원문정보
초록
영어
This study examines how William Shakespeare’s classical plays are recontextualized in the contemporary content industry through the application of One Source Multi Use (OSMU) strategies and quasi-transmedia storytelling, and explores how such cases may be meaningfully integrated into creator education. Focusing on four representative adaptations Ophelia (2018), 10 Things I Hate About You (1999), Romeo + Juliet (1996), and Shakespeare in Love (1998) the study analyzes strategies such as narrative reframing, genre transformation, audiovisual modernization, and meta-narrative construction as key forms of remediation. In particular, this research investigates a project-based learning (PBL) course titled Reference Series: Shakespeare, conducted at a college liberal arts center, to assess the pedagogical potential of transforming classical texts into practical materials for content planning and creative development. The course combined textual analysis, adaptation comparison, and final project production, and survey responses revealed students’ cognitive shifts regarding classical works and an improved understanding of narrative strategies. Both quantitative and qualitative results indicated that students were able to perceive classical texts as viable creative resources and to apply selected storytelling techniques in their own project ideas. By introducing the notion of ”quasi-transmedia storytelling” within educational contexts, this study suggests that classical IPs can function as dynamic resources for interdisciplinary and practice-based creator training. Rather than prescribing a definitive model, the study offers a conceptual and practical starting point for future curricular designs that aim to bridge classical literature, media strategy, and creative pedagogy.
한국어
본 연구는 셰익스피어의 고전 희곡이 현대 콘텐츠 산업에서 OSMU(One Source Multi Use) 전략 및 유사 트랜스미디어 스토리텔링 전략을 통해 어떻게 재맥락 화되고 있으며, 이러한 사례들이 창작자 교육에 실천적으로 활용될 수 있는지를 고찰한다. 분석 대상은 <오필리아> (2018), <내가 널 사랑할 수 없는 10가지 이 유> (1999),
목차
Abstract
I. 서론
II. 이론적 논의
1. 유사 트랜스미디어 스토리텔링과 적용 가능성
2. OSMU 전략: 고전 텍스트의 다중 활용과 콘텐츠 산업의 구조적논리
3. 창작자 교육과 프로젝트 기반 학습(PBL): 경험 중심 교육철학과실천 모델
III. 연구 설계 및 분석 방법
1. 연구 설계 및 목적
2. 연구대상
3. 연구 절차 및 수업의 실행
4. 분석 설계 및 구성
IV. 분석결과
1. 콘텐츠 분석 결과
2. 설문조사
V. 결론
참고문헌
