빌렘 플루서의 디지털 상상론
- Abstract
- We are living in the digital era, and the digital technologies have changed our lifestyles compared to the analog era. In particular, the changing of users behavior in transition with the media is the most significant. As the independent media changed to multi-media by the development of technologies, also users have turned from being passive to being active. This change draws more interaction in the digital era than in the analog. Among the media forms of the digital era, video games are most important in terms of interactivity. Interaction with video games is not just about when they are released or bought, but when they are played by the users. Now, users are not there just to play, they also ‘arrange’ or ‘reproduce’ the games. This is called ‘mod’ which is produced by arrangement or reproducing of the games.
Vilem Flusser theorized on the changing of both the media and media users. If Walter Benjamin expected The politicization of art through movies, Flusser did same through the changing of media in the digital era. Flusser said that if the media is changed, also views or cognition of the users do. He divided the history of the media in three phases; which are pre-alphabetic, alphabetic, post-alphabetic. He argued we should be Einbildner in post-alphabetic phase, which he called the era of technical apparatuses.
If so, we might apply Flusser’s theory to the digital games. These Games differ from other media because they are made up digital technology at the beginning. They seem to be objects of entertainment only superficially. But games can be material of new entertainment like reproducing or arrangement, because digital contents must have variability that is easy to transform to make up various products. Thus, this study is aimed at the interaction in video game based on Flusser's theory, and changes in cognition through the development of the digital technology by focusing on realism and constructionism. Lastly, ‘modders’ and ‘mod players’ correspond to Einbildner.
- Author(s)
- 심호빈
- Issued Date
- 2016
- Awarded Date
- 2016. 8
- Type
- Dissertation
- Keyword
- 빌렘 플루서 디지털 기술 컴퓨터 게임
- Publisher
- 부경대학교 대학원
- URI
- https://repository.pknu.ac.kr:8443/handle/2021.oak/13338
http://pknu.dcollection.net/jsp/common/DcLoOrgPer.jsp?sItemId=000002302494
- Affiliation
- 부경대학교 대학원
- Department
- 대학원 신문방송학과
- Advisor
- 김무규
- Table Of Contents
- Ⅰ. 서론
1. 연구의 배경과 목적 1
2. 연구의 내용 및 방법 3
Ⅱ. 본론
1. 플루서의 커뮤니케이션 이론
1) 담론과 대화 5
2) 코드 12
3) 기술적 형상과 기술적 상상 20
4) 텔레마틱 사회와 유희 23
2. 기술적 형상 시대의 디지털 영상
1) 디지털 영상의 원리와 관점의 변화 26
2) 디지털 미디어의 상호작용성 31
3) 인터랙티브 미디어 34
3. 창조적 상상가들의 놀이터, 게임 42
1) 게임의 상호작용성 43
2) 모드(mod)와 애드온(add-on) 46
3) 놀이의 도구에서 놀이를 위한 도구로 51
4. 기술적 형상으로서의 게임
1) 담론형 미디어에서 대화형 미디어로 54
2) 기술적 형상으로서 게임이 가지는 의미 57
Ⅲ. 결론 59
참고문헌 65
국문요약 68
- Degree
- Master
-
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- 대학원 > 신문방송학과
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