온라인 게임의 서사적 지위 연구 - MMORPG의 스토리와 플롯
Narrative position study of on-line game
- 한국언어문학회
- 한국언어문학
- 韓國言語文學 第64輯
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2008.03333 - 354 (22 pages)
- 814
Digital medium called computer and Internet began to change accustomed custom for bookshop and sight that come being connected for a long time.<BR> It is because our sight hardened by age-old custom if it is unfamiliar that suppose on-line game epically.<BR> World of on-line game that only cause and process pack and not world of cause and result overwrites Aristotle’s narration concept “Completion sieve that is structured lineally with beginning and middle and end have causality” as “Process sieve of desire which is structured by selection and non linearity that is enemy of length which end is never possible nothing but there are beginning and middle”.<BR> For justice that this again write is recognized by justice of new bookshop, more scientific efforts about Digital storytelling should be achieved. <BR> Study about Digital storytelling`s narration poetry is stage that remove toddle now just.<BR> Scientific capacity was focused in on-line game, and it can be indicated certainly to controversial point of current step Digital storytelling study that different terminology according to debaters and analysis are overflowing.<BR> But, clear thing is that should be begun now by someone. <digital narratology> To paint big picture that is, on-line game studyis the first phase that we should be rude.
1. 서론<BR>2. 온라인게임 텍스트 분석의 난제<BR>3. 온라인게임 스토리의 세 가지 층위<BR>4. 인과가 아닌 선택의 플롯<BR>5. 결론<BR><참고문헌><BR>[Abstract]<BR>
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