RISS 학술연구정보서비스

검색

인기 검색어

    다국어 입력

    http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

    변환된 중국어를 복사하여 사용하시면 됩니다.

    예시)
    • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
    • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
    닫기

    MMORPG제작에 있어서 문화정체성 함유방안에 관한 연구 : 국내외 MMORPG의 문화 활용유형 분석을 중심으로 = (The) study of the scheme of containing cultural identity in the making of MMORPG : focusing on the analysis on application types of domestic and international MMORPG culture

    한글로보기

    https://www.riss.kr/link?id=T9891330

    • 0

      상세조회
    • 0

      다운로드
    서지정보 열기
    • 내보내기
    • 내책장담기
    • 공유하기
    • 오류접수
    인용문이 복사되었습니다.

    부가정보

    국문 초록 (Abstract) kakao i 다국어 번역

    국내 MMORPG들에 함유된 게임 측 문화의 배경은 강대국들의 문화 제국주의의 영향으로 한국문화의 정체성을 잃으며 문화콘텐츠로서 가치를 상실하고 있다고 고려되어 본 연구에서는 문화정체성을 갖는 콘텐츠로서 많은 나라에 영향을 주고 있는 미국형, 일본형, 중국형 MMORPG 들이 게임제작에 있어 문화요소가 함유될 수 있는 월드의 구성, 캐릭터의 구성, 적(몬스터)의 구성, 아이템의 구성 등의 게임구성 요소와 디자인유형(표현유형)을 분석함으로서 이들의 자국문화정체성 함유방법에 대해 알아보고 이를 바탕으로 한국 문화정체성을 갖는 MMORPG게임의 제작 방안을 제시하고자 하였다.
    연구에 대한 결과 및 방안은 다음과 같다.
    첫째, 미국형 MMORPG들은 유럽의 문화를 재해석해 자신들의 문화로 만들었으며 이슬람문화, 이집트문화 등 다양한 문화의 요소를 접목함으로서 점점 문화의 영역을 넓혀가고 있는 것을 알 수 있다.
    둘째, 일본형 MMORPG들은 미국형 게임들의 영향을 받아 시작되었지만 문화의 재해석, 문화의 접목 등의 방법을 활용해 복합문화 형식을 만들고 있으며 이러한 복합문화 형식에서 자국의 문화요소를 포함시켜 문화정체성을 잃지 않고 새로운 문화로써 문화적 영향력을 넓혀가고 있는 것을 알 수 있었다.
    셋째, 중국형 MMORPG들의 경우 처음 시작부터 미국형 게임들의 영향을 받은 것이 아닌 미국형 게임의 영향을 받은 나라에서 유럽의 문화가 아닌 다른 문화의 활용을 통해 제작된 게임들로 체계적이고 고증된 중국문화의 역사와, 문화배경이 게임의 해경에 적용되어있어 그 문화의 영향력이 매우 강한 것을 알 수 있었다.
    이러한 연구 결과를 통해 돌출해낸 한국 문화정체성을 갖는 NMORPG의 제작에 대한 방안은 다음과 같다.
    첫째, 미국형 게임과 중국형 게임들과 같이 자국의 역사, 소설, 영화 애니메이션, 설화 등의 문화콘텐츠를 활용해 게임의 배경이 되는 월드를 분석 및 활용함으로서 한국의 문화의 정체성을 갖는 게임을 제작 한다.
    둘째, 일본형 게임에서와 같이 외국의 문화를 재해석하여 새로운 문화를 창조하고 이러한 문화를 활용한 복합문화를 형성한 다음 복합 문화의 활용에 한국의 문화접목 시킴으로서 문화정체성을 잃지 않고 새로운 문화로써 문화적 영향력을 넓혀 나간다.
    셋째, 일본의 캐릭터 구성방법의 유형과 같이 보편화되어 알려진 사물의 개념을 바꿔 변형된 형태로 인식하게 하며 이를 한국의 문화로 재해석해 표현하는 방법으로 문화 정체성을 갖는다.
    넷째, 중국형 게임들이 자국문화에 등장하며 보편화되어 알려진 도구(아이템)의 구성과 형태를 활용하는 것과 같이 게임에 등장하는 아이템의 구성과 형태를 한국문화 속에서 게임에 적용시킬 수 있는 도구를 발굴하여 적용시킴으로써 문화 정체성을 갖는다.
    다섯째, 일본형 게임의 사무라이, 닌자, 중국형 게임의 역사(차력사), 권법가, 창봉술가와 같이 자국의 문화의 특성을 나타내는 직업을 발굴해내 게임에 적용함으로서 문화정체성을 갖는다.
    여섯째, 그래픽 표현 방식의 특성을 갖는다.
    미국의 그래픽 표현 성향은 deal Type의 사실적인 이미지 형태를 띠고 있으며 일본의 그래픽 표현성향은 귀엽고 동화적인 SD Type의 이미지 형태를 가진다. 한국은 이러한 두 문화 강대국문화의 영향력으로 인해 그래픽 표현 성향에 대한 정체성을 잃고 있었지만 최근 국내 그래픽 아티스트사이에 탈 미국화, 탈 일본화 바람이 불며 한국형 이미지 표현형식을 만들어내는데 힘쓰고 있는 것으로 알려지고 있다. 이러한 한국그래픽아티스트들의 연구를 통해 나타나는 표현형식을 게임제작에 적용시킴으로서 다른 형식의 게임들과 차별화를 이끌어내고 이러한 표현방법을 지속적으로 인식시키며 한국을 대표하는 그래픽표현 방식으로 만들어 한국문화의 정체성을 갖는다.
    번역하기

