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영웅 스토리에 수용된 ‘요괴퇴치담’의 게임화 방안 연구
A study of the anti-ghost game storytelling in a hero story

첫 페이지 보기
  • 발행기관
    중앙어문학회 바로가기
  • 간행물
    어문논집 KCI 등재 바로가기
  • 통권
    제55집 (2013.09)바로가기
  • 페이지
    pp.117-147
  • 저자
    안기수
  • 언어
    한국어(KOR)
  • URL
    https://www.earticle.net/Article/A216534

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

원문정보

초록

영어
In this paper, by focusing on the motif of the 'anti-ghost fence, in a classic epic hero story, and looked at ways to convert it into the game. I looked at the possibility of switching the game, especially through the work of three works. figures and heroes of the fight against the ghost of our old stories, characters, events, and space, and how the shape of the item. Important figures that appear in the "fence" anti-ghost and the ghost of a character to switch to the game's character by character and personality, appearance, behavior, environment, language, etc. we can create various types of characters. The ghost appeared in the three works, the hero of the story, and the hero figures can create an image with a distinctive character. Characterization, the hero of the story that appeared in the work of figures depicting the ability to quantify the weaknesses, you can set a character appropriate to the nature of the game, if typed into the various characters, it is important to make the game available. The creation of the next stage of space within the narrative space of the "fence" anti-ghost video media substitution of the game space is available. Homogeneous phenomenon is a hero story or game world, meaning that overall world. Anti-rational world unusual world, non- rational world writing by share the game space by space to move your character's stats out by increasing the flare free space to be able to move you can make. "Anti-ghost" fence, step-by-step development of the case, the case can be extended depending on the difficulty of the mission given the events of the game, with elements that can be converted with the potential while having strong nature of the narrative, dramatic situation of virtual events to infinity. On the other hand, events in game storytelling, narrative approach, according to the incident, rather than a sequential story. Hero story is the story lead the way for the passage of time go out to proceed consistently be only are consistent story in the game, even though in the presence of various characters in the game, while each of these story elements within the framework of the big themes that are created through a combination of partial connect and events can be configured by combining a variety of stories. You can convert confront the ghosts and heroes of the game, through the creation and placement of items accepted aids to the story of the last hero game. Tools in the game to use the character in the game, items, everything you need. " Things like swords and armor can be a representative example. Added to the character's ability to work to protect the physical. It can be seen that the transition probabilities of the game.

목차

1. 서론
 2. ‘요괴퇴치담’의 서사와 게임의 스토리텔링 구조
 3. “요괴퇴치담”의 게임화 방안
  1) 요괴 캐릭터의 형상화 방법
  2) 지하공간의 스테이지화 방법
  3) 요괴퇴치담의 단계적 사건설정
  4) 아이템 설정과 스토리텔링
 4. 결론
 참고문헌
 Abstract

저자

  • 안기수 [ Ahn, Gee-soo | 남서울대 교양과정부 교수 ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    중앙어문학회 [The Society of Chung-Ang Language & Literature]
  • 설립연도
    1993
  • 분야
    인문학>한국어와문학
  • 소개
    국어국문학의 연구를 통하여 국어국문학의 발전에 기여하고 국어국문학의 학풍을 진작함에 있다. 이에, 국어국문학 연구 자료의 조사/수집/정리 및 연구 결과의 평가와 편집을 하고, 전국 학회 규모의 연구 발표회와 각 분과별 세미나의 개최를 연 4회 한다. 또한 <어문론집>(현재 32집 발간)과 연구물의 간행한다. 더불어 국내외 연구 단체와의 제휴도 그 목적이 있다.

간행물

  • 간행물명
    어문논집 [The Journal of Language & Literature]
  • 간기
    연3회
  • pISSN
    1229-6406
  • 수록기간
    1960~2015
  • 십진분류
    KDC 710 DDC 492

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