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논문 기본 정보

자료유형
학술저널
저자정보
최미경 (건국대)
저널정보
한국아동청소년문학학회 아동청소년문학연구 아동청소년문학연구 제13호
발행연도
2013.12
수록면
291 - 318 (28page)

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초록· 키워드

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This study has attempted to investigate changes of narrative patterns in games by the synchronization of gaming time through analysis on the mobile game titled ‘Peter Rabbit’s Garden.’ The mobile media have created environment which is quite different from conventional game environment by synchronizing actual space-time. They have been particularly active in the narrative of game. To figure out pattern changes by this kind of environment, this study has divided ‘Peter Rabbit’s Garden’ into three layers of narrative for mobile games; ‘Frame Story’ in which the purpose and background of the game are stated, ‘Things To be Done’ with users and ‘Specific Story’ which leads users to ‘Things To be Done.’ After reviewing the temporal characteristics of each layer from the aspects of order, duration and frequency which were mentioned by Genette, the temporality of a game narrative has been analyzed after checking if actual time is matched with story time and narration time. In the layer which is most influenced by the synchronization of time, the user-interrupting narrative layer ‘Things To be done’ appeared. In terms of the narrative in 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 the influence of the synchronization of time. For example, if a user actually played 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-playing time is synchronized as well. Then, an incident which isn’t matched with the three layers occurs at this moment because even while a user doesn’t play a game, the time in the game keeps on flowing by being synchronized with the time in reality. This kind of incident forms a new layer 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 and game time are synchronized. Therefore, in order for a user of the game which is synchronized with the time in reality to keep the compensation, he/she should focus on ‘Concealed Story’ even during a break. The synchronized time makes it possible to manipulate users more effectively through the game narrative.

목차

1. 들어가는 말
2. 상호작용성과 게임 내러티브 연구, 그리고 시간성의 문제
3.〈피터 래빗의 정원〉의 내러티브 층위
4.〈피터 래빗의 정원〉내러티브의 시간성
5. 모바일게임 내러디브의 새로운 층위, 가려진 이야기
6. 맺음말
참고문헌
Abstract

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