    국내 MMORPG들에 함유된 게임 측 문화의 배경은 강대국들의 문화 제국주의의 영향으로 한국문화의 정체성을 잃으며 문화콘텐츠로서 가치를 상실하고 있다고 고려되어 본 연구에서는 문화정...

    국내 MMORPG들에 함유된 게임 측 문화의 배경은 강대국들의 문화 제국주의의 영향으로 한국문화의 정체성을 잃으며 문화콘텐츠로서 가치를 상실하고 있다고 고려되어 본 연구에서는 문화정체성을 갖는 콘텐츠로서 많은 나라에 영향을 주고 있는 미국형, 일본형, 중국형 MMORPG 들이 게임제작에 있어 문화요소가 함유될 수 있는 월드의 구성, 캐릭터의 구성, 적(몬스터)의 구성, 아이템의 구성 등의 게임구성 요소와 디자인유형(표현유형)을 분석함으로서 이들의 자국문화정체성 함유방법에 대해 알아보고 이를 바탕으로 한국 문화정체성을 갖는 MMORPG게임의 제작 방안을 제시하고자 하였다.
    연구에 대한 결과 및 방안은 다음과 같다.
    첫째, 미국형 MMORPG들은 유럽의 문화를 재해석해 자신들의 문화로 만들었으며 이슬람문화, 이집트문화 등 다양한 문화의 요소를 접목함으로서 점점 문화의 영역을 넓혀가고 있는 것을 알 수 있다.
    둘째, 일본형 MMORPG들은 미국형 게임들의 영향을 받아 시작되었지만 문화의 재해석, 문화의 접목 등의 방법을 활용해 복합문화 형식을 만들고 있으며 이러한 복합문화 형식에서 자국의 문화요소를 포함시켜 문화정체성을 잃지 않고 새로운 문화로써 문화적 영향력을 넓혀가고 있는 것을 알 수 있었다.
    셋째, 중국형 MMORPG들의 경우 처음 시작부터 미국형 게임들의 영향을 받은 것이 아닌 미국형 게임의 영향을 받은 나라에서 유럽의 문화가 아닌 다른 문화의 활용을 통해 제작된 게임들로 체계적이고 고증된 중국문화의 역사와, 문화배경이 게임의 해경에 적용되어있어 그 문화의 영향력이 매우 강한 것을 알 수 있었다.
    이러한 연구 결과를 통해 돌출해낸 한국 문화정체성을 갖는 NMORPG의 제작에 대한 방안은 다음과 같다.
    첫째, 미국형 게임과 중국형 게임들과 같이 자국의 역사, 소설, 영화 애니메이션, 설화 등의 문화콘텐츠를 활용해 게임의 배경이 되는 월드를 분석 및 활용함으로서 한국의 문화의 정체성을 갖는 게임을 제작 한다.
    둘째, 일본형 게임에서와 같이 외국의 문화를 재해석하여 새로운 문화를 창조하고 이러한 문화를 활용한 복합문화를 형성한 다음 복합 문화의 활용에 한국의 문화접목 시킴으로서 문화정체성을 잃지 않고 새로운 문화로써 문화적 영향력을 넓혀 나간다.
    셋째, 일본의 캐릭터 구성방법의 유형과 같이 보편화되어 알려진 사물의 개념을 바꿔 변형된 형태로 인식하게 하며 이를 한국의 문화로 재해석해 표현하는 방법으로 문화 정체성을 갖는다.
    넷째, 중국형 게임들이 자국문화에 등장하며 보편화되어 알려진 도구(아이템)의 구성과 형태를 활용하는 것과 같이 게임에 등장하는 아이템의 구성과 형태를 한국문화 속에서 게임에 적용시킬 수 있는 도구를 발굴하여 적용시킴으로써 문화 정체성을 갖는다.
    다섯째, 일본형 게임의 사무라이, 닌자, 중국형 게임의 역사(차력사), 권법가, 창봉술가와 같이 자국의 문화의 특성을 나타내는 직업을 발굴해내 게임에 적용함으로서 문화정체성을 갖는다.
    여섯째, 그래픽 표현 방식의 특성을 갖는다.
    미국의 그래픽 표현 성향은 deal Type의 사실적인 이미지 형태를 띠고 있으며 일본의 그래픽 표현성향은 귀엽고 동화적인 SD Type의 이미지 형태를 가진다. 한국은 이러한 두 문화 강대국문화의 영향력으로 인해 그래픽 표현 성향에 대한 정체성을 잃고 있었지만 최근 국내 그래픽 아티스트사이에 탈 미국화, 탈 일본화 바람이 불며 한국형 이미지 표현형식을 만들어내는데 힘쓰고 있는 것으로 알려지고 있다. 이러한 한국그래픽아티스트들의 연구를 통해 나타나는 표현형식을 게임제작에 적용시킴으로서 다른 형식의 게임들과 차별화를 이끌어내고 이러한 표현방법을 지속적으로 인식시키며 한국을 대표하는 그래픽표현 방식으로 만들어 한국문화의 정체성을 갖는다.

