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게임 사용자의 트랜스미디어적 향유 양상 연구

A Study on Aspects of Transmedial Enjoyment of Game Users

  • 안진경 (강남대학교 글로벌문화학부)
  • 투고 : 2021.06.24
  • 심사 : 2021.08.20
  • 발행 : 2021.08.28

초록

본 연구는 게임 사용자가 게임과 외부 미디어를 넘나들며 통합적 게임 경험을 완성해나가는 현상을 게임의 트랜스미디어적 향유로 규정하고, 와스컬의 3P 모델에 따라 유형화해 그 양상을 분석했다. 게임 사용자들은 통합적인 게임 경험을 완성하기 위해 미디어를 횡단하며 원본의 경험을 확장하는 주체이다. 이러한 사용자들의 트랜스미디어적 향유 양상은 정체성의 이동을 전제하며 확장형, 중계형, 침투형과 순환형의 네 가지 방향으로 유형화된다. 확장형은 빈 칸의 불확실성을 해소하고자 하는 사용자 욕망이, 중계형은 대안적 놀이공간의 등장이 특징적이며 침투형과 순환형에서는 재맥락화가 가능한 콘텐츠와 현실의 지식에 기반한 콘텐츠의 사용자 참여가 높다는 점을 확인할 수 있었다.

This study defines the integrated game experience of game users that across internal and external media of game as the transmedia enjoyment of game. This study categorizes the cases and analyze features. Game users have four types of transmedial enjoyment. The expansion type is characterized by the user's desire to solve the uncertainty, and the transmission type is characterized by the emergence of alternative play spaces. In the permeation type and the circulation type, it is observed users participate more in the content can be re-contextualized and based on real world knowledge.

키워드

과제정보

This study was supported by the Korea Creative Content Agency (KOCCA) funded by the Ministry of Culture, Sports, and Tourism (MCST)(KOCCA 19-15, A study on the transmedia of games (Convergence Study 8 based on Game Culture)

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