디지털게임의 매체성과 장소성 연구

A Study on Mediality and Placeness of Digital Games

초록

Digital games are leading the leisure culture of the public around the world despite their short history. Digital games have evolved along with the development of computer hardware and software, digital, and AI technologies, and their development speed will accelerate in the future. In Korea, one of the countries with the most advanced digital games, digital games not only occupy a large portion of the national leisure, but also show a much larger export volume than other fields such as movies, broadcasting, and music etc. This study analyzes the main characteristics of digital games as a medium and confirms that games are not just simple media/content that satisfy the needs of the public, but rather a medium of collective cultural practice. To this end, we seek theoretical assistance from spatial research, which has expanded its interest to digital virtual space since the COVID-19 period. The virtual world of digital games is not simply a space of entertainment and recreation, but can be transformed into a place in the process of accumulating individual lives and experiences and producing communal relationships and narratives. Based on this analysis and understanding, this study aims to examine the documentary film <My Sister Jeon Ji- hyun and I> (2020) directed by Park Yoon-jin.

키워드

Digital gamesinteractivityergodicitySpace studiesplacenon-placeplaceless디지털게임상호작용성에르고딕성공간학장소비장소무장소
제목
디지털게임의 매체성과 장소성 연구
제목 (타언어)
A Study on Mediality and Placeness of Digital Games
저자
김겸섭
DOI
10.21211/JHUM.110.1
발행일
2025-03
저널명
인문연구
110
페이지
1 ~ 51