    더보기

    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The cultural background involved in domestic MMORPG is regarded to lose its value as culture content as it is losing its' identity as Korean culture being influence by the cultural imperialism of the superpowers. This study focuses on the production of MMORPG in the USA, Japan, China. The MMORPG from these countries have their own cultural identity and have influence on many other countries. The composition of world, character, monster, item and design type which can contain cultural factors were analysed to figure out a way to include its' own cultural identity. And based on the analysis, suggested an alternative way of MMORPG game production.
    The argument and result of the study were as follows.
    First, American type of game utilize middle age European culture, Nordic myth, Celtic culture in the composition of the world, And put imaginary factors in it and build rivalry. This relationship raises imaginary affairs and, through clearing these affairs, build the history. The world of the game is composed in this way.
    Second, to build game characters, tribes from the cultures utilized in world composition are settled as the basic, and the other form of mankind from other cultures such as Islamic and Egyptian culture are re-explained and grafted to the game to build there own culture. On the establishment of character's job basic career group were settled and, according to the growth of the character, differentiated into more specialized second job. It is also shown that Real Type, more realistic way of description is used.
    Third, cultural factors from more various cultures such as Islamic culture, Indian Culture, Greek myth, Celtic culture Christian culture, Japanese culture, Tibet culture, ancient European culture, middle age European culture were utilized to build the culture of Monsters who make rivalry with the players. They are also consisted of various type like bug type, plant type, devil type, human type, nymph type, un-dead type, marine animal type, elemental type. It was analysed that the graphic description was very realistic and hardcore genre with cruelty were intensively used.
    Forth, the composition of item also adopted items from various culture. The example were Indian culture, Japanese culture, Egyptian culture, middle age European culture, Celtic culture. The weapon items specially utilized many cultures. It was divided into sword, defensible tool, armor, magic scroll, accessory according to the category. Different items were settled according to the job. It were variously differentiated according to the culture, material of the weapon, job, the capability of NPC an magic.
    The result of analysing design type and way of including cultural identity on Japanese type of MMORPG are as follows.
    First, Japanese type of MMORPG was influenced by American type of MMORPG. It composed the world utilizing European culture. However, Japanese type of MMORPG shows its' own trend which contradicts American type of MMORPG. Either it created new culture based on European culture and adopted it to the game world or creating a world utilizing multi-culture by mixing European culture with Eastern culture. It is analyzed that it utilized the various creative cultures such as primitive society, sphinx and SF fantasy.
    Second, on the matter of character building, Japanese type of MMORPG changed the concept of character from the European culture by either creating new type of tribe or transforming the concept of devil or fairy and impersonating animal. Japanese type of MMORPG also utilized Japanese cultural factor such as Samurai, Ninja to build the character. It is considered that, through this way, it adopted Japanese culture to the game and keep the identity as Japanese culture. On the graphic description of the characters which are built in the way previously described, both of westerner and easterner appear. Character design of SD-type is shown which has no distinction based on age and approved by people of all the ages and both sexes.
    Third, in the composition of monster in Japanese type of MMORPG, various culture were utilized and composed into diverse kind as it were in American type of MMORPG. However, these monsters were not just composed on the settled way of American type of MMORPG but re-explained in Japanese own style.
    Forth, in the composition of item of Japanese type of MMORPG, the items are newly created ones on the influence of various culture which is same to the case of American type of MMORPG. The items are axe, bow, stone bow, dagger, club, gun, mace, spear, staff, sword, two handed axe, two handed mace, two handed sword. The composition of the item is identical to that of American type of MMORPG, but the classification was different based on the material, the capability of NPC, magic item.
    The result of analysing design type and way of including cultural identity on Chinese type of MMORPG are as follows.
    First, to build the game world, it is shown that Chinese type of MMORPG utilized the cultural background from the history, novels and myth of China. It is also analyzed that the cultural factor utilized are Chun-chu-jeon-kuk period where the king Chun-chu-si existed and History of Three States, Su-ho-gi and Bong-shin-yeon-oui where Yu-bi and Cho-cho existed. As a way to adopt these culture, imaginary tribe was inserted into the history and engendered affairs. By solving the affairs, the history was built. Another way was adopting the world which is made by newly analyzing Chinese culture itself.
