earticle

논문검색

동아시아 비교연구

매체환경과 마니아 문화 : 한국과 일본의 게임문화를 중심으로

원문정보

Media environment and Mania of popular culture : Focusing on the gaming culture in Korea and Japan

이일래

피인용수 : 0(자료제공 : 네이버학술정보)

초록

영어

As the mania of popular culture in Japan, Otaku were making in the mass media. The isolated character of Otaku is of relevance to the nature of mass media. In comparison, Pain, the mania of popular culture in Korea were making in the information media. The Sociality of Pain is of relevance to the nature of information media. The similar feature appear in gaming culture. In the japanese game industry, video game is the main stream. Otherwise online game has the biggest share in the korean game market. People can play video game alone, but online game need others to play. Therefore, there is the correlation of media environment with mania. And the correlation between the platform of electronic game and mania is too.

목차

Ⅰ. 서론
 Ⅱ. 경제와 매체의 발달
  1. 일본 경제와 매체의 발전
  2. 한국의 경제와 매체의 발전
 Ⅲ. 한국과 일본의 마니아
  1. 일본의 마니아: 오타쿠
  2. 한국의 마니아: 폐인
 Ⅳ. 전자게임의 종류와 게임문화
 V. 결론
 참고문헌
 논문초록

저자정보

  • 이일래 Lee, Yil-Lae. 부산대학교 사회과학연구원 강사

참고문헌

자료제공 : 네이버학술정보

    함께 이용한 논문

      ※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

      0개의 논문이 장바구니에 담겼습니다.