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      테크놀로지와 서사적 리얼리티 연구 -디지털 게임의 가능세계 문제를 중심으로- = A Study on the Technology and Narrative Reality -Focusing on the Digital Game-

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      https://www.riss.kr/link?id=A82380926

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      Mimesis of real life is innate in humans. Imitated reality has been represented as a `story` or `narrative` and communicated with a variety of media. Media used for narrative communication are developed for securing `reality` of narrative. And `techno...

      Mimesis of real life is innate in humans. Imitated reality has been represented as a `story` or `narrative` and communicated with a variety of media. Media used for narrative communication are developed for securing `reality` of narrative. And `technology` is essential for the development. Remarkable recently, Digital Game Narrative is typical example that `technology` cooperates with `narrative.` Studies on digital games has noticed on two aspects; one is `engineering approach` focused on technology itself and the other is `humanities approach` focused on distinctive `fantastic` peculiarity between established narratives. However, `reality` is pretty vital point in digital game narrative as all the other narrative texts are. A game player himself or herself constructs detailed and concrete image of `possible world` which is similar to real world as the digital game narrative proceeds. Also he or she can experience real images or senses virtually (hypothetically) in the limits of the game had constructed. Controlling or operating systems that is similar to real action can secure continuity of narrative process actually. This study suggests five types of securing reality in digital games; temporal reality, spatial reality, active reality, data reality and changable reality. It is distinctive that the narrative of digital games proceeds as the game player himself or herself constructs `real world.` This narrative text can provide a diversity of realities with this `real world.` The technology of digital game narrative is designed not only for the `reality for the consumers` but also `reality by the consumers`.

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