본문 바로가기
KERD
논문KCI 등재

MMORPG에 나타난 디지털 디아스포라 연구

Study on Digital Diaspora in MMORPG

0

조회

0

다운로드

2

인용

0

참고문헌

키워드

초록

The purpose of this paper is to analyze Digital Diaspora phenomenon in Massive Multiplayer Online RolePlaying Game. MMORPG is the online virtual world that users perform diverse nationalities and identitiessimultaneously. EVE Online (CCP Games, 2003) differs from the other MMORPGs since it has only one serverwhich allows players to form continuous virtual communities in EVE Universe. Using Arjun Appadurai’s globalimagination as the methodology, this paper questions about the identities of players as organically linked,transnational, and deterritorial. There are two notions of diaspora: Classic Diaspora and Post Human Diaspora. This paper argues that the Digital Diaspora of MMORPG shows the aspects of Post Human Diaspora. Therefore,MMORPG not only reflects the social realities but also suggests alternative realities. With Diasporiccharacteristics of the virtual space, players of EVE become transnational citizen who have hybrid identity thatcan embrace diversities.

Abstract

The purpose of this paper is to analyze Digital Diaspora phenomenon in Massive Multiplayer Online RolePlaying Game. MMORPG is the online virtual world that users perform diverse nationalities and identitiessimultaneously. EVE Online (CCP Games, 2003) differs from the other MMORPGs since it has only one serverwhich allows players to form continuous virtual communities in EVE Universe. Using Arjun Appadurai’s globalimagination as the methodology, this paper questions about the identities of players as organically linked,transnational, and deterritorial. There are two notions of diaspora: Classic Diaspora and Post Human Diaspora. This paper argues that the Digital Diaspora of MMORPG shows the aspects of Post Human Diaspora. Therefore,MMORPG not only reflects the social realities but also suggests alternative realities. With Diasporiccharacteristics of the virtual space, players of EVE become transnational citizen who have hybrid identity thatcan embrace diversities.

참고문헌 (51)

