본문 바로가기
KERD
논문KCI 등재

한·일 어린이 문화에 구현된 트랜스컬처의 상상력 연구 -한국에 수용된 일본 영상매체의 놀이와 게임의 신화성을 중심으로 -

A Study of Trans-cultural Imagination in Korean and Japanese Children’s Culture - Focusing on the Mythicality of play and game of Japanese Visal Media accepted in Korea -

0

조회

0

다운로드

0

인용

0

참고문헌

키워드

초록

The culture of Korean-Japanese children has been inter-textually connected with each other. Particularly, the imagination of contemporary Animation between Korea and Japan has a common background. The world of Animation contains many cultural contents as like Myth, Play, and Game. Animation is not only a visual media representing mythical imagination but also creates an off-line play and game. Children’s Culture governs the rest of adulthood, so the play and game of childhood becomes the important theme to study. <TopBlade>and <ShootingBaKuGan> are the play and game in the off-line and simultaneously the on-line animation TV program. <TopBlade> has a mythical imagination containing oriental symbols as like blue dragon, white tiger, fire-bird, and black turtle. The world of Game is competing and mimic in operating methods. <Yu-gi-oh> leads children’s culture with on-line animation and off-line card game. TV animation <Yu-gi-oh> is a story for Yu-gi to play magic and wizard. In this animation, Egyptian Myth is a main motif. However, off-line card game uses much more mythical ideas of world myth. Recently, Hollywood’s movie <Transformer> has the same root of Japanese animation. The world of Animation is basically mythical and creates game and play. <Ryukendo> and <Power Force Rangers> are children’s movies for human to transform for the purpose of fighting evils. The culture of Korean children is no more creative than subjective to Japanese culture. The Korean traditional Play and Game are disappearing in Korean educational systems. The study of culture is focused on adulthood and Hanryu(寒流), so we must begin to study children’s culture and Myth and Game and Play. This study can contribute to reveal the relations between Myth and children’s Game, and the relations between Myth and children's Play. The simultaneous study of Japanese Animation and Korean Animation can also contribute to study the oriental imaginary world and East-Asian children’s culture. In this article, Trans-Culture is the Key term to understand the comtemporary common cultural meaning in Korean and Japanese children’s culture. Three critical terms are used to develop the trans-cultural theory with inter-textuality, self-reflexivity, and simulation. Play and Game are the cultural productive dynamics to understand trans-culture.

Abstract

The culture of Korean-Japanese children has been inter-textually connected with each other. Particularly, the imagination of contemporary Animation between Korea and Japan has a common background. The world of Animation contains many cultural contents as like Myth, Play, and Game. Animation is not only a visual media representing mythical imagination but also creates an off-line play and game. Children’s Culture governs the rest of adulthood, so the play and game of childhood becomes the important theme to study. <TopBlade>and <ShootingBaKuGan> are the play and game in the off-line and simultaneously the on-line animation TV program. <TopBlade> has a mythical imagination containing oriental symbols as like blue dragon, white tiger, fire-bird, and black turtle. The world of Game is competing and mimic in operating methods. <Yu-gi-oh> leads children’s culture with on-line animation and off-line card game. TV animation <Yu-gi-oh> is a story for Yu-gi to play magic and wizard. In this animation, Egyptian Myth is a main motif. However, off-line card game uses much more mythical ideas of world myth. Recently, Hollywood’s movie <Transformer> has the same root of Japanese animation. The world of Animation is basically mythical and creates game and play. <Ryukendo> and <Power Force Rangers> are children’s movies for human to transform for the purpose of fighting evils. The culture of Korean children is no more creative than subjective to Japanese culture. The Korean traditional Play and Game are disappearing in Korean educational systems. The study of culture is focused on adulthood and Hanryu(寒流), so we must begin to study children’s culture and Myth and Game and Play. This study can contribute to reveal the relations between Myth and children’s Game, and the relations between Myth and children's Play. The simultaneous study of Japanese Animation and Korean Animation can also contribute to study the oriental imaginary world and East-Asian children’s culture. In this article, Trans-Culture is the Key term to understand the comtemporary common cultural meaning in Korean and Japanese children’s culture. Three critical terms are used to develop the trans-cultural theory with inter-textuality, self-reflexivity, and simulation. Play and Game are the cultural productive dynamics to understand trans-culture.

참고문헌 (70)

