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자료유형
학술저널
저자정보
저널정보
한국어문학회 어문학 語文學 第93輯
발행연도
2006.9
수록면
383 - 411 (29page)

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초록· 키워드

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A storytelling user of MMORPG(Massive Multiuser On-line Role Playing Game) downloads the game program from the client server to his own computer, clicks to choose his own character and moves it, and then sends this status to the server computer the game company. This process can achieve media-combination and media-democracy and show new possibilities for the art of storytelling which does not exist prior to the computer generation.
The purpose of this paper is finding the ideal compositional form to make digital storytelling with MMORPG and theorize it.
MMORPG is not only a game but also a social virtual world. In this world, users do not only play a game, but live out another life through this game.
In this paper, we understand the user’s understanding of his MMORPG experience “as a social life in a virtual world”. We analyze such cases being materialized in MMORPG to categorize 4 basic narrative patterns.
First we have “Bridging Story”, which links one point to another point. Secondly, there is the “Active Bridging Story”, which proactively brings one to the other point. Actually it is originated when the player acts as an intermediary not only for himself but also for another person. The “Blocking Story” involves cornering and hoarding to intercept other users' actions and frustrate their wills. Finally “Active Blocking Story” is the most dominant. It blocks other users' will systematically through an organized process.
Through MMORPG, users experience increasing political influence through the bonding of social relationships with other users.
To realize such unity and democracy in MMORPG, it is crossed between the storytelling developer and storytelling user in one macroscopic line.
In order to clarify developer storytelling and user storytelling into one principle, we introduce syntagma, paradigm model in semiology and supposed narrative paradigm can be made of the union between narrative form and database.
A developer creates a game world by introducing a story with a background and narrative form; and the user, entering this world, experiences each facet of the narrative one by one as a new paradigm. And then the user, who has experienced these series of paradigms that have been created by the developer, utilizes these series in his own manner and creates another new story.
So narrative form and database are united with repetition of narrative and paradigm. This union is distinguished from traditional storytelling which chooses narratives simply from the database.
In MMORPG storytelling, the database exists as a menu and can be still selected even after one narrative is played out. Thus, from the perspective of preparing for the constantly, new convergence of the narrative and the database, this can be seen as a true narrative paradigm structure.

목차

1. 서론
2. 상호작용 서사의 서사성과 사건성
3. 사용자 상호작용 서사의 4 가지 서사 패턴
4. 서사 계열체 이론 - 상호작용 서사의 시간성 구현 원리
5. 결론
참고문헌
저자소개
[Abstract]

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