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

원문정보

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

김기석, 임천혁, 정형원

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초록

영어

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
  2.1 게임과 OSMU의 정의
  2.2 Greimas의 행위소 모델과 Linda Seger의 5가지 갈등유형
  2.3 소설의 게임 콘텐츠화 사례
 3. 소설 「헝거게임」의 분석
  3.1 소설「헝거게임」의 주요내용
  3.2 소설「헝거게임」의 주요인물(캐릭터)
  3.3 Greimas 행위소 모델과 Linda Seger의5가지 갈등유형을 기반으로 한 소설 「헝거게임」주요인물(캐릭터) 분석
 4. 소설 「헝거게임」의 게임 콘텐츠화 방안
 5. 결론
 참고문헌

저자정보

  • 김기석 Ki-suk Kim. 광운대학교 일반대학원에서 홀로그래피 3D 콘텐츠학과 박사수료
  • 임천혁 Cheon-Hyuk Im. 광운대학교 일반대학원에서 홀로그래피 3D 콘텐츠학과 박사과정
  • 정형원 Hyung-Won Jung. 광운대학교 정보콘텐츠대학원 게임학과 주임교수로 재직

참고문헌

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