본 연구의 목적은 콘텐츠의 재미 요소를 도출하여 이를 바탕으로 콘텐츠의 재미 생성 매커니즘을 이론화하는 작업을 통해 재미 이론의 기반을 마련하려는 것이다. 이를 위해 본 연구에서는 먼저 이야기 위주로 창작되는 문학작품 중 소설을 중심으로 재미 요소를 추출하였다.
문학작품은 이야기가 중심이 되는 예술이다. 그 중 소설은 모티브가 되는 소재를 중심으로 이야기를 엮어가는 형태의 콘텐츠이다. 문학작품의 이야기는 독자들에게 즐거움 속에서 상상력을 동원하여 정신생활의 범위를 넓히고 호기심, 탐구심, 경이감, 지적 욕구들을 만족시키면서 동시에 감정을 키우는 재미를 선사한다. 본 연구에서는 이러한 문학작품 중에서도 가장 대중적인 호응을 얻고 있는 로맨스칙릿소설, 무협판타지소설, 역사소설의 세 장르를 연구 대상으로 선택했다.
연구의 진행은 다분히 주관적인 ‘재미’라는 개념을 최대한 객관화함으로써 타당성을 확보하는데 치중되었다. 재미 요소를 추출하는 단계에서는 주로 Q방법론이 동원되었다.
이 논문의 의의는 창작지원시스템 개발이라는 아직 아무도 시도하지 않았던 새로운 기술적 진보의 첫 발을 내딛었다는 점에 있다. 문화산업 영역에서 점차 그 중요성이 증대되고 있는 ‘재미’가 문학작품의 주요 요소로 간주되었다는 것만으로도 재미 연구는 학문적으로 큰 의미를 가진다. 본 연구 결과는 현재의 열악한 콘텐츠 창작현실에 큰 도움을 줄 수 있을 것이며 나아가 재미 이론이 일천한 학계에도 학문적 선도성의 의미를 가진다.
본 연구의 목적은 콘텐츠의 재미 요소를 도출하여 이를 바탕으로 콘텐츠의 재미 생성 매커니즘을 이론화하는 작업을 통해 재미 이론의 기반을 마련하려는 것이다. 이를 위해 본 연구에서는 먼저 이야기 위주로 창작되는 문학작품 중 소설을 중심으로 재미 요소를 추출하였다.
문학작품은 이야기가 중심이 되는 예술이다. 그 중 소설은 모티브가 되는 소재를 중심으로 이야기를 엮어가는 형태의 콘텐츠이다. 문학작품의 이야기는 독자들에게 즐거움 속에서 상상력을 동원하여 정신생활의 범위를 넓히고 호기심, 탐구심, 경이감, 지적 욕구들을 만족시키면서 동시에 감정을 키우는 재미를 선사한다. 본 연구에서는 이러한 문학작품 중에서도 가장 대중적인 호응을 얻고 있는 로맨스칙릿소설, 무협판타지소설, 역사소설의 세 장르를 연구 대상으로 선택했다.
연구의 진행은 다분히 주관적인 ‘재미’라는 개념을 최대한 객관화함으로써 타당성을 확보하는데 치중되었다. 재미 요소를 추출하는 단계에서는 주로 Q방법론이 동원되었다.
이 논문의 의의는 창작지원시스템 개발이라는 아직 아무도 시도하지 않았던 새로운 기술적 진보의 첫 발을 내딛었다는 점에 있다. 문화산업 영역에서 점차 그 중요성이 증대되고 있는 ‘재미’가 문학작품의 주요 요소로 간주되었다는 것만으로도 재미 연구는 학문적으로 큰 의미를 가진다. 본 연구 결과는 현재의 열악한 콘텐츠 창작현실에 큰 도움을 줄 수 있을 것이며 나아가 재미 이론이 일천한 학계에도 학문적 선도성의 의미를 가진다.
Modern people wanting to enjoy the cultural emotion seeking for the serene mind in the midst of agitated surroundings are much interested in the culture contents industry. “Fun” has become the most important creative element in the culture contents industry. Fun is rising as an important method whic...
