Video game is the most heated topic of feminism in Korea these days. <Sudden Attack 2>, published by Nexon Korea in July, 2016, was infamous for its objectification of female characters. In <Over- watch>, published by Blizzard, a lot of Ko...
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다국어 초록 (Multilingual Abstract)
Video game is the most heated topic of feminism in Korea these days. <Sudden Attack 2>, published by Nexon Korea in July, 2016, was infamous for its objectification of female characters. In <Over- watch>, published by Blizzard, a lot of Ko...
Video game is the most heated topic of feminism in Korea these days. <Sudden Attack 2>, published by Nexon Korea in July, 2016, was infamous for its objectification of female characters. In <Over- watch>, published by Blizzard, a lot of Korean female gamers have claimed their experiences of sexual harassments in game plays. With these situations, this article argues that it is necessary to draw a landscape how game studies and feminism in Korea have recognized the configuration between video game and women. This article claims that there is a notion of interactivity between subject and object within this configuration, and that this notion has represented as two figures: Female gamer as a practical subject and objectification of women. However, this structure has limits because the notions of interactivity, subject, and object have not been examined amply in the relation of video game as medium. This article tries to criticize them and briefly suggest the practical point which feminist-game studies in Korea needs to consider for overcoming its limits.
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