캐릭터는 디지털 콘텐츠 산업의 핵심 상품으로 다양한 매체에서의 호환성이 높아 게임, 애니메이션, 마케팅 등에서 높은 부가가치를 창출한다. 그리고 한 번 투자되어 디자인된 캐릭터는 문화상품의 특징인 영속성을 소유하고, 재생산비용이 저렴하기 때문에 다양한 창구를 통해 추가적인 수익을 극대화 할 수 있다. 현재 국내 게임 분야는 온라인 게임 개발을 중심으로 활발한 성장세를 기록 중이다. 하지만 게임 자체의 국내, 해외 수출의 성공에 비해 게임 캐릭터를 활용한 다양한 수익 산업으로의 전개(...
캐릭터는 디지털 콘텐츠 산업의 핵심 상품으로 다양한 매체에서의 호환성이 높아 게임, 애니메이션, 마케팅 등에서 높은 부가가치를 창출한다. 그리고 한 번 투자되어 디자인된 캐릭터는 문화상품의 특징인 영속성을 소유하고, 재생산비용이 저렴하기 때문에 다양한 창구를 통해 추가적인 수익을 극대화 할 수 있다. 현재 국내 게임 분야는 온라인 게임 개발을 중심으로 활발한 성장세를 기록 중이다. 하지만 게임 자체의 국내, 해외 수출의 성공에 비해 게임 캐릭터를 활용한 다양한 수익 산업으로의 전개(OSMU)는 부족한 상황이다. 국내 게임 콘텐츠는 지속적인 수익 추구를 위한 게임 시스템과 온라인 서비스에 집중한 나머지 특정 장르의 게임에 개발이 집중되며 캐릭터 디자인을 비롯한 콘텐츠 전체의 아이덴티티 구축에 미흡하였다고 판단된다. 게임 산업의 지속적인 양적 성장에도 불구하고 스타 게임 캐릭터의 부재에 대해서 일각에서는 업체의 영세함과 낙후된 유통구조에서 그 이유를 찾고 있다 하지만 이제는 게임 캐릭터 디자인의 질적인 부분과 차별화된 아이덴티티 구축에 대해서 고민이 필요한 시점이다. 캐릭터 디자인은 순수미술처럼 작가의 자유로운 표현이 아니며 수학처럼 공식의 조합으로 이루어지는 것도 아니다. 캐릭터 디자인의 아이덴티티 구축을 위해서는 캐릭터의 조형적 이론과 더불어 디자인이 최종적으로 수용자에게 받아들여지는 과정에 대한 이해가 필요하다. 이것은 기호학 연구와 관련이 깊다. 캐릭터의 디자인에 기호학 이론을 적용하면 캐릭터 아이덴티티 구축을 분석적으로 이해할 수 있다. 이 논문에서는 "기호학" 이론을 바탕으로 국내 대표적 게임 캐릭터 26개의 기호적 의미작용 분석해 보았다.
캐릭터는 디지털 콘텐츠 산업의 핵심 상품으로 다양한 매체에서의 호환성이 높아 게임, 애니메이션, 마케팅 등에서 높은 부가가치를 창출한다. 그리고 한 번 투자되어 디자인된 캐릭터는 문화상품의 특징인 영속성을 소유하고, 재생산비용이 저렴하기 때문에 다양한 창구를 통해 추가적인 수익을 극대화 할 수 있다. 현재 국내 게임 분야는 온라인 게임 개발을 중심으로 활발한 성장세를 기록 중이다. 하지만 게임 자체의 국내, 해외 수출의 성공에 비해 게임 캐릭터를 활용한 다양한 수익 산업으로의 전개(OSMU)는 부족한 상황이다. 국내 게임 콘텐츠는 지속적인 수익 추구를 위한 게임 시스템과 온라인 서비스에 집중한 나머지 특정 장르의 게임에 개발이 집중되며 캐릭터 디자인을 비롯한 콘텐츠 전체의 아이덴티티 구축에 미흡하였다고 판단된다. 게임 산업의 지속적인 양적 성장에도 불구하고 스타 게임 캐릭터의 부재에 대해서 일각에서는 업체의 영세함과 낙후된 유통구조에서 그 이유를 찾고 있다 하지만 이제는 게임 캐릭터 디자인의 질적인 부분과 차별화된 아이덴티티 구축에 대해서 고민이 필요한 시점이다. 캐릭터 디자인은 순수미술처럼 작가의 자유로운 표현이 아니며 수학처럼 공식의 조합으로 이루어지는 것도 아니다. 캐릭터 디자인의 아이덴티티 구축을 위해서는 캐릭터의 조형적 이론과 더불어 디자인이 최종적으로 수용자에게 받아들여지는 과정에 대한 이해가 필요하다. 이것은 기호학 연구와 관련이 깊다. 캐릭터의 디자인에 기호학 이론을 적용하면 캐릭터 아이덴티티 구축을 분석적으로 이해할 수 있다. 이 논문에서는 "기호학" 이론을 바탕으로 국내 대표적 게임 캐릭터 26개의 기호적 의미작용 분석해 보았다.
