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      동아시아 역사 소재 디지털게임의 세계관 분석 시론 = Preliminary analysis of the ‘world views’ displayed in digital games with East Asian historical themes

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      https://www.riss.kr/link?id=A82627038

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      다국어 초록 (Multilingual Abstract)

      Recently, countries all over the world have frequently clashed -sometimes very harshly - with each other, over historical issues, Especially countries in East Asia, such as Korea, China, Japan and Taiwan, share plenty of issues to fight with each othe...

      Recently, countries all over the world have frequently clashed -sometimes very harshly - with each other, over historical issues, Especially countries in East Asia, such as Korea, China, Japan and Taiwan, share plenty of issues to fight with each other, presented by the history of East Asia itself.
      In this article, digital games with themes that involve the history of East Asia are examined, in order to come up with a way which could contribute to the resolution of such conflicts in real life situations, By presenting a media study dealing with such digital games, this kind of analysis could contribute in some way to the establishment of an East Asian community, open to anyone who could and would join it.
      Under such considerations, the very first thing attempted in this article is to establish key words that would indicate the narratives and discourses present inside the East Asian world, in order to begin preliminary discussions of the 'perspectives(of viewing the world)' that are displayed in history-themed digital games that concern East Asian history. Then such key words would be associated with four other terms that indicate the so-called "Korean fashions in hot request throughout East Asia", namely 'Han-ryu' (韓流), such as ① peaceful coeXIstence, ② battle for supremacy, ③ sense of competition, and ④ desire for status elevation.
      In the future, this author plans to apply the results of this attempt to individual studies. And through such efforts, hopefully educational alternatives to address history-themed digital games, which still strongly display a variety of historical distortions and also a nationalist view of the world, would present themselves.

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      목차 (Table of Contents)

      • Ⅰ. 머리말
      • Ⅱ. 연구대상 역사소재 디지털게임 분석
      • Ⅲ. 동아시아 담론과 한류 키워드 추출
      • Ⅳ. 동아시아 담론 및 한류 키워드의 포지셔닝
      • Ⅴ. 맺음말
      • Ⅰ. 머리말
      • Ⅱ. 연구대상 역사소재 디지털게임 분석
      • Ⅲ. 동아시아 담론과 한류 키워드 추출
      • Ⅳ. 동아시아 담론 및 한류 키워드의 포지셔닝
      • Ⅴ. 맺음말
      • 〈참고문헌〉
      • 〈Abstract〉
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