chronotope, literary works are on the foundation on which the axs of time and space intersect, and the literary works standsuch intersections are always conversing with social and historical chronotopes and mutually penetrating. Thus, finding and analyzing chronotope in literary works and extended things such as films and dramas reveals how chronotope and chronotope of a society have created specific social realities through a process of resonance. To make analytical use of this concept, we proposed a "cronotope drama analysis method" and concretely analyzed the genre of Korean medical dramas. The naturalized categories of health care, health, and disease are socially constructed entities, and the analysis of public works that has a significant impact on this process of social construction is essential but was underperformed. According to the analysis, the Korean medical drama's "Chronotope" has evolved using "Chronotope of the school" and "Chronotope of the secret chamber". At this time, the genre of Chronotope was expanding spatially and converging in time. In other words, the influence of structures and systems within the genre has grown, and the capacity of individual actors has decreased. This change in chronotope was interpreted as resonating with the social reality of neo-liberalistic spatial expansion and simultaneous production. The neo-liberalistic trend that dominates Korean society has embraced the category of health care and was further influencing the chronotope of drama text. It can also be inferred that the popular understanding of health care produced by the medical drama genre has taken a break in the process of forming a social reality of health care again.

Analyzing Predictors of Gamer Issue Participation: Focused on the Role of Media Source, Corrective Action, and Attitudinal Information (게이머 이슈 참여에 미치는 영향 연구: 미디어 출처, 시정 행동과 태도 정보의 역할을 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.2
    • /
    • pp.187-197
    • /
    • 2022
  • This study examined the effects of game genre, news media with differing political ideologies, and game-related information sources on gamer issue participation by performing a hierarchical regression model, using an online survey on Korean gamers (N=1,362). As a result of the study, playing specific genres of games played a positive role in gamer issue participation. The group behavior or collective action for or against game regulation reported in the liberal/moderate media acted as a mobilization cue for readers and potentially encouraged gamers to take social action. But the conservative media, which used governmental organizations and interest groups as sources of information, had a negative impact on real-life participatory behavior. The biased journalism practice of the mass media on game-related social issues influenced gamers' social and political behavior through corrective action. This study is significant in empirically analyzing the relationship between political ideology, game genre, media use, and gamers' social participation. The current research suggests the improvement of game regulation policy and the need for theoretical and conceptual expansion of game research.

A Study on the Trend of Korean Movies and the Issues Caused by Industrialization and the Alternatives (한국영화의 트렌드와 산업화에 따른 문제와 대안)

  • Yook, Jung-Hak
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.638-649
    • /
    • 2013
  • This study focuses on analyzing the trend of Korean movies and the issues caused by industrialization and the alternatives. The results are as follows: first, there does not exist distinctive genre movie as most of the movie producers concentrate on thoughtless genre fusion of movie, simply hoping for box office success. Second, Giant companies that has large amounts of money and distributors tend to monopolize production, distribution, and running of movie. Consequently, the development of diversity and artistry is absolutely impeded. Third, the structure of Korean movie industry make some well-known movie stars survive the film world and staff members and actors except them face economic difficulty. The solution plans for the problems mentioned above can be drawn like this; first, genre film with distinctive features should be developed. Second, the monopolistic structure of the screen should be changed. Legal organizations are required to redesign the system of unfair Korean film industry. Third, it is suggested that quantitative expansion of special theaters of diversity film be urgently needed. Fourth, appearance fees given to popular movie stars, actors, and staff members have to be provided in a balanced way. Fifth, the way for revitalization of film production should be found through the legal examination of fund for film development. Last but not least, the profit from the additional film market ought to be made.

A Study on Storytelling Characteristic of Super-compressed Web Drama "72 seconds" (초압축형 웹드라마 <72초>의 스토리텔링 특성 연구)

  • Jung, Wonsik
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.7
    • /
    • pp.1148-1155
    • /
    • 2017
  • This study examined the storytelling characteristics of the super-compressed web drama "72 seconds". By analyzing all seasonal episodes of "72 seconds" and applying the various storytelling methodologies and related theories, this paper derived the main storytelling characteristics of "72 seconds" as follows. First, through the composition of the microscopic non-plot, the story value of empathy and fun is maximized, even though there is no dramatic composition compared to the general movie or drama. Second, by the specialization of everyday life, it leads to the transition from everyday experience to the new context. In other words, it provides a consensus through the cognitive expansion and interest by unfamiliarity of the ordinary experience to the audience. Third, based on the characteristics of super-compression and short theme, it utilizes fully stylistic narration like rapping. This makes the audience feel novel and further enhances the branding effect of content. And finally, based on various hybridity and variation, it uses remediation actively in all respects, especially comedy genre and comic factor.

