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원작소설의 게임 콘텐츠화 방안 연구 -수잔 콜린스의 「헝거게임」을 중심으로 KCI 등재

A Study on the Game contents of Novels -Focusing on 'The Hunger Games' of Suzanne Collins

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한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

Recently, the game industry is rapidly growing with the distribution of high-speed internet network. With the growth of game business, the game developers and distributors are making efforts to find more various game materials that lead to success. Therefore, the game developers began to apply successful novels or movies for games and, as a result, they were able to get high added values with the minimum investment costs. In this study, the Game contents is reviewed based on Suzanne Collins's trilogy 'The Hunger Games' published in 2008. If 'The Hunger Games', the novel of thrilling adventures and suspense harmonized with philosophy, is reprocessed as game contents considering media environment, the values of the novel will be more diversified and newly enjoyed by people. As the research method, the actantial model of Greimas and the five conflict types of Linda Seger were used for a case study and the Game contents of the novel. The study using the novels as source materials was conducted to be helpful for game development and its possibility was suggested through the study result.

목차
ABSTRACT
  1. 서론
  2. 이론적 고찰
  3. 소설 「헝거게임」의 분석
  4. 소설 「헝거게임」의 게임 콘텐츠화 방안
  5. 결론
  참고문헌
저자
  • 김기석(Kwangwoon University Graduate School) | Ki-suk Kim Correspondence to
  • 임천혁(Kwangwoon University Graduate School) | Cheon-hyeok Lim
  • 정형원(Kwangwoon University Graduate School) | Hyung-won Jung