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MOBA 게임 캐릭터의 기호적 특성에 따른 플레이 양상 분석 - <리그 오브 레전드>와 <히어로즈 오브 더 스톰>을 중심으로 KCI 등재

Analysis of play aspect according to the semiotic features of MOBA game characters – focused on League of Legends and Heroes of the Storm

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

Digital games are conducted by the interaction between players and characters. Even if it’s same in the MOBA games, the characters in these games are not the ones which players can bring themselves in. But they do occur player’s semiotic process by controlling them. To prove this hypothesis, this study analyzes the correlation between MOBA game player and game character based on the player’s consumption behavior. The two MOBA games, League of Legends and Heroes of the Storm have been selected for the study, by the reason of semiotic difference between the characters. As focusing on the particular structures of MOBA games, this study can confirm the characteristic of this game genre.

목차
ABSTRACT
 1. 서론
 2. MOBA 게임에 나타난 캐릭터의 기호적 특성
  2.1 지표적 게임 캐릭터의 무매개성
  2.2 도상적 게임 캐릭터의 재매개성
 3. 캐릭터의 기호적 특성에 따른 플레이 양상
  3.1 일차적 캐릭터의 다형적 소비
  3.2 재매개를 통한 캐릭터의 유사 아우라 강화
 4. 결론
 감사의 글
 참고문헌
저자
  • 류철균(Division of Digital Media in The Graduate School, Ewha Womans University) | Chul-Gyun Lyou Correspondence to
  • 김정연(Division of Digital Media in The Graduate School, Ewha Womans University) | Jeong-yeon Kim
  • 박미리(Division of Digital Media in The Graduate School, Ewha Womans University) | Miri Park