DOI QR코드

DOI QR Code

Analysis of Storytelling in On-line Personal Game Broadcasting

온라인 개인 게임 방송의 스토리텔링 분석

  • Han, Hye-Won (Division of Digital Media in Ewha Womans University Creative Media Storytelling Research Team) ;
  • Kim, Seo-Yeon (Division of Digital Media in Ewha Womans University Creative Media Storytelling Research Team)
  • 한혜원 (이화여자대학교 디지털미디어학부 창의형 미디어 스토리텔링 연구팀) ;
  • 김서연 (이화여자대학교 디지털미디어학부 창의형 미디어 스토리텔링 연구팀)
  • Received : 2014.01.16
  • Accepted : 2014.04.03
  • Published : 2014.04.20

Abstract

The purpose of this paper is to analyze storytelling in on-line personal game broadcasting in order to find out unique characteristics of on-line personal game broadcasting. This study selects Youtube channel and as classic cases of on-line personal game broadcasting, and analyzes the cases with Bakhtin's theory of carnival. The on-line personal game broadcasting modifies the broadcasting format of mass media externally. Also, the on-line personal game broadcasting internally moves between interior and exterior of the game text in order to create new narrative events. In this process, the polyphonic utterances of the broadcasting host appeared. The reversal of the tragedy and the comedy leads the audience to catharsis.

본 연구의 목적은 온라인 개인 게임 방송에 나타난 스토리텔링의 요소 및 특징을 분석하고, 이를 통해 온라인 개인 게임 방송의 특이점을 도출하는데 있다. 이를 위해 국내외 온라인 개인 게임 방송의 대표적 사례로 유튜브 채널 와 <대도서관TV>를 연구대상으로 선정하고, 바흐친의 카니발 이론을 적용하여 방송의 스토리텔링을 분석했다. 그 결과 온라인 개인 게임 방송은 외부적으로는 매스 미디어의 방송 포맷을 변형했고, 내부적으로는 게임 텍스트 및 게임 환경을 재해석하는 과정을 거쳐 새로운 서사적 사건을 구성했다. 이 과정에서 방송 진행자 특유의 다성적 발화가 나타났으며, 비극과 희극을 역전을 통해서 오디언스로부터 카타르시스를 불러 일으켰다.

Keywords

References

  1. Smith, P.B.Thomas, Obrist, Marianna, Wright, Peter, "Live-streaming Changes the (Video) Game", EuroITV '13 Proceedings of the 11th european conference on Interactive TV and video, Politecnico di Milano, Italy, pp.131-133, 2013.
  2. Hyun-Joo Lee. "Study on the changing pattern of game broadcasting contents", Graduate school of Mass Communication, Chung-Ang University, 2010.
  3. Yong-Jun Lee, "Research on shift in viewing pattern of game channels in new media era", Graduate school of Mass Communication, Chung-Ang University, 2008.
  4. Tae-Ju Lim, "A Study on Game Design strategy to Develop eSports Broadcasting", The Graduate School of Visual Art, SeJong University, 2010.
  5. Mehdi Kaytoue, Arlei Silva, Loic Cerf, Wagner Meira, Jr., Chedy Raissi, "Watch me playing, i am a professional: a first study on video game live streaming", WWW '12 Companion Proceedings of the 21st international conference companion on World Wide Web, NewYork, pp.1181-1188
  6. Hudson, Ben, "Funny Games: understanding videogames as slapstick and the experience of game-worlds as shared cultural references", Videogame Cultures and the Future of Interactive Entertainment 5th Global Conference, Mansfield College, Oxford, pp.6-8, 2013.
  7. M. Bakhtin, "Problems of Dostoevsky's Poetics", trans by. Keun-Sik Kim, Chung-Ang University Press, pp.158-160, 2003.
  8. M. Bakhtin, "Rabelais and his world", trans by.Duk-Hyung Lee, Kun-Hyung Choi, Acanet, p.200, p.727, 2001.
  9. Su-Jin Woo, "Performability of the silent film narrator and the formation of the Public Entertainment", The Journal of Korean Drama and Theatre, Vol. 28, No.-, pp.57-64, 2008.
  10. Hyungsung-Park, Suhee-Park, "Semiotical Analysis for the Educational Games" ,Journal of Korea Game Society, Vol. 8, No. 1, p.35, 2008.
  11. Chul-Gyun Lyou, Sung-Hee Cho, "Gameplay as a Semiotic Interpretation", Journal of Korea Game Society, Vol. 9, No. 3, pp.70-72, 2009.
  12. Wook-Dong Kim, "Bakhtin and Dialogism", p.73, Nanam, 1990.
  13. Noh-Shin Lee, "A Critical Analysis of M.M. Bakhtin's Dialogics", Studies on English Language & Literature, Vol. 34 No. 3, p.119, 2008.
  14. C.S.Pierce, "Peirce on signs : writings on semiotic", ed by. Hoopes, trans by. Dong-sik Kim, Yu-Sun Lee, Nanam, 2008.