    Second, chinese type of MMORPG has different way of character composition from that of other type of MMORPG. In chinese type of MMORPG, the characters are divided into group based on the group they belong such as the nation or the guild. It is because the Chinese type of MMORPG compose the tribes based on the figure of human being. Their job also has the figure of freelance, titan, sorcerer, martial artist, stick fighter all of which are belonging to the eastern culture background. It is different from other types of MMORPG which utilizes diverse culture. The way of graphic description of character also has Chinese culture as its' background. Their figure is analyzed to be based on the figure of Chinese people and described in Real Type.
    Third, the monsters in Chinese type of MMORPG are consisted of ones with image of plant, one with image of animals such as bear, dear, lamb, rabbit, barndoor fowl, un-dead type of monster such as dead soldiers, human type of monsters such as people from other guild, people from other countries, bandit, thief. It is analyzed that it utilizes different culture from American or Japanese type of game. The monsters in Chinese type of MMORPG also shows distinguishing conceptual capability from American and Japanese type of game. While the American and Japanese type of game have the concept of enemy (monster) as a devil to repel in collision to dissolve conflict, Chinese type of game has the character of including the concept of hunting and training to make a living.
    Forth, as the chinese type of MMORPG has Chinese culture as its' background, it is analyzed that only the items containing Chinese culture are included in the composition of items. Even though the name of items are in Chinese letter such as Hwa-ryoung-shin-do, Muk-chung-dae-do, Kui-myoun-gap-ju, Hwa-ryoung-ma-oui, imaginary items reanalyzing chinese culture and actual items which existed in the history are arranged for use. The items of the composition are ones in Chinese culture such as scimetar, spear, abaton, knife, tube along with ones from American and Japanese type of game such as sword, armor, helmet, shoes, bracelet, shield, spear, axe, hammer, baton, knife bow, stone bow.
    With the analysis above, the conclusion was as follows:
    First, American type of MMORPG reanalyzed European culture and accepted it as their own culture, by grafting cultural factors from various culture such as Islamic and Egyptian culture, it is widening its' range of culture.
    Second, though Japanese type of MMORPG started with the influence of American type of MMORPG, it is creating multi cultural form by re-explaining and grafting diverse cultures. Through this way, it is keeping its' own cultural identity and strengthening its cultural influence.
    Third, Chinese type of MMORPG are produced with the influence of other culture than European culture which influenced American type of game from the beginning. The history of China and cultural background which are systematically proved are adopted in the game and it is clear that the influence of the culture is very strong.
    Based on the analysis above, solutions to foster Korean cultural identity are suggested as follows:
    First, produce game with Korean cultural identity by composing the background of the game utilizing cultural contents such as our own history, novels, movies, animation and myth as American and chinese type of game did.
    Second, as Japanese type of game did, re-explain foreign culture and create new one based on the multi-culture. By grafting Korean culture to the multi-culture, the cultural identity could be kept and the cultural influence as new culture could be strengthened.
    Third, as Japanese type of character composition did, change the general concept of creature widely known and make it recognized as transformed figure. The cultural identity could be acquired by re analyzing it as Korean culture.
    Forth, as chinese type of game did, utilize the composition and figure of items which are widely known. The cultural identity could be acquired by developing the tools to adopt Korean culture to the composition and figure of items appearing in the game.
    Fifth, acquire the cultural identity by developing jobs that represent our own cultural character and adopt it to the game like the case of Samurai and Ninja in Japanese type of game and titan, martial artist, stick fighter in Chinese type of game.
    Sixth, develop unique character in the way of graphic description. The propensity of graphic description in American type of game is Real Type which is close to real figure, Japanese type of graphic description is SD- Type which is cute and idyllic. Korea has been influenced by American and Japanese culture and, as the result, identity on propensity of graphic description is absenting. Currently there has been post American, post Japanese movement among domestic graphic artists and they are know to have been trying to develop Korean way of image description. By applying the description method developed through the research by Korean graphic artists to game production, differentiation of Korean game from other type of game could be acquired. If these method of description is continuously recognised as typical way of graphic description of Korea, the identity as Korean culture will be acquired.
    번역하기

