DOI QR코드

DOI QR Code

Game Fan-dom of Generative the Secondary Culture -Based On Machinima-

게임 팬덤의 이차 문화 생성 -머시니마를 중심으로-

  • 오성석 (호서대학교 게임공학과) ;
  • 박성준 (호서대학교 게임공학과)
  • Published : 2009.11.28

Abstract

This paper introduces the secondary cultural productions of game fandom that have been underestimated. The participatory cultural activities of game users are broadly expanding owing to machinima technology based on game engine. It allows gamers to make the three dimensional digital animations simple and easy way. This paper studies that how simple game consumers change their role as producers through machinima. This study is focused on the relationship between polysemy of participatory Machinima and former fandom's the secondary culture studies using ethnographic research method. It is to clarify relationship between the game users' psychological motivation for culture practice and the machinimas. We verify practically the machinima's effects on fandom culture through analysing viewers' reaction using replies on the machinimas and then find out machinima is a very important tool for expanding the game culture realm as the main body.

Keywords

Machinima;Game Fandom;Game Psychology;Prosumer;Game Culture

References

  1. 이성현, "드라마수용에 있어서의 팬덤(Fandom) 연구: 네 멋대로 해라의 팬 커뮤니티를 중심으로", 한림대학교, 2004.
  2. 김응숙, "문화연구와 일상경험의 세계: 발터 벤야민의 매체개념과 수용에 관한 논의", 한국언론학보, 제42권 3호, pp.66-99, 1998.
  3. J. Fiske, "Television Culture, London and New York," Rout ledge, 1987.
  4. J. Fiske, "The Cultural Economy cf Fandom; The Adoring Audience-Fan Culture and Popular Media," by Lisa A. Lewise(eds.), London/New York, 1992.
  5. 이지은, "팬덤과 섹슈열리티 관계연구: 아사노 타다노부 팬덤문화 분석을 중심으로", 서강대언론 대학원, 2004.
  6. http://en.wikipedia.org/wiki/Mechinima
  7. Lowood, H., "Real-time performance: Machinima and game studies," iDMAa Journal, Vol.2, No.1, pp.27-38, 2005.
  8. 박근서, "게임하기, (주)커뮤니케이션북스", 2009.
  9. J. D. Bolter and R. Grusin, "Remediation: Understanding new media," Cambridge, MA: MIT Press, 1999.
  10. Ken S. McAllister, "Language, Power, and Computer Game Culture, The University of Alabama Press," 2004년, 권경우, 김상우, 남청수, 오라라, 김남도 역, "언어와 권력과 컴퓨터게임문화", (주)커뮤니케이션북스, 2009.
  11. http://www.youtube.com/watch-v=-t2_WZ2znC8
  12. http://www.youtube.com/watch-v=IlqlQlf5x8r32PLnOKAZ8
  13. http://www.youtube.com/watch-v= WKsfRmJ4aEY
  14. http://www.videoludica.com/news/gameculture/machinima-at-stanford-university-lang=en