  1. Bionsky, Marshall, "베일 벗기기:기호학으로 풀어 읽는 현대문화" (1995), 시각과 언어
  2. Campbell, Joseph, "Myths to Live By" (1972), Bantam Books
  3. Campbell, Joseph, "The Hero with Thousand Faces" (1973), Princeton University Press
  4. Greimas, "의미에 관하여:기호학적 시론" (1997), 인간사랑
  5. J 호이징아, "놀이하는 인간", pp.7~23 (1989), 기린원
  6. J.F.비얼레인, "세계의 유사신화" (1996), 세종서적
  7. K.K. Ruthven, "K.K. Ruthven, 김명열 옮김, 서울대학교 출판부. 1987", ~ (1987)
  8. R.바르트, "신화론" (1995), 현대미학사
  9. Local: Cultural Production and the Transnational Imagery, "Global", pp.1996, Rob Wilson
  10. 김경용, "기호학의 즐거움:기호학으로 읽는 예술,대중문화,실천" (2001), 민음사
  11. 김소영, "트랜스:아시아 영상문화" (2006), 현실문화연구
  12. 김용석, "깊이와 넓이 4막 16장-해리포터에서 피버노바까지" (2002), 휴머니스트
  13. 김용석, "미녀와 야수,그리고 인간" (2000), 푸른숲
  14. 김욱동, "포스트모더니즘" (2008), 연세대학교출판부
  15. 김춘양, "이미지의 제국-일본 열도 위의 애니메이션" (2006), 한나래
  16. 김화경, "일본의 신화" (2002), 문학과 지성사
  17. 김흥우, "한국의 놀이와 축제" (2002), 집문당
  18. 나카자와 신이치, "대칭성 인류학" (2005), 동아시아
  19. 다이애나 윈 존스, "하울의 움직이는 성1" (2004), 문학수첩
  20. 도날드 위니캇, "놀이와 현실" (1997), 한국심리자료연구소
  21. 까이와, "놀이와 인간" (1994), 문예출판사
  22. 마리아 니콜라예바, "용의 어린이들" (1998), 문학과 지성사
  23. 문성희, "한국 애니메이션은 없다" (1998), 예술
  24. 미르치아 엘리아데, "성과 속" (1998), 한길사
  25. 미르치아 엘리아데, "메피스토펠레스와 양성인" (2006), 문학동네
  26. 미하일 바흐친, "프랑수아 라블레의 작품과 중세 및 르네상스의 민중문화" (2004), 아카넷
  27. 박인하, "아니메 미학에세이" (2003), 바다출판사
  28. 박정배, "세계를 감동시킨 애니메이션 이야기" (1996), 초록배
  29. 박지향, "영웅만들기-신화와 역사의 갈림길" (2005), 휴머니스트
  30. 박태견, "저패니메이션이 세상을 지배하는 이유" (1997), 길벗
  31. 빅 파커, "세계의 신화와 전설1-8" (2003), 한솔교육
  32. 송락언, "송락언의 애니스쿨" (1997), 서울문화사
  33. 수잔J. 네이퍼, "인문학으로 읽는 제패니메이션 아니메" (2005), 투비박스
  34. 쉴러 키난, "세계 신화 사전" (2003), 한솔교육
  35. 스튜어트 컬린, "한국의 놀이-유사한 중국,일본의 놀이와 비교하여" (2003), 열화당
  36. 신동흔, "살아있는 우리 신화" (2004), 한겨레신문사
  37. 신화아카데미, "세계의 창조 신화" (2001), 동방미디어
  38. 야마나카 야스히로, "해리포터와 치히로 세대의 요즘 어린이들" (2002), 사람
  39. 에이미크루즈, "이야기 세계의 신화" (1998), 도서출판 푸른숲
  40. 요시다 아츠히코, "우리가 알아야 할 세계신화" (2000), 이손
  41. 유재원, "신화로 읽는 영화,영화로 읽는 신화" (2005), 까치
  42. 이강엽, "신화" (2004), 연세대출판부
  43. 이경재, "신화해석학" (2002), 다산글방
  44. 이용배, "애니메이션의 장르와 역사" (2003), 살림
  45. 이이화, "놀이와 풍속의 사회사, 한국사 이야기4" (2001), 도서출판 한길사
  46. 이인식, "온가족이 함께 읽는 신화상상동물 백과사전" (2002), 생각의 나무
  47. 이종한, "애니메이션과 스토리텔링" (2005), 글누림
  48. 장 보드르야르, "시뮬라시옹" (2007), 민음사
  49. 전범준, "애니메이션은 나에게 꿈꿀 자유를 주었다" (2000), 고려문화사
  50. 정재서, "이야기 동양신화1,2" (2005), 황금부엉이
  51. 조나단 스위프트, "걸리버 여행기" (2000), 문학수첩
  52. 조지프 캠벨, "신화의 힘" (1992), 고려원
  53. 조지프 캠벨, "신화와 함께하는 삶" (2004), 한숲
  54. 중앙대학교 한일문화연구원, "일본의 요괴 문화" (2005), 한누리미디어
  55. 진중권, "놀이와 예술 그리고 상상력" (2005), 휴머니스트
  56. 질베르 뒤랑, "상상력의 과학과 철학" (1997), 살림
  57. 최원오, "이승과 저승을 잇는 다리 한국 신화" (2004), 여름언덕
  58. 최유찬, "컴퓨터 게임의 이해" (2002), 문화과학사
  59. 최유찬, "컴퓨터 게임과 문학" (2004), 연세대학교 출팜부
  60. 키리도시 리사쿠, "미야자키 하야오론" (2002), 써드아이
  61. 표정옥, "현대문화와 신화" (2006), 연세대학교출판부
  62. 필립 톱슨, "그로테스크" (1986), 서울대학교 출판부
  63. 한국기호학회, "문화와 기호" (1995), 문학과 지성사
  64. 한국문화콘텐츠진흥원, "일본 애니메이션은 미국 시장에서 어떻게 성공했나?" (2007), 커뮤니케이션북스
  65. 한국애니메이션학회, "일본애니메이션의 분석과 비판" (1999), 한울아카데미
  66. 허인욱, "한국애니메이션 영화사" (2004), 신한미디어
  67. 허정아, "트랜스컬쳐를 향하여" (2006), 연세대학교출판부
  68. 황선길, "애니메이션 영화사" (1999), 범우사
  69. 황의웅, "미야자키 하야오의 세계-토토로를 아시나요?" (1997), 도서출판예솔
  70. "http:", ~

관련 논문AI추천

이 간행물의 다른 논문 (13건)