    The cultural background involved in domestic MMORPG is regarded to lose its value as culture content as it is losing its' identity as Korean culture being influence by the cultural imperialism of the superpowers. This study focuses on the production o...

    The cultural background involved in domestic MMORPG is regarded to lose its value as culture content as it is losing its' identity as Korean culture being influence by the cultural imperialism of the superpowers. This study focuses on the production of MMORPG in the USA, Japan, China. The MMORPG from these countries have their own cultural identity and have influence on many other countries. The composition of world, character, monster, item and design type which can contain cultural factors were analysed to figure out a way to include its' own cultural identity. And based on the analysis, suggested an alternative way of MMORPG game production.
    The argument and result of the study were as follows.
    First, American type of game utilize middle age European culture, Nordic myth, Celtic culture in the composition of the world, And put imaginary factors in it and build rivalry. This relationship raises imaginary affairs and, through clearing these affairs, build the history. The world of the game is composed in this way.
    Second, to build game characters, tribes from the cultures utilized in world composition are settled as the basic, and the other form of mankind from other cultures such as Islamic and Egyptian culture are re-explained and grafted to the game to build there own culture. On the establishment of character's job basic career group were settled and, according to the growth of the character, differentiated into more specialized second job. It is also shown that Real Type, more realistic way of description is used.
    Third, cultural factors from more various cultures such as Islamic culture, Indian Culture, Greek myth, Celtic culture Christian culture, Japanese culture, Tibet culture, ancient European culture, middle age European culture were utilized to build the culture of Monsters who make rivalry with the players. They are also consisted of various type like bug type, plant type, devil type, human type, nymph type, un-dead type, marine animal type, elemental type. It was analysed that the graphic description was very realistic and hardcore genre with cruelty were intensively used.
    Forth, the composition of item also adopted items from various culture. The example were Indian culture, Japanese culture, Egyptian culture, middle age European culture, Celtic culture. The weapon items specially utilized many cultures. It was divided into sword, defensible tool, armor, magic scroll, accessory according to the category. Different items were settled according to the job. It were variously differentiated according to the culture, material of the weapon, job, the capability of NPC an magic.
    The result of analysing design type and way of including cultural identity on Japanese type of MMORPG are as follows.
    First, Japanese type of MMORPG was influenced by American type of MMORPG. It composed the world utilizing European culture. However, Japanese type of MMORPG shows its' own trend which contradicts American type of MMORPG. Either it created new culture based on European culture and adopted it to the game world or creating a world utilizing multi-culture by mixing European culture with Eastern culture. It is analyzed that it utilized the various creative cultures such as primitive society, sphinx and SF fantasy.
    Second, on the matter of character building, Japanese type of MMORPG changed the concept of character from the European culture by either creating new type of tribe or transforming the concept of devil or fairy and impersonating animal. Japanese type of MMORPG also utilized Japanese cultural factor such as Samurai, Ninja to build the character. It is considered that, through this way, it adopted Japanese culture to the game and keep the identity as Japanese culture. On the graphic description of the characters which are built in the way previously described, both of westerner and easterner appear. Character design of SD-type is shown which has no distinction based on age and approved by people of all the ages and both sexes.
    Third, in the composition of monster in Japanese type of MMORPG, various culture were utilized and composed into diverse kind as it were in American type of MMORPG. However, these monsters were not just composed on the settled way of American type of MMORPG but re-explained in Japanese own style.
    Forth, in the composition of item of Japanese type of MMORPG, the items are newly created ones on the influence of various culture which is same to the case of American type of MMORPG. The items are axe, bow, stone bow, dagger, club, gun, mace, spear, staff, sword, two handed axe, two handed mace, two handed sword. The composition of the item is identical to that of American type of MMORPG, but the classification was different based on the material, the capability of NPC, magic item.
    The result of analysing design type and way of including cultural identity on Chinese type of MMORPG are as follows.
    First, to build the game world, it is shown that Chinese type of MMORPG utilized the cultural background from the history, novels and myth of China. It is also analyzed that the cultural factor utilized are Chun-chu-jeon-kuk period where the king Chun-chu-si existed and History of Three States, Su-ho-gi and Bong-shin-yeon-oui where Yu-bi and Cho-cho existed. As a way to adopt these culture, imaginary tribe was inserted into the history and engendered affairs. By solving the affairs, the history was built. Another way was adopting the world which is made by newly analyzing Chinese culture itself.
