@article{ART001177948},
author={Cho Sung-Myeon},
title={Romance of Three Kingdoms(三國志)as a Computer Game & Storytelling},
journal={Journal of Popular Narrative},
issn={1738-3188},
year={2006},
number={16},
pages={257-289}
TY - JOUR
AU - Cho Sung-Myeon
TI - Romance of Three Kingdoms(三國志)as a Computer Game & Storytelling
JO - Journal of Popular Narrative
PY - 2006
VL - null
IS - 16
PB - The Association of Popular Narrative
SP - 257
EP - 289
SN - 1738-3188
AB - Romance of Three Kingdoms(三國志) is one of the most famous steady-sellers and cultural contents in Northeast Asian nations as well as Korea. For example, the number of textual versions have exceeded four-hundred texts by present, publishing the modern textbook translated korean in 1913 and developed contents of various genre, including animation, drama, comics and game.
By this time known, the representative source-text of Romance of Three Kingdoms has two departments in domestic book-market: Mao(毛宗崗)'s and Yoshikawa Eiji(吉川英治)'s. Among the translations, the eminent works are Park Tae-won(朴泰遠)'s, Park Jong-wha(朴鍾和)'s, Kim Gu-yong(金丘庸)'s, Lee Moon-yeul(李文烈)'s, and Hwang seok-young(黃晳映)'s. Today Romance of Three Kingdoms has been changed and developed from oral to literary, and to digital texts, which could be subdivided in PC, Role Playing, Strategic Simulation, Arcade, Mobile, and Video Console Game etc. The number of games prevailed and utilized in domestic market is about 70. The most famous game of these is produced and sold by KOEI Ltd.
The Characteristic of the digital text could be summarized that has seven scenarios, 710 characters, prominent sound effects and 3D CG based on enhanced Technology. This transfiguration and application of Romance of Three Kingdoms should be taken note of various changes in the narrative-dimension to be divided into texton and scripton: Texton is a kind of the state of the product to make game-developer. Scripton a kind of imagined text composed in a game-user's playing process. The one and the other is a very unique phenomenon made in digital game narrative.
Above debated and testified, Romance of Three Kingdoms could be decided upon the important object to be interdisciplinary-study and the stagnated Korean literary study to be practical use.
KW - Romance of Three Kingdoms;narrative transformation;re-writing;Koei;computer game;RPG;hypertext;texton;scripton;storytelling
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Cho Sung-Myeon. (2006). Romance of Three Kingdoms(三國志)as a Computer Game & Storytelling. Journal of Popular Narrative, 16, 257-289.
Cho Sung-Myeon. 2006, "Romance of Three Kingdoms(三國志)as a Computer Game & Storytelling", Journal of Popular Narrative, no.16, pp.257-289.
Cho Sung-Myeon "Romance of Three Kingdoms(三國志)as a Computer Game & Storytelling" Journal of Popular Narrative 16 pp.257-289 (2006) : 257.
Cho Sung-Myeon. Romance of Three Kingdoms(三國志)as a Computer Game & Storytelling. 2006; 16 : 257-289.
Cho Sung-Myeon. "Romance of Three Kingdoms(三國志)as a Computer Game & Storytelling" Journal of Popular Narrative no.16(2006) : 257-289.
Cho Sung-Myeon. Romance of Three Kingdoms(三國志)as a Computer Game & Storytelling. Journal of Popular Narrative, 16, 257-289.
Cho Sung-Myeon. Romance of Three Kingdoms(三國志)as a Computer Game & Storytelling. Journal of Popular Narrative. 2006; 16 257-289.
Cho Sung-Myeon. Romance of Three Kingdoms(三國志)as a Computer Game & Storytelling. 2006; 16 : 257-289.
Cho Sung-Myeon. "Romance of Three Kingdoms(三國志)as a Computer Game & Storytelling" Journal of Popular Narrative no.16(2006) : 257-289.