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모바일게임의 내러티브 시간성에 대하여—<피터 래빗의 정원>을 중심으로

A Study of Narrative Temporality in Mobile Games —Focusing on <Peter Rabbit’s Garden>

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This study has attempted to investigate changes of narrative patternsin games by the synchronization of gaming time through analysis onthe mobile game titled ‘Peter Rabbit’s Garden.’ The mobile media havecreated environment which is quite different from conventional gameenvironment by synchronizing actual space-time. They have beenparticularly active in the narrative of game. To figure out patternchanges by this kind of environment, this study has divided ‘PeterRabbit’s Garden’ into three layers of narrative for mobile games;‘Frame Story’ in which the purpose and background of the game arestated, ‘Things To be Done’ with users and ‘Specific Story’ which leadsusers to ‘Things To be Done.’ After reviewing the temporalcharacteristics of each layer from the aspects of order, duration andfrequency which were mentioned by Genette, the temporality of agame narrative has been analyzed after checking if actual time ismatched with story time and narration time. In the layer which is mostinfluenced by the synchronization of time, the user-interruptingnarrative layer ‘Things To be done’ appeared. In terms of the narrativein this layer, story and narration are created at the time same when the user does ‘Things To be Done.’ Therefore, it cannot be free from theinfluence of the synchronization of time. For example, if a user actuallyplayed a game for five minutes, he/she would do ‘Things To be Done’for exactly five minutes in the game as well. In addition, non-playingtime is synchronized as well. Then, an incident which isn’t matchedwith the three layers occurs at this moment because even while a userdoesn’t play a game, the time in the game keeps on flowing by beingsynchronized with the time in reality. This kind of incident forms a newlayer in the narrative of mobile games as ‘Concealed Story’ to users. Unless a user keeps playing a game 24 hours a day without a break,‘Concealed Story’ always takes place in a game in which real time andgame time are synchronized. Therefore, in order for a user of the gamewhich is synchronized with the time in reality to keep thecompensation, he/she should focus on ‘Concealed Story’ even during abreak. The synchronized time makes it possible to manipulate usersmore effectively through the game narrative.

Abstract

This study has attempted to investigate changes of narrative patternsin games by the synchronization of gaming time through analysis onthe mobile game titled ‘Peter Rabbit’s Garden.’ The mobile media havecreated environment which is quite different from conventional gameenvironment by synchronizing actual space-time. They have beenparticularly active in the narrative of game. To figure out patternchanges by this kind of environment, this study has divided ‘PeterRabbit’s Garden’ into three layers of narrative for mobile games;‘Frame Story’ in which the purpose and background of the game arestated, ‘Things To be Done’ with users and ‘Specific Story’ which leadsusers to ‘Things To be Done.’ After reviewing the temporalcharacteristics of each layer from the aspects of order, duration andfrequency which were mentioned by Genette, the temporality of agame narrative has been analyzed after checking if actual time ismatched with story time and narration time. In the layer which is mostinfluenced by the synchronization of time, the user-interruptingnarrative layer ‘Things To be done’ appeared. In terms of the narrativein this layer, story and narration are created at the time same when the user does ‘Things To be Done.’ Therefore, it cannot be free from theinfluence of the synchronization of time. For example, if a user actuallyplayed a game for five minutes, he/she would do ‘Things To be Done’for exactly five minutes in the game as well. In addition, non-playingtime is synchronized as well. Then, an incident which isn’t matchedwith the three layers occurs at this moment because even while a userdoesn’t play a game, the time in the game keeps on flowing by beingsynchronized with the time in reality. This kind of incident forms a newlayer in the narrative of mobile games as ‘Concealed Story’ to users. Unless a user keeps playing a game 24 hours a day without a break,‘Concealed Story’ always takes place in a game in which real time andgame time are synchronized. Therefore, in order for a user of the gamewhich is synchronized with the time in reality to keep thecompensation, he/she should focus on ‘Concealed Story’ even during abreak. The synchronized time makes it possible to manipulate usersmore effectively through the game narrative.

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