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디지털 게임(MMORPG)의 축제성에 관한 연구: 이행성 개념과 아바타를 중심으로

A Study on the Festival of Digital Game(MMORPG): Based on Transitivity and Avatar

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주제분류학제간연구

초록

본 연구에서는 web 2.0의 시대적 변화 양상에 따라 등장한 증강인류에서 비롯되어 창조된 디지털 오이쿠메네(Digital Oikoumene) 공간에서(디지털 인류가 살아가는 세계) 축제의 장이 될 수 있는 디지털 게임에 대한 논의를 시작으로, 축제의 통과의례(Rites of Passage)에서 나타나는 전이 양상인 ‘리미널리티(Liminality)’와 ‘커뮤니타스(Commmunitas)’를 디지털 게임에 대입하여 ‘디지털 축제’, ‘디지털 리미널리티’, ‘디지털 커뮤니타스’란 새로운 개념을 제안 하였다. 그리고 축제에서 디지털 축제로의 이행(Transitivity) 가능성과 가면 축제에서 발현되는 가면과 아바타 특성의 유사성을 토대로, 그 기능적 전이에 대해 다양한 관점에서 논의를 진행 하였다. 디지털 게임은 현재 유비쿼터스 기반에서 가상과 현실의 증강현실을 반영하는 문화와 예술을 담은 효과적인 도구로 해석되고 있다. 이 게임 속의 능동적 행위 주체인 아바타는 이용자의 정신적 표상의 매개체로써 가변적이며(malleable), 양가적인 특성(ambivalent characteristic)을 지닐 수 있기 때문에 역사적으로, 미지의 영역으로 치부되던 사람들의 정신적이며 심리적인 연구에 관한 확장 가능성을 내포하고 있다. 이에 따라, 본 연구에서는 디지털 게임이 디지털 축제가 될 수 있다는 가설을 전제로, 그 근거가 될 수 있는 다양한 요인들을 제시하였으며, 연구 분석 결과를 토대로 디지털 게임과 그 행위 주체인 아바타 관찰 연구를 통한 향후 연구의 방향성을 제시하고 사회심리학적인 시사점에 대한 제언을 마련하였다.

Abstract

The features of new era, web 2.0(World Wide Web) such as augmented humanity, social media and digital game are created to the virtual space, Digital Oikoumene. The virtual space can become new world, including virtual society and virtual cultural art. We come up with a novel concept as it were Digital Festival for augmented humanity. The purpose of this paper is to provide an understanding of the Digital Festival phenomenon and its implications on the psychosocial aspects. We have created the new terms which are named "digital liminality" and "digital commmunitas". Of course these new terms are starts from the concepts of festival based on the Victor Turner's concepts 'liminality' and 'commmunitas'. Turner had built on Arnold van Gennep’s early model of "Rite of Passage". Specifically, Liminality is being in a state of 'betwixt and between', and Commmunitas is the area of common living. All of concepts are moments in and out of time. These concepts could be widely extended for the digital games and the respective application game style, by integrating digital game characteristics, such as interactivity, narrative, multimodality, specific frame of situation and social use. In that sense, we would say that aspect of digital game function is transitiveness to the digital Festival. Additionally, Avatar as a digital representation through which users live and relate to others in the virtual world(digital game) includes the ambivalent characteristic as malleable creatures. For that reason, We will be able to discover the ambiguous areas of research such as the realm of the subconscious. Finally, social psychological implications for research on digital Festival(digital game) and Avatar are discussed.

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