바로가기메뉴

본문 바로가기 주메뉴 바로가기

대중서사연구

미디어에 따른 환상소설 서사의 변형 : 컴퓨터 게임 <반지의 제왕>

A transformation of fantasy novel's narrative according to media : computer game 「The Lord of the Rings」

대중서사연구 / 대중서사연구, (P)1738-3188; (E)27139964
2009, v.0 no.21, pp.315-344
https://doi.org/10.18856/jpn.2009..21.009
이영수 (이화여대)
  • 다운로드 수
  • 조회수

Abstract

Computer game is narrative form that is suitable for digital technology. The narrative of computer game mostly have transformed fantasy novel among printed literature. 「The Lord of the Rings」 by J. R. R. Tolkien, especially, had become the origin of diverse computer game narratives, and many fantasy novels are becoming the original of computer games in these days as well. Fantasy novel fictionally presuppose "the second world" which is completed by itself. The second world constructed is a "probable world" which generalizes unreal event and has its dramatic narrative structure. However, it is not the case that the narrative of fantasy novel can be directly applied to computer game. It is due to that one-way novel and interactive game is substantially different media. The three elements of setting, event, and character reflect the convention of new media as the type of the narrative of fantasy novel. In the case of console game, the sequential arrangement of space where the event happens is presupposed as plot. Plot includes mater plot and satellite plot. Master plot brings from the narrative of the original novel. In online game, the events of fantasy novel is transformed as quest with episodic structure, like an epic. However, the progression of quests is arbitrary, and how they progress matches the feature of the game genre. Characters in computer game are transformed to as main character who the user can select and play. The fact that the setting in computer game allows users to search through space shows the unique nature of computer game. We will analyze an appearance that fantasy novel's narrative has been transformed around 「The Lord of the Rings」. Analyzing the aspects of such transformation is meaningful because it allows us to understand the alteration of narrative within digital media environment.

keywords
fantasy novel, narrative transformation, computer game, 「The Lord of the Rings」, fantasy novel, narrative transformation, computer game, 「The Lord of the Rings」, 환상소설, 서사 변형, 컴퓨터 게임, 반지의 제왕

참고문헌

1.

J.R.R.톨킨, 김번 역, ꡔ반지의 제왕ꡕ, 씨앗을 뿌리는 사람, 2002.

2.

Electronic Arts, ꡔLord of the Rings: The Two Towersꡕ, Redwood City: EA Games, 2002.

3.

Gygax, Gary, ꡔDungeons and Dragonsꡕ, Lake Geneva TSR(Tactical Studies Rules), 1974.

4.

전경란, 「디지털 서사에 관한 연구 : 상호작용성과 서사성의 충돌과 타협」, 이화여대박사학위논문, 2002.

5.

최유찬, ꡔ문학과 게임의 상상력ꡕ, 서정시학. 2008.

6.

표정옥, ꡔ문학과 게임 : 한국문학의 게임성ꡕ, 한국학술정보, 2006. p.22.

7.

Henry Jenkins, “Game Design as Narrative Architecture”, Game Design Reader (A Rules of Play Anthology) , Mit Press, 2004.

8.

J. R. R. Tolkien, “On Fairy-Stories”, The Monsters and the Critics and Other Essays, George Allen and Unwin, 1983.

9.

Mark Rowell Wallin, “Ethos, Identification, and the Video Game Adaptations of The Lord of the Rings, Myths, Monsters and Markets”, gamestudies, 2008 issue 1, September 8호, 2007.

10.

Reed, K., 「Review of “Lord of the Rings: The Fellowship of the Ring.”」 Eurogamer. Retrieved August, 2004 10호, 2002.

11.

Steinberg, S. 「Review or “Lord of the Rings: Fellowship of the Ring”」, Gamespy, 20. Retrieved August 2004 10호, 2002.

12.

Aarseth, Espen J., 류현주 역, ꡔ사이버텍스트ꡕ, 글누림, 2007.

13.

Brenda Laurel, 유면호․차경애 역, ꡔ컴퓨터는 극장이다ꡕ, 커뮤니케이션북스, 2008.

14.

Donald W. Winnicott, 이재훈 역, ꡔ놀이와 현실(Playing and Reality)ꡕ, 한국심리자료연구소, 1997.

15.

Freud, 박찬부 역, ꡔ쾌락의 원칙을 넘어서ꡕ, 열린책들, 1997.

16.

Henry Jenkins, 김정희원․김동심 공역, ꡔ컨버젼스 컬쳐ꡕ, 비즈앤비즈, 2008.

17.

J. David Bolter & Richard Grusin, 이재현 역, ꡔ재매개ꡕ, 커뮤니케이션북스, 2006.

18.

Kathryn Hume, 한창엽 역, ꡔ환상과 미메시스ꡕ, 푸른 나무, 2004.

19.

Millar, Susnna, 황순자 역, ꡔ놀이의 심리ꡕ, 형설출판사, 1990.

20.

S. Chatman, 한용환 역, ꡔ이야기와 담론 : 영화와 소설의 서사구조ꡕ, 푸른 사상, 2003.

21.

Tzvetan Todorov, 이기우 역, ꡔ환상문학서설ꡕ, 한국문화, 2005.

대중서사연구