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자료유형
학술저널
저자정보
저널정보
한국어문학회 어문학 語文學 第104輯
발행연도
2009.6
수록면
291 - 319 (29page)

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초록· 키워드

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Digital technology has influenced on the way of writing and reading narrative. Especially in online digital game, its narrative is created not by one writer but by multiple game players. Digital game narrative based on collective creation is influenced by player’s desire, relationship between players, storytelling environment, etc. It means narrative of digital game has grown through remediation of oral literature’s characteristics. The purpose of this paper is to analyze digital game narrative with an oral literature theory of Cho Dong-il. Because self and world are essential elements of narrative, analysis focuses on self, world and their interaction.
The result of analysis shows us that digital game’s self and world are divided into inner self, outer self, inner world and outer world. Inner self plays a fictional role and outer self watches inner self’s action. Inner self’s existence and action depend on outer self’s existence and decision. Inner world is composed of fictional space, non-player characters and other characters which are objects of interaction. World also have its own special features. Inner space is constructed as a permanent one and player can experience this world concretely. Outer world includes 2D web as well as real space and interacts with inner world.
These self and world make a confrontation in game. Outer self and inner world lead a strained relation in game narrative. Self-world confrontation causes continuous changes of self and world instead of conflict resolution. As a general rule, change of world is an instant event. However, when game developers update game’s contents due to player’s need, the change of world is lasting.
In the web site related to online digital game, the relationship between self and world shows us a different aspect. On the game web, there are many articles which give information about game world. In that articles, the matter of world is more important than self’s desire. This kind of information can change player’s action and contribute to abundance of digital game narrative.

목차

1. 서론
2. 디지털 게임에서 자아와 세계의 특성
3. 디지털 게임에서 자아와 세계의 상관관계
4. 디지털 게임의 서사 확장 가능성
참고문헌
[Abstract]

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