A Study on the Distinctive Expression of Contemporary Interior design - Focused on the Installating Expression - (현대실내디자인의 표현적 특성에 관한 연구 - 공간연출의 설치적 표현을 중심으로 -)

  • 강한영;이정욱
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • 2001.05a
    • /
    • pp.82-85
    • /
    • 2001
  • The Late modem society have been changing in so complicated and diverse ways. Each unique parts of both culture and arts are interpenetrating as lowering high of u artistic boundaries lot better communication between environmental contexts in the concept of ‘intertextuality’. Contemporary Interior Design also has freed itself from a conventional boundary of field rather than stay in a single field, which is now shown to attempt a new style of design and expression style connecting itself it to other genre. So in this thesis ‘installation’does not mean a traditional field of arts but for building interior space with environmental area in extended context - place(hyper -reality ), tableau (medium) , transformation (expansion) . Contemporary Interior Design is expanding its range and enhancing its power of expression based on the installating concept and its expression style.

  • PDF

A Study on the Reception of Semper's Architectural Theory through Schmarsow to Giedion - A Geneology of the Modern Theory of Architecture - (젬퍼 건축이론의 수용에 관한 연구 - 젬퍼에서 슈마르조와 기디온에 이르는 건축이론의 계보를 중심으로 -)

  • Kim, Young-Cheol
    • Journal of architectural history
    • /
    • v.33 no.2
    • /
    • pp.29-39
    • /
    • 2024
  • In contemporary architectural discourse, the concept of space is ubiquitous, yet its historical genesis and theoretical underpinnings in Gottfried Semper's seminal theoretical work remain under explored. This study investigates the reception and integration of Semper's architectural theory into modern discourse, tracing its trajectory from August Schmarsow, to Nikolaus Pevsner, to Sigfried Giedion. While Semper's "cladding theory" had initially been understood in terms of both its relation to physical properties and structural and functional values, leading to an expansion of cladding as a new genre of art, i.e. arts and crafts, Semper's "architectural theory" instead explained cladding theory in terms of space. In disseminating Semper's theoretical work, Schmarsow was especially important as he himself played an increasingly prominent role in expanding the boundaries of modernist architectural theory and practice from the beginning of the 20th century on.

Convergence and Composite Phenomenon of Contemporary Crafts in the Loewe Craft Prize (로에베 공모전에 나타나는 현대 공예의 융·복합적 현상에 관한 연구)

  • Kim, Joon-Yong;Suh, Seong-Uk;Park, Jung-won
    • Journal of Digital Convergence
    • /
    • v.19 no.1
    • /
    • pp.335-342
    • /
    • 2021
  • Launched in 2017, Loewe Craft Prize is now establishing itself as the most prestigious craft contest in the world. In this study, we noted the background behind the Loewe Craft Prize, which started with a luxury brand, developing into the best contest covering all crafts in a short period of four years. In crafts with various contests around the world, Loewe Craft Prize's interest in craft, which has no limitations on genre diversity and materials, is a result of no contest. This is possible by forming and developing a complex contest, which is differentiated from the existing single-material contest and the distinct values of the crafts possessed by Loewe Craft Prize. In this study, the background of this result was the convergence of materials, the fusion of tradition and modernity, and the convergence of science and crafts, and the tendency of writers and the flow of modern crafts through their works. We also want to find out how the meaning of the expansion of the craft genre affects modern crafts.

A Personalized Recommendation System Using Machine Learning for Performing Arts Genre (머신러닝을 이용한 공연문화예술 개인화 장르 추천 시스템)

  • Hyung Su Kim;Yerin Bak;Jeongmin Lee
    • Information Systems Review
    • /
    • v.21 no.4
    • /
    • pp.31-45
    • /
    • 2019
  • Despite the expansion of the market of performing arts and culture, small and medium size theaters are still experiencing difficulties due to poor accessibility of information by consumers. This study proposes a machine learning based genre recommendation system as an alternative to enhance the marketing capability of small and medium sized theaters. We developed five recommendation systems that recommend three genres per customer using customer master DB and transaction history DB of domestic venues. We propose an optimal recommendation system by comparing performances of recommendation system. As a result, the recommendation system based on the ensemble model showed better performance than the single predictive model. This study applied the personalized recommendation technique which was scarce in the field of performing arts and culture, and suggests that it is worthy enough to use it in the field of performing arts and culture.