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디지털 서사체의 미학적 구조(3)- 온라인게임 서사의 ‘시간축’을 중심으로 -

  • Korean Language & Literature
  • 2006, (56), pp.327-348
  • Publisher : Korean Language & Literature
  • Research Area : Humanities > Korean Language and Literature

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ABSTRACT

This paper was planned by purpose to examine how time axis of on-line game narration differs with time axis of existent traditional narration. As refered in introduction we on-line game perfect that hesitate to accept epically rather than it is problem of space in problem of time the cause be. When is participated directly in the narration by method of ‘Experience’, material time and conscious time do consolidation as border of actuality and cyber is fainted, and it is overlaped each other at time that ‘Story - time’ and ‘Action - time’. But, users who enjoy actuality game this to truth that is squirming entirely or accept without speaking face glossolalia very naturally we observe should . New narration styles that can give a name ‘Digital narrative’ are not recognized by art form yet, but is overthrowing or disjoint existent narration grammar and rules. Discussion about information-oriented society narration art should set outs from interest poetry enemy about ‘Digital narrative’ justly. Because they who enjoy on-line game are justly future readers.

Citation status

* References for papers published after 2022 are currently being built.

This paper was written with support from the National Research Foundation of Korea.