Modern people wanting to enjoy the cultural emotion seeking for the serene mind in the midst of agitated surroundings are much interested in the culture contents industry. “Fun” has become the most important creative element in the culture contents industry. Fun is rising as an important method which can guarantee the success and profit. In the era of hardware, the diligence and devotion was a concern, but now, the era of contents-ware requires “fun” and even considers it as the spirit of times. “Fun” is now a core element for the spirit of times in the era of contents-ware giving priority to the creativeness. The “fun” is produced by the writer’s experience and intuition. The content creators monitor the consumers’ behaviors and accumulate the results and, by these, measure the social context on the “fun” and reflect it to the writing which is just the text level. There has been lack of inspected theory and materials. This study aims to provide the fun theory’s basis through the theorizing work of the fun factor and fun creating mechanism. For this, the study will extract the fun factor from the written form such as a novel, cartoon and a nursery story. This study will be able to give a big help to the current reality which is lacking the contents creation. Further, this study is meaningful academically in that it can lead the academy which has not enough experience on the fun theory. Literature is an art focusing on the story telling. A novel among them is a book of story telling in a written form. The literature enlarges the scope of mental life using the imagination and provides the fun raising the emotion by the satisfaction of curiosity, surprise and intelligent desire. This paper takes the major literature genre, novel, as the first research object specially the romance chick-lit novel, heroism fantasy and the history novel which are popular regardless of sex and generation. The object novels are chosen by reference to the internet site popularity rank of the relatively new novels in each genre which have been published since 2000. The Q-fact analysis results and the types of the 3 genre research objects such as the romance chick-lit novel, heroism fantasy and the history novel have a meaning in detail to be mentioned below. The romance chick-lit novel can be classified into 4 types such as ‘the style seeker’, ‘story seeker’, ‘identification seeker’ and ‘character seeker’. The heroism fantasy has 4 types such as ‘the fantasy seeker’, ‘success story seeker’, ‘tragedy seeker’ and ‘episode seeker’. The history novel shows 4 types such as ‘the stress on the result’, ‘stress on the event’, ‘stress on the meaning’, and ‘the stress on the character’. The research was focused on attaining validity by objectifying the subjective ‘fun’. This paper is meaningful as it uses and mixes the methods of cultural science and social science. And also it is meaningful as it tries to develop the creation supporting system which is the new technical progress and which has not been tried before. No need to mention above, the study on ‘fun’ has a sufficient meaning in that ‘fun’ was treated as the major factor of the popular literature and the importance of the ‘fun’ has been increased in the area of culture industry.
Modern people wanting to enjoy the cultural emotion seeking for the serene mind in the midst of agitated surroundings are much interested in the culture contents industry. “Fun” has become the most important creative element in the culture contents industry. Fun is rising as an important method which can guarantee the success and profit. In the era of hardware, the diligence and devotion was a concern, but now, the era of contents-ware requires “fun” and even considers it as the spirit of times. “Fun” is now a core element for the spirit of times in the era of contents-ware giving priority to the creativeness. The “fun” is produced by the writer’s experience and intuition. The content creators monitor the consumers’ behaviors and accumulate the results and, by these, measure the social context on the “fun” and reflect it to the writing which is just the text level. There has been lack of inspected theory and materials. This study aims to provide the fun theory’s basis through the theorizing work of the fun factor and fun creating mechanism. For this, the study will extract the fun factor from the written form such as a novel, cartoon and a nursery story. This study will be able to give a big help to the current reality which is lacking the contents creation. Further, this study is meaningful academically in that it can lead the academy which has not enough experience on the fun theory. Literature is an art focusing on the story telling. A novel among them is a book of story telling in a written form. The literature enlarges the scope of mental life using the imagination and provides the fun raising the emotion by the satisfaction of curiosity, surprise and intelligent desire. This paper takes the major literature genre, novel, as the first research object specially the romance chick-lit novel, heroism fantasy and the history novel which are popular regardless of sex and generation. The object novels are chosen by reference to the internet site popularity rank of the relatively new novels in each genre which have been published since 2000. The Q-fact analysis results and the types of the 3 genre research objects such as the romance chick-lit novel, heroism fantasy and the history novel have a meaning in detail to be mentioned below. The romance chick-lit novel can be classified into 4 types such as ‘the style seeker’, ‘story seeker’, ‘identification seeker’ and ‘character seeker’. The heroism fantasy has 4 types such as ‘the fantasy seeker’, ‘success story seeker’, ‘tragedy seeker’ and ‘episode seeker’. The history novel shows 4 types such as ‘the stress on the result’, ‘stress on the event’, ‘stress on the meaning’, and ‘the stress on the character’. The research was focused on attaining validity by objectifying the subjective ‘fun’. This paper is meaningful as it uses and mixes the methods of cultural science and social science. And also it is meaningful as it tries to develop the creation supporting system which is the new technical progress and which has not been tried before. No need to mention above, the study on ‘fun’ has a sufficient meaning in that ‘fun’ was treated as the major factor of the popular literature and the importance of the ‘fun’ has been increased in the area of culture industry.
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