A character is the main product in digital contents industry, and this makes high added value in game, animation, and marketing because character has high compatibility in various medias. Moreover, designed character that is invested once has the permanence, which is the characteristic of cultural p...
A character is the main product in digital contents industry, and this makes high added value in game, animation, and marketing because character has high compatibility in various medias. Moreover, designed character that is invested once has the permanence, which is the characteristic of cultural product. Also, this maximizes additional income through various ways because the cost of reproduction about character is cheap. Currently, the field of domestic game makes active growth with focusing on the production of online game. However, OSMU, which is the development to various profit industries through game character, is not enough as the success of game export to local area and foreign country. Despite of constant quantitative growth of game industry, this field thinks that poverty of company and old structure of distribution are reason of the lack of star game character. However, this is the time to think about the construction for quality part and distinguished identity of game character design. Character design is neither free expression of author as the fine arts nor the combination of formula as mathematics. For the construction of identity of character design, an understanding of process about that plastic theory of character and design are accepted by consumer is necessary. This is deeply related with semiotics research. The construction of identity can be analytically understood by the application of semiotics theory on character design. This study analyses 26 game characters, which are selected on "Korean Super characters 100", through symbolic application of meaning. This is based on representative research of semiotics theory. Analyzing tool for the extraction of stimulation about each sense is created for the symbolic application of meaning. Analyzing tool is organized as several things such as the extraction of visual stimulation, the extraction of experience stimulation, and the extraction of implicated marking. This study analyses the condition of construction of identity about character through final overall analyzation. As a result, the game character is the symbolic combination of elements such as vision, hearing and experience. Distinguished set-up of marking in each sense largely influence on the construction of identity. Also, the character that contains implicated marking based on the story is useful to the construction of creative identity. Also, this study divides 26 game characters in genre and platform, and result shows that characters of MMORPG genre in the platform of PC online take a lot of quantity. This study considers the condition of advancement of character industry about domestic MMORPG character and the method of identity construction in the process of symbolic meaning. The profit structure of domestic game industry is changed from the profit of game to profit of industry of additional value through character. Distinguished construction of identity should be preceded if domestic game character can be succeeded in global character industry because Disney and Japanese characters are dominating this field. This study deducts the structure of character recognition about consumer through the application of semiotics theory, and this study analyses the situation of identity construction of representative domestic game character. The consideration about the process of character recognition by consumer gives big assistance to the quality improvement of game character design. This study can be used as basic theoretical data of character design.
A character is the main product in digital contents industry, and this makes high added value in game, animation, and marketing because character has high compatibility in various medias. Moreover, designed character that is invested once has the permanence, which is the characteristic of cultural product. Also, this maximizes additional income through various ways because the cost of reproduction about character is cheap. Currently, the field of domestic game makes active growth with focusing on the production of online game. However, OSMU, which is the development to various profit industries through game character, is not enough as the success of game export to local area and foreign country. Despite of constant quantitative growth of game industry, this field thinks that poverty of company and old structure of distribution are reason of the lack of star game character. However, this is the time to think about the construction for quality part and distinguished identity of game character design. Character design is neither free expression of author as the fine arts nor the combination of formula as mathematics. For the construction of identity of character design, an understanding of process about that plastic theory of character and design are accepted by consumer is necessary. This is deeply related with semiotics research. The construction of identity can be analytically understood by the application of semiotics theory on character design. This study analyses 26 game characters, which are selected on "Korean Super characters 100", through symbolic application of meaning. This is based on representative research of semiotics theory. Analyzing tool for the extraction of stimulation about each sense is created for the symbolic application of meaning. Analyzing tool is organized as several things such as the extraction of visual stimulation, the extraction of experience stimulation, and the extraction of implicated marking. This study analyses the condition of construction of identity about character through final overall analyzation. As a result, the game character is the symbolic combination of elements such as vision, hearing and experience. Distinguished set-up of marking in each sense largely influence on the construction of identity. Also, the character that contains implicated marking based on the story is useful to the construction of creative identity. Also, this study divides 26 game characters in genre and platform, and result shows that characters of MMORPG genre in the platform of PC online take a lot of quantity. This study considers the condition of advancement of character industry about domestic MMORPG character and the method of identity construction in the process of symbolic meaning. The profit structure of domestic game industry is changed from the profit of game to profit of industry of additional value through character. Distinguished construction of identity should be preceded if domestic game character can be succeeded in global character industry because Disney and Japanese characters are dominating this field. This study deducts the structure of character recognition about consumer through the application of semiotics theory, and this study analyses the situation of identity construction of representative domestic game character. The consideration about the process of character recognition by consumer gives big assistance to the quality improvement of game character design. This study can be used as basic theoretical data of character design.
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