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인터렉션을 가진 디지털 영상예술 작품으로서의 게임 연구 -오오카미(Okami, 大神) 분석을 중심으로-

A Study on Games as Digital Moving Images Art Works Having Experimental Interaction : Focusing on analyzing the videogame <Okami>(2006)

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초록

In the modern world of digital computing, there are lots of changes in every aspect of arts taking at a breathtaking pace, not to mention in the field of internet technology or new media entertainment. Therefore an artist must be able to quickly realize the present, expect the future and be prepared for the upcoming changes. Following to the present movement, the game can be considered as the new art field that we would focus on. This thesis would argue on the idea of that all this game making process; making something which is not real but resembles to present thing by imagination, making meaning and mutual response to other people, is comparably similar with the process of creation for the art. The game making expressed using digital moving pictures could be regarded as one of the cultural amusements manufactured by user's direct participation. This participation's results are assumed making as the artist's intention as usual, however there are variable unexpected forms from game's unique distinction having complicated structure. This feature would be compared favorably with an opera genre as a composite art, therefore it would have various potentialities can be sublimated in art. And it would be stood out as the part that can be developed as a commendable genre of art in digital media because of the expectation; using infinitude variation of the story and images through the audiences' direct interact. On this thesis, the possibility of digital art in game would be groped by analyzing the constituent elements of the game 'Okami' which shows artistic potential.

Abstract

In the modern world of digital computing, there are lots of changes in every aspect of arts taking at a breathtaking pace, not to mention in the field of internet technology or new media entertainment. Therefore an artist must be able to quickly realize the present, expect the future and be prepared for the upcoming changes. Following to the present movement, the game can be considered as the new art field that we would focus on. This thesis would argue on the idea of that all this game making process; making something which is not real but resembles to present thing by imagination, making meaning and mutual response to other people, is comparably similar with the process of creation for the art. The game making expressed using digital moving pictures could be regarded as one of the cultural amusements manufactured by user's direct participation. This participation's results are assumed making as the artist's intention as usual, however there are variable unexpected forms from game's unique distinction having complicated structure. This feature would be compared favorably with an opera genre as a composite art, therefore it would have various potentialities can be sublimated in art. And it would be stood out as the part that can be developed as a commendable genre of art in digital media because of the expectation; using infinitude variation of the story and images through the audiences' direct interact. On this thesis, the possibility of digital art in game would be groped by analyzing the constituent elements of the game 'Okami' which shows artistic potential.

참고문헌 (8)

  1. 김덕호, "게임 기획과 디자인" (2001), 피씨북
  2. 김창배, "게임기획론" (2004), 진한도서
  3. 마커스 프라이들, "온라인 게임 기획 & 인터랙티비티" (2003), 정보 문화사
  4. 박병규, "디지털 컨텐츠 제작 개론" (2006), 인터비젼
  5. 윤영인, "다사용자온라인게임(MMORPG)인터페이스의 내용 분석 연구" (2006), 이화여대
  6. 이정엽, "디지털 게임의 환상성과 정치적 무의식 연구", 대중서사연구, (14), pp.167~190 (2005), 대중서사학회
  7. Andrew Rollings, "Game Architecture and Design" (2003), New Riders
  8. Jessica Mulligan, "Developing Online Games: An Insider’s Guide" (2003), New Riders Games

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