매체로서 게임의 재매개 자아 분석
(주)코리아스칼라
- 최초 등록일
- 2023.04.05
- 최종 저작일
- 2015.09
- 6페이지/ 어도비 PDF
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서지정보
ㆍ발행기관 : 한국컴퓨터게임학회
ㆍ수록지정보 : 한국컴퓨터게임학회 논문지 / 28권 / 3호
ㆍ저자명 : 허윤정
목차
ABSTRACT
1. 서론
2. 재매개 자아 - 가상자아
2.1 데카르트적 에고의 해체 및 몰입
3. 재매개 자아 - 네트워크자아
3.1 하이퍼매개적 욕망
4. 결론
참고문헌
영어 초록
Remediation in game has two logics, transparent immediacy and hypermediacy. Transparent immediacy is a form of visual representation that wipes out the presence of the medium for users and makes them feel as though they are in the presence of the objects of representation. Although game has characteristics of both transparent immediacy and hypermediacy, it has particularly strong transparent immediacy, which allows users to become immersed in the game. The self that is formed in game remediates another self through immersion in immediacy and the awakening of hypermediacy. This study analyzes the characteristics of the remediation self based on the virtual self represented in immediacy and networked self represented in hypermediacy in game. The virtual self is characterized by the immersion and dissolution of Descartes’ ego, which are enabled by the provision of linear perspective and six degrees of freedom. The networked self is characterized by a desire for hypermediacy,which is fulfilled bythe interface windows and a high level of interactivity. This paper explores how game as a new digital medium redefines the self.
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