    Second, chinese type of MMORPG has different way of character composition from that of other type of MMORPG. In chinese type of MMORPG, the characters are divided into group based on the group they belong such as the nation or the guild. It is because the Chinese type of MMORPG compose the tribes based on the figure of human being. Their job also has the figure of freelance, titan, sorcerer, martial artist, stick fighter all of which are belonging to the eastern culture background. It is different from other types of MMORPG which utilizes diverse culture. The way of graphic description of character also has Chinese culture as its' background. Their figure is analyzed to be based on the figure of Chinese people and described in Real Type.
    Third, the monsters in Chinese type of MMORPG are consisted of ones with image of plant, one with image of animals such as bear, dear, lamb, rabbit, barndoor fowl, un-dead type of monster such as dead soldiers, human type of monsters such as people from other guild, people from other countries, bandit, thief. It is analyzed that it utilizes different culture from American or Japanese type of game. The monsters in Chinese type of MMORPG also shows distinguishing conceptual capability from American and Japanese type of game. While the American and Japanese type of game have the concept of enemy (monster) as a devil to repel in collision to dissolve conflict, Chinese type of game has the character of including the concept of hunting and training to make a living.
    Forth, as the chinese type of MMORPG has Chinese culture as its' background, it is analyzed that only the items containing Chinese culture are included in the composition of items. Even though the name of items are in Chinese letter such as Hwa-ryoung-shin-do, Muk-chung-dae-do, Kui-myoun-gap-ju, Hwa-ryoung-ma-oui, imaginary items reanalyzing chinese culture and actual items which existed in the history are arranged for use. The items of the composition are ones in Chinese culture such as scimetar, spear, abaton, knife, tube along with ones from American and Japanese type of game such as sword, armor, helmet, shoes, bracelet, shield, spear, axe, hammer, baton, knife bow, stone bow.
    With the analysis above, the conclusion was as follows:
    First, American type of MMORPG reanalyzed European culture and accepted it as their own culture, by grafting cultural factors from various culture such as Islamic and Egyptian culture, it is widening its' range of culture.
    Second, though Japanese type of MMORPG started with the influence of American type of MMORPG, it is creating multi cultural form by re-explaining and grafting diverse cultures. Through this way, it is keeping its' own cultural identity and strengthening its cultural influence.
    Third, Chinese type of MMORPG are produced with the influence of other culture than European culture which influenced American type of game from the beginning. The history of China and cultural background which are systematically proved are adopted in the game and it is clear that the influence of the culture is very strong.
    Based on the analysis above, solutions to foster Korean cultural identity are suggested as follows:
    First, produce game with Korean cultural identity by composing the background of the game utilizing cultural contents such as our own history, novels, movies, animation and myth as American and chinese type of game did.
    Second, as Japanese type of game did, re-explain foreign culture and create new one based on the multi-culture. By grafting Korean culture to the multi-culture, the cultural identity could be kept and the cultural influence as new culture could be strengthened.
    Third, as Japanese type of character composition did, change the general concept of creature widely known and make it recognized as transformed figure. The cultural identity could be acquired by re analyzing it as Korean culture.
    Forth, as chinese type of game did, utilize the composition and figure of items which are widely known. The cultural identity could be acquired by developing the tools to adopt Korean culture to the composition and figure of items appearing in the game.
    Fifth, acquire the cultural identity by developing jobs that represent our own cultural character and adopt it to the game like the case of Samurai and Ninja in Japanese type of game and titan, martial artist, stick fighter in Chinese type of game.
    Sixth, develop unique character in the way of graphic description. The propensity of graphic description in American type of game is Real Type which is close to real figure, Japanese type of graphic description is SD- Type which is cute and idyllic. Korea has been influenced by American and Japanese culture and, as the result, identity on propensity of graphic description is absenting. Currently there has been post American, post Japanese movement among domestic graphic artists and they are know to have been trying to develop Korean way of image description. By applying the description method developed through the research by Korean graphic artists to game production, differentiation of Korean game from other type of game could be acquired. If these method of description is continuously recognised as typical way of graphic description of Korea, the identity as Korean culture will be acquired.

