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Three Types of Alea Appearing in Digital Games

디지털게임에 나타나는 알레아의 세 층위

  • Lim, Hae-Ryang (Dept. of Digital Media, The Catholic University of Korea) ;
  • Lee, Dong-Eun (Dept. of Media Technology Contents, The Catholic University of Korea)
  • 임해량 (가톨릭대학교 디지털미디어학과) ;
  • 이동은 (가톨릭대학교 미디어기술콘텐츠학과)
  • Received : 2019.07.11
  • Accepted : 2019.08.13
  • Published : 2019.08.20

Abstract

In Korea, studies of Alea are limited to the discourse of gambling, and the chance itself is getting overlooked. This makes Alea subordinated to the concept of gambling, which causes the contingency itself to be devalued. Therefore, this study analyzes the meaning and function of 'chance' and 'play' according to the genealogy of Alea, dividing the subdivision of Alea into three categories: magical Alea, systematic Alea, and heroic Alea, and applied it to the digital case, CCG Hearthstone.

국내 알레아 연구는 사행성 담론에 한정된 채, 우연성의 놀이학적 의미와 기능은 주목받지 못하고 있다. 알레아 연구가 사행성 규제 법안을 중심으로 진행될 경우 알레아는 '도박' 개념에 종속되어 우연성에서 창발되는 순기능이 무시된 채 부정적인 의미로 평가절하되는 한계를 갖게 된다. 따라서 본 연구는 카이와가 주창한 알레아 개념의 계보를 따라 '우연'과 '놀이'의 의미와 기능을 분석함으로써 알레아가 가진 세부적 층위들을 그레마스 기호사각형으로 구조화하고 이를 디지털 사례에 적용해보고자 한다. 본 연구는 알레아의 세부 층위를 주술적 알레아, 시스템적 알레아, 영웅적 알레아 세 가지로 나누었으며 이를 디지털 사례인 CCG 하스스톤에 적용해 보았다. 이를 통해 사행성 도박과 알레아의 스펙트럼적 관계를 파괴하고 다양한 성질의 알레아를 구분해 냄으로써 우연놀이의 순기능을 재발견하고자 한다.

Keywords

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