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A Study on the Creation of Fictional Space and Reconstruction of Data Using Game Engines KCI 등재

게임 엔진을 활용한 픽션적 공간 생성과 데이터의 재구성 연구

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

This study conceptualizes a virtual space constructed with a game engine as a ‘Digital Detention’ and analyzes the mechanism of belief rupture and transition that its interface induces in the user. The core case study, 《Work Guidelines for the G2 Laboratory Manager》 (2025), forms an intentional gap between reality and fiction through a fictionalized structure and the appropriation of real data. This paper illuminates the strategy by which such simulation spaces are designed around a ‘reality that is perceived as non-existent,’ causing the viewer to experience emotional control, memory gaps, and information blockade. To this end, it explores the method by which a fiction-based interface intervenes in the user’s cognitive process and how scattered data is reconstructed into a new context through an ‘Appropriative Narrative.’ Ultimately, this research reveals that a game engine can function not merely as a tool for representation but as an aesthetic device that camouflages traces of reality and encourages narrative participation, suggesting possibilities for its aesthetic expansion in the fields of serious games and interactive art.

목차
ABSTRACT
1. 서론
2. 이론적 배경 및 방법론
    2.1 규칙 괴담과 절차적 수사학
    2.2 전유적 서사와 매뉴얼의 가변성
    2.3 픽션 기반 인터페이스와 인지부조화
3. 사례 분석: 《G2 연구소 관리자를 위한 업무 지침서》
    3.1 작품 개요 및 제작 배경
    3.2 인터페이스와 수행적 전복
    3.3 위장 기술로서의 게임엔진
4. '디지털 수용소' 개념의 확장과 인지적 효과
    4.1. 유사 작품 및 게임의 사례
    4.2. '디지털 수용소'의 인지적 효과 분석을 위한 후속 연구
4. 결론
참고문헌

저자
  • Shin Jungkyun(Graduate School of Fine Arts, Seoul National University, Seoul, Korea) | 신정균 Corresponding author