• Title/Summary/Keyword: liquid modernity

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An Analysis of Liquidity of Social Work Practice in Korea throuth Bauman's Theory of Modernity (바우만(Bauman)의 근대성 이론을 통한 한국사회복지실천의 유동성 분석)

  • Kim, Giduk;Choi, Myungmin
    • Korean Journal of Social Welfare
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    • v.66 no.4
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    • pp.53-75
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    • 2014
  • The current status of Korean social work can be summarized as multiple complexities and ambiguities not only in ideological but in practical aspects. Although they have long been considered as an unique feature of social work as one of representative human service professions, the extent of such complexities are now reaching the culmination enough to raise the questions about the very nature of social work practice. This study aims to analyse such ambiguities and complexities around the field of social work in a systematic ways with the theory of liquid modernization, an creative framework for modern society, coined by Zygmunt Bauman who is now considered as one of the leading sociologist and thinker. The study shows clearly that social work in Korea is nowadays entering the phase of liquid modern society and specific features of liquidity of modern society such as consumerism, privatization, corruption of publicity etc are founded in the areas of social work. To make it worse, social work are thinking about the anachronical response to this flow of liquidity by selecting the strategies useful in solid modern era, not in the liquid one. In this context, the study suggests that social work practice have to prepare to adequate measures to secure its own autonomy and sustain genuine identification from the ruthless melting power of liquid modern society.

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Empty Time, Empty Space, and Non(非)-Place in World of Warcraft: The Accumulated Experience and the Recovery in Reality (<월드 오브 워크레프트>(World of Warcraft)의 빈 시간, 빈 공간, 비(非) 장소: 축적된 체험과 실감의 회복)

  • Song, Kyong-Won
    • Cartoon and Animation Studies
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    • s.19
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    • pp.127-143
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    • 2010
  • The purpose of this study is to aesthetically approach a game, which was popular at home, through microscopic analysis on World of Warcraft. World of Warcraft(hereunder called WOW), which improved a game method of MMORPG that had been popular conventionally at home, from several angles, is suggesting new paradigm of MMORPG game. This study aims to propose new vision on game analysis by approaching this new method from the perspective of player. For this, it divided WOW into shift method, instruction implementation method, and communication configuration method, and analyzed this, respectively, by introducing a concept of empty time, empty space, and non-place, which was borrowed from Zygmunt Bauman's "Liquid Modernity". WOW's shifting method rather extends empty time, that is, the waiting time, contrary to the conventional MMORPG, which used a method of removing. Instead of maximally reducing boring, which becomes disturbance of a game, it is what overwhelmingly enlarges time that needs to be waited, thereby being what induces a sense of time, which a player experiences daily life, to the inside of a game. WOW's instruction implementation method offers one of hugely single map instead of zone-system necessary for map loading in the discontinued form. This minutely implements even a greatly insignificant place in playing a game, thereby stirring up a sense of travel, which explores there in reality. Finally, WOW's community configuration method makes a hunting-targeted group clear, which added a concept of hunting called the raid to the existing gild system. The raid, which is a large party of being bound to the inside of Instant Dungeon, clearly gives a performance role to each of party members, thereby allowing the identity in character to be connected directly to the identity of player. Through this, the player filled the suggested 'space' with experience, thereby being able to change it into 'place' that is significant to an individual.

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