    더보기

    목차 (Table of Contents)

    • 목차 = ⅰ
    • 제1장 서론 = 1
    • 제1절 문제의 제기 및 연구목적 = 1
    • 1. 문제의 제기 = 1
    • 2. 연구목적 = 4
    • 목차 = ⅰ
    • 제1장 서론 = 1
    • 제1절 문제의 제기 및 연구목적 = 1
    • 1. 문제의 제기 = 1
    • 2. 연구목적 = 4
    • 제2절 연구대상선정 및 연구방범 = 6
    • 1. 연구대상 선정 = 6
    • 2. 연구의 방법 = 8
    • 3. 연구의 범위와 구성 = 9
    • 제2장 문화 정체성의 개념 및 고찰 = 11
    • 제1절 문화정체성의 개념 = 11
    • 1. 문화의 일반적 이해 = 11
    • 2. 문화정체성의 개념과 의미 변화 = 19
    • 3. 한국문화의 정체성 = 25
    • 제3장 MMORPG에 대한 고찰 = 29
    • 제1절 MMORPG의 구성과 특징 = 29
    • 1. MMORPG란 = 29
    • 2. MMORPG의 특징 = 29
    • 3. MMORPG의 구분 = 30
    • 4. MMORPG의 구성 = 36
    • 제2절 국내 MMORPG에 대한 고찰 = 39
    • 1. 국내 MMORPG의 역사 = 39
    • 제3절 MMORPG와 문화정체성 = 47
    • 1. MMORPG와 문화정체성 = 47
    • 2. MMORPG와 문화적 현상 = 52
    • 3. MMORPG 제작에 있어 문화 정체성의 구현 요소 = 53
    • 4. 국내 MMORPG게임의 한국문화 활용에 관한 현황분석 = 55
    • 제4절 선행연구에 대한 고찰 = 62
    • 1. 한국문화와 문화정체성에 관한 선행연구 = 62
    • 2. MMORPG와 정체성에 관한 선행연구 = 66
    • 제4장 국외롤플레잉게임의 게임제작에 활용되는 문화요소에 관한 연구결과 = 69
    • 제1절. 연구결과 = 69
    • 제5장 결론과 제언 = 101
    • 제1절 연구결과 및 결론 = 101
    • 제2절 연구의 한계 = 109
    • 참고문헌 = 110
    • 부록 = 116
    • ABSTRACT = 116
    더보기

    분석정보

    View

    상세정보조회

    0

    Usage

    원문다운로드

    0

    대출신청

    0

    복사신청

    0

    EDDS신청

    0

    동일 주제 내 활용도 TOP

    더보기

    주제

    연도별 연구동향

    연도별 활용동향

    연관논문

    연구자 네트워크맵

    공동연구자 (7)

    유사연구자 (20) 활용도상위20명

    이 자료와 함께 이용한 RISS 자료

    나만을 위한 추천자료

    해외이동버튼