원작소설의 게임 콘텐츠화 방안 연구 -수잔 콜린스의 「헝거게임」을 중심으로
(주)코리아스칼라
- 최초 등록일
- 2023.04.05
- 최종 저작일
- 2015.03
- 11페이지/ 어도비 PDF
- 가격 4,200원
* 본 문서는 배포용으로 복사 및 편집이 불가합니다.
서지정보
ㆍ발행기관 : 한국컴퓨터게임학회
ㆍ수록지정보 : 한국컴퓨터게임학회 논문지 / 28권 / 1호
ㆍ저자명 : 김기석, 임천혁, 정형원
목차
ABSTRACT
1. 서론
2. 이론적 고찰
3. 소설 「헝거게임」의 분석
4. 소설 「헝거게임」의 게임 콘텐츠화 방안
5. 결론
참고문헌
영어 초록
Recently, the game industry is rapidly growing with the distribution of high-speed internet network. With the growth of game business, the game developers and distributors are making efforts to find more various game materials that lead to success. Therefore, the game developers began to apply successful novels or movies for games and, as a result, they were able to get high added values with the minimum investment costs. In this study, the Game contents is reviewed based on Suzanne Collins's trilogy 'The Hunger Games' published in 2008. If 'The Hunger Games', the novel of thrilling adventures and suspense harmonized with philosophy, is reprocessed as game contents considering media environment, the values of the novel will be more diversified and newly enjoyed by people. As the research method, the actantial model of Greimas and the five conflict types of Linda Seger were used for a case study and the Game contents of the novel. The study using the novels as source materials was conducted to be helpful for game development and its possibility was suggested through the study result.
참고 자료
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