『파라다이스 나우』와 『스타크래프트』의 상호작용성 비교 연구
A Comparative Study on the Interactivity of Paradise Now and StarCraft
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The aim of the study is to compare an avant-garde drama Paradise Now and a computer game StarCraft centered on interactivity. The preparatory stages for interactivity exist in the two media: that in Paradise Now has little effect, but that in StarCraft works as a good trainer. The interaction occurs when there’s an agreement of the internal and external time in a medium: the agreement partly happens in Paradise Now, while it appears from beginning to end in StarCraft. The interactivity exists not in the fixed story but in the fluid story: Paradise Now’s fixed story is so elaborate that the fluid story develops in limited conditions, but StarCraft’s fixed story plays such a humble role that the fluid story is fully activated. The two media have the same mental aim for interactivity, immersion: while the immersion in Paradise Now is called ‘trance’ which helps the spectators act on stage, the immersion in StarCraft is concerned with ‘flow’ which makes the gamers concentrate on the playing. The basic reason for these differences is because the two media belongs to different media groups, and it could be said that Paradise Now was one of the most desirable models for the interactive computer games of today.
Abstract
The aim of the study is to compare an avant-garde drama Paradise Now and a computer game StarCraft centered on interactivity. The preparatory stages for interactivity exist in the two media: that in Paradise Now has little effect, but that in StarCraft works as a good trainer. The interaction occurs when there’s an agreement of the internal and external time in a medium: the agreement partly happens in Paradise Now, while it appears from beginning to end in StarCraft. The interactivity exists not in the fixed story but in the fluid story: Paradise Now’s fixed story is so elaborate that the fluid story develops in limited conditions, but StarCraft’s fixed story plays such a humble role that the fluid story is fully activated. The two media have the same mental aim for interactivity, immersion: while the immersion in Paradise Now is called ‘trance’ which helps the spectators act on stage, the immersion in StarCraft is concerned with ‘flow’ which makes the gamers concentrate on the playing. The basic reason for these differences is because the two media belongs to different media groups, and it could be said that Paradise Now was one of the most desirable models for the interactive computer games of today.
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