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자료유형
학술저널
저자정보
안기수 (남서울대)
저널정보
중앙어문학회 어문론집 語文論集 第55輯
발행연도
2013.9
수록면
117 - 147 (31page)

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초록· 키워드

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In this paper, by focusing on the motif of the ‘anti-ghost fence, in a classic epic hero story, and looked at ways to convert it into the game. I looked at the possibility of switching the game, especially through the work of three works. figures and heroes of the fight against the ghost of our old stories, characters, events, and space, and how the shape of the item.
Important figures that appear in the “fence” anti-ghost and the ghost of a character to switch to the game’s character by character and personality, appearance, behavior, environment, language, etc. we can create various types of characters. The ghost appeared in the three works, the hero of the story, and the hero figures can create an image with a distinctive character. Characterization, the hero of the story that appeared in the work of figures depicting the ability to quantify the weaknesses, you can set a character appropriate to the nature of the game, if typed into the various characters, it is important to make the game available.
The creation of the next stage of space within the narrative space of the “fence” anti-ghost video media substitution of the game space is available. Homogeneous phenomenon is a hero story or game world, meaning that overall world. Anti-rational world unusual world, nonrational world writing by share the game space by space to move your character’s stats out by increasing the flare free space to be able to move you can make.
“Anti-ghost” fence, step-by-step development of the case, the case can be extended depending on the difficulty of the mission given the events of the game, with elements that can be converted with the potential while having strong nature of the narrative, dramatic situation of virtual events to infinity. On the other hand, events in game storytelling, narrative approach, according to the incident, rather than a sequential story. Hero story is the story lead the way for the passage of time go out to proceed consistently be only are consistent story in the game, even though in the presence of various characters in the game, while each of these story elements within the framework of the big themes that are created through a combination of partial connect and events can be configured by combining a variety of stories.
You can convert confront the ghosts and heroes of the game, through the creation and placement of items accepted aids to the story of the last hero game. Tools in the game to use the character in the game, items, everything you need. Things like swords and armor can be a representative example. Added to the character’s ability to work to protect the physical. It can be seen that the transition probabilities of the game.

목차

1. 서론
2. ‘요괴퇴치담’의 서사와 게임의 스토리텔링 구조
3. “요괴퇴치담”의 게임화 방안
4. 결론
참고문헌
Abstract

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