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미디어로서 게임에 나타나는 구술성

Analysis of Orality on Game as a Medium

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This study focuses on clarifying orality on game as a medium. The media has progressed through acomplicated process where the inter-relationship between media has been occurred. The orality, the oldestform of medium, has been a 'residuary medium' and the spoken word has been transformed in spite of theadvent of new media. This study attempts to discuss the characteristics of 'game' as a medium through theconcepts of Walter Ong's primary orality, literacy, and the secondary orality. The characteristics of 'game' as a medium based on the multimedia, interactive existence, and theuser-generated narrative, and these characteristics of 'game' could be illuminated through the Ong's orality. This study makes an effort to explore the modes of the presence of the orality through the psychodynamicapproach of media. The difference of mentality appeared by the medium, because background andcharacteristics of the medium itself could control the size and characteristics of the human experience.

Abstract

This study focuses on clarifying orality on game as a medium. The media has progressed through acomplicated process where the inter-relationship between media has been occurred. The orality, the oldestform of medium, has been a 'residuary medium' and the spoken word has been transformed in spite of theadvent of new media. This study attempts to discuss the characteristics of 'game' as a medium through theconcepts of Walter Ong's primary orality, literacy, and the secondary orality. The characteristics of 'game' as a medium based on the multimedia, interactive existence, and theuser-generated narrative, and these characteristics of 'game' could be illuminated through the Ong's orality. This study makes an effort to explore the modes of the presence of the orality through the psychodynamicapproach of media. The difference of mentality appeared by the medium, because background andcharacteristics of the medium itself could control the size and characteristics of the human experience.

참고문헌 (16)

  1. Ong Walter, "Orality and Literacy; The technologizing of the word" (1982), Methuen
  2. Marshall McLuhan, "Understanding Media" (1994), MIT Press
  3. Ong Walter, "Orality and Literacy; The technologizing of the word" (1982), Methuen
  4. Ong Walter, "Orality and Literacy; The technologizing of the word" (1982), Methuen
  5. "Secondary Orality and Secondary Visualism"[URL]
  6. Dong-Hoo, Lee, "The third Orality", Communication Research, 47(1), pp.43~76 (2010)
  7. Dong-Hoo, Lee, "The third Orality", Communication Research, 47(1), pp.43~76 (2010)
  8. Hae-Sil, Choi, "Reading Culture in Digital Age" (2001), Somung Press
  9. 한혜원, "MMORPG 서사구조와 피로도 시스템의 상관관계 분석", 한국컴퓨터게임학회논문지, 4(22), pp.109~119 (2010), (사)한국컴퓨터게임학회
  10. 한혜원, "기능성 게임의 핍진성과 환상성 연구", 한국컴퓨터게임학회논문지, 24(3), pp.1~9 (2011), (사)한국컴퓨터게임학회
  11. Hye-Won Han, "Digital Storytelling - Correlation between Narrative and Interaction", Digital Contents, 9, pp.78~83 (2005)
  12. 류철균, "트위터 기반 대안 미디어의 게임성 연구", 한국컴퓨터게임학회논문지, 26(3), pp.93~100 (2013), (사)한국컴퓨터게임학회
  13. Hye-Won Han, "Digital Storytelling - Correlation between Narrative and Interaction", Digital Contents, 9, pp.78~83 (2005)
  14. Hye-won Han, "Multivariant Narrative of Digital Game", pp.2009
  15. 한혜원, "구조주의 서사이론에 기반한 MMORPG 퀘스트 분석 : <월드 오브 워크래프트>를 중심으로", 한국콘텐츠학회 논문지, 9(9), pp.143~150 (2009), 한국콘텐츠학회
  16. Hye-won Han, "Multivariant Narrative of Digital Game", pp.2009

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