  1. William Safran, "Diasporas in Modern Societies : Myths of Homeland and Return", Diaspora : A Journal of Transnational Studies, 1(1), pp.83~84 (1991)
  2. 윤인진, "디아스포라와 초국가주의의 고전 및 현대 연구 검토", 재외한인연구, 28(28), pp.7~47 (2012), 재외한인학회
  3. 김경연, "디아스포라 여성 서사와 세계", 보편의 ‘다른’ 가능성, 2013, pp.74(0), 69~102[DOI]
  4. Heasook TAE, "“Local” Hybridity and the “Translocal” Identities of Korean Subalterns and Asian Migrant Workers: Looking at the South Korean Film, Banga, Banga!", Trans-Humanities, 6(3), pp.133~155 (2013), 이화인문과학원
  5. 정금희, "재미작가 김보현작품의 디아스포라 이미지 분석", 디아스포라연구, 7(1), pp.31~58 (2013), 세계한상문화연구단
  6. Kelly Bergstrom, "Constructing the Ideal EVE Online Player", Proceedings from DiGRA 2013, pp.2~4 (2013)
  7. Kyung Sook Lee, "The Korean Digital Diaspora in the On-line University", Korean Women’s Association for Communication Studies, 7(1), pp.136~137 (2007)
  8. Radhika Gajjala, "South Asian Digital Diasporas and Cyberfeminist Webs: Negotiating Globalization, Nation, Gender and Information Technology Design", Contemporary South Asia, 12(1), pp.46~ (2003)
  9. Javier Salazar, "Online Diasporas: Theoretical Considerations on the Study of Diasporic Behavior in MMORPGs", Proceedings from DiGRA 2013, pp.13~ (2013)
  10. Holin Lin, "A Chinese Cyber Diaspora: Contact and Identity Negotiation on Taiwanese WoW Servers", Proceedings from DiGRA 2011, pp.2~ (2011)
  11. Holin Lin, "A Chinese Cyber Diaspora: Contact and Identity Negotiation on Taiwanese WoW Servers", Proceedings from DiGRA 2011, pp.13~ (2011)
  12. Vili Lehdonvirta, "Virtual Item Sales as a Revenue Model", pp.177~ (2009), Springer
  13. 안보라, "MMORPG에서의 몸과 거주의 문제", 한국컴퓨터게임학회논문지, (16), pp.45~53 (2009), (사)한국컴퓨터게임학회
  14. 이강혁, "Virtual Worlds and Evolution of Computer Games", 한국컴퓨터게임학회논문지, 24(4), pp.137~142 (2011), (사)한국컴퓨터게임학회
  15. Vili Lehdonvirta, "Virtual Worlds Don't Exist:Questioning the Dichotomous Approach in MMO Studies", The International Journal of Computer Game Research, 10(1), pp.118~119 (2010)
  16. Javier Salazar, "Online Diasporas: Theoretical Considerations on the Study of Diasporic Behavior in MMORPGs", Proceedings from DiGRA 2013, pp.7~ (2013)
  17. Kelly Bergstrom, "Constructing the Ideal EVE Online Player", Proceedings from DiGRA 2013, 2 (2013)
  18. Wu-chang Feng, "A Long-Term Study of a Popular MMORPG", NetGames 2007, pp.4~ (2007)
  19. Joshua Clark, "Sink or Swim? Learning and Social Capital in Massively Multiplayer Online Games", Proceedings from Meaningful Play 2012Conference, pp.7~25 (2012)
  20. Hye-won Han, "Multivariant Narrative of Digital Game", PhD, pp.2009
  21. Anne Derryberry, "Serious Games: Online Games for Learning, White Papers from Adobe Systems Incorporated", pp.5~ (2007)
  22. Jung Yeop Lee, "A Study on Procedural Narrative and Gaming Process in Digital Games", PhD, pp.2014
  23. 류철균, "가상세계의 재미노동과 사용자 정체성", 한국콘텐츠학회 논문지, 7(8), pp.182~190 (2007), 한국콘텐츠학회
  24. 이동은, "플레이어 캐릭터의 상호작용적 게임 플레이를 위한 공간유지법칙", 한국컴퓨터게임학회논문지, 26(2), pp.65~72 (2013), (사)한국컴퓨터게임학회
  25. Jennifer Brinkerhoff, "Digital Diasporas: Identity and Transnational Engagement", pp.29~ (2009), Cambridge University Press
  26. Arjun Appadurai, "Modernity at Large : Cultural Dimensions of Globalization", Hynsil Culture Studies, pp.98~100 (1996)
  27. Eunkyung Lee, "Digital Diaspora on the Web: The Formation and Role of an Online Community of Female Korean Im", Migrants in the U.S, Rutgers, 2012
  28. Anna Everett, "Digital diaspora : a race for cyberspace" (2009), SUNY Press
  29. Arjun Appadurai, "Modernity at Large : Cultural Dimensions of Globalization", Hynsil Culture Studies, pp.61~79 (1996)
  30. Celia Pearce, "Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds", pp.157~178 (2009), MIT Press
  31. Judith Butler, "Gender Trouble", pp.54~57 (2008), Munhakdongne
  32. Edward Castronova, "Exodus to the Virtual World :How Online Fun is Changing Reality", pp.68~69 (2007), Palgrave Macmillan
  33. Celia Pearce, "Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds", pp.158~167 (2009), MIT Press
  34. Howard Rheingold, "The Virtual Community :Homesteading on the Electronic Frontier", pp.5~ (1993), Addison-Wesley
  35. Arjun Appadurai, "Modernity at Large : Cultural Dimensions of Globalization", Hynsil Culture Studies, pp.337~346 (1996)
  36. Richard Bartle, "Third person : Authoring and Exploring Vast Narratives" (2009), MIT Press
  37. Seonju Lee, "Voices of Diasporans", pp.38~46 (2013), Greenbe
  38. Jane McGonigal, "Reality is Broken : Why Games Make Us Better and How They Can Change the World", pp.87~ (2012), RH Korea
  39. Seonju Lee, "Voices of Diasporans", pp.61~ (2013), Greenbe
  40. Robin Cohen, "Global Diasporas", pp.18~ (2008), Routledge
  41. Nestor Garcia Canclini, "Hybrid Cultures :Strategies for Entering and Leaving Modernity", pp.14~ (2011), Greenbe
  42. Arjun Appadurai, "Modernity at Large : Cultural Dimensions of Globalization", Hynsil Culture Studies, 340 (1996)
  43. Arjun Appadurai, "Modernity at Large : Cultural Dimensions of Globalization", Hynsil Culture Studies, pp.140~142 (1996)

관련 논문AI추천

이 간행물의 다른 논문 (17건)