399 0

소셜 네트워크 게임의 사회문화적 기능과 가치에 관한 연구

Title
소셜 네트워크 게임의 사회문화적 기능과 가치에 관한 연구
Other Titles
A Study on the Sociocultural Function and Value of Social Network Games
Author
류미영
Alternative Author(s)
Ryu, Mi-Young
Advisor(s)
박상천
Issue Date
2012-02
Publisher
한양대학교
Degree
Master
Abstract
본고는 SNG와 MMORPG의 비교 분석을 통해 ‘SNG의 사회문화적인 기능과 가치’를 발견하려는 데에 목적이 있다. 두 게임은 다수의 플레이어들이 상호작용하며 일종의 가상 커뮤니티를 형성하고 사회적인 관계를 형성함으로써 공통된 점을 띠고 있다. 그러나 게임으로 나타난 현상은 매우 상반적인 모습을 띠었다. MMORPG는 청소년 과몰입, 폭력성, 아이템 현금 거래 등의 사회적 문제를 야기함으로써 논란이 일기도 했다. 그러나 최근에는 ‘게임 3.0’이라고 불리는 SNG가 등장하여 게임에 대한 긍정적인 영향을 새롭게 조명하면서 게임의 순기능적인 특성을 활용한 새로운 게임을 만들려는 노력이 시도되고 있다. 이는 새로운 게임의 패러다임 중 하나로 개인의 욕구 확장을 넘어 게임과 현실이 연동되는 확장 현상을 가져오고 있는 것으로 판단된다. 본 논문은 이러한 게임의 변화 양상에 주목하여 MMORPG와 SNG의 특성을 1. 게임 이용자 층위, 2. 게임 방법, 3. 커뮤니티 형성 양상, 4. 이용자 간의 상호 관계, 5. 현실과 가상의 경계로 다섯 가지를 비교 분석하여 SNG의 사회문화적 가치를 도출하고자 하였다. 비교 분석한 결과, SNG는 여성, 중․ 장년층의 비게이머가 유입되면서 게임 이용자의 확장을 가져왔고, 이용자 간의 증여체계와 게임 내 다양한 시스템을 통해 서비스를 제공하면서 수익을 창출하고 있었다. 지인과의 소통의 기틀을 제공하며, 현실의 지위 관계와 상관없이 이용자 간의 수평적인 관계를 형성하고 있었으며, 현실을 기반으로 게임의 가상과 실재 현실이 연동되는 사례들을 볼 수 있었다. 이러한 결과를 바탕으로 SNG의 사회문화적인 가치를 두 가지로 좁혀 1. 게이머 간의 소통과 협력 관계 강화, 2. 게임을 통한 사회적 기여 확대라는 SNG가 가지고 있는 사회문화적 가치의 기능을 도출하였다. 본고는 SNG와 MMORPG의 비교 분석을 통해 SNG가 사회문화적으로 가지는 기능과 가치에 대해서 논했으나, 사회 성장 동력으로서의 SNG의 역할에 대한 연구와 삶의 게임화에 대한 연구가 지속됨으로써 더 나은 연구 결과들이 나오기를 기대해본다.|The main purpose of this paper is to discover 'the sociocultural functions and values of Social Network Games(hereinafter referred to as the SNG or SNGs)' by comparatively analyzing SNGs with Massive Multi-user Online Role Playing Games(hereinafter referred to as the MMORPG or MMORPGs). One common aspect of the two is that a large number of the users of both games tend to form virtual community, and develop social relationships by interacting with each other in their games. However, the effects of the two games were considerably different. It is a fixed fact that the MMORPGs(Massive Multi-user Online Role Playing Games) have raised substantial controversy by causing serious social problems such as teenagers becoming excessively immersed into playing the games, the violent contents of the games, and also for the cash transactions of online-game items. Yet, on the other hand, by the appearance of a game named 'Game 3.0,' some have shed new light on the positive impact of the online-games, and thereby numerous attempts have been made in creating new types of games that were built upon the positive effects of what games originally held. This current trend is regarded as a new paradigm in our game industry in which goes beyond the expanding needs of individuals, and thereby creating a new phenomenon that links the game with reality. Focusing on the new phenomenon mentioned above, this thesis has concentrated on finding the sociocultural values of SNGs by comparatively analyzing 1. the diverse range of gaming users, 2. the gaming methods, 3. how the users form their community in the game, 4. the relationship between the users, and 5. the boundary between reality and virtual reality. As a result of the comparative analysis, it has been found that the influx of non-gaming(female, middle-aged, and the elderly) users into the games has lead to the expansion of the number of SNG users, and the SNG providers were creating revenue models by providing various types of online contents and services such as enabling the users to gift online items to each another. The SNGs provided the basis for acquaintances' communication with each another, the relationship between the users were formed horizontally regardless of their positions in the reality, and some cases of virtual reality interlocking with reality were observed. Based on the results stated above, the sociocultural values of SNGs were narrowed into two values; 1. strengthening communication and cooperation skills of the users, and 2. expanding contribution to society by the means of playing online-games. Even though this article has commented on the sociocultural functions and values of SNGs through comparative analysis, it is hoped that further research findings to be made to discover the role of SNGs' as a growth engine of our society, and hope more efforts to be made in analyzing the gamification of life.; The main purpose of this paper is to discover 'the sociocultural functions and values of Social Network Games(hereinafter referred to as the SNG or SNGs)' by comparatively analyzing SNGs with Massive Multi-user Online Role Playing Games(hereinafter referred to as the MMORPG or MMORPGs). One common aspect of the two is that a large number of the users of both games tend to form virtual community, and develop social relationships by interacting with each other in their games. However, the effects of the two games were considerably different. It is a fixed fact that the MMORPGs(Massive Multi-user Online Role Playing Games) have raised substantial controversy by causing serious social problems such as teenagers becoming excessively immersed into playing the games, the violent contents of the games, and also for the cash transactions of online-game items. Yet, on the other hand, by the appearance of a game named 'Game 3.0,' some have shed new light on the positive impact of the online-games, and thereby numerous attempts have been made in creating new types of games that were built upon the positive effects of what games originally held. This current trend is regarded as a new paradigm in our game industry in which goes beyond the expanding needs of individuals, and thereby creating a new phenomenon that links the game with reality. Focusing on the new phenomenon mentioned above, this thesis has concentrated on finding the sociocultural values of SNGs by comparatively analyzing 1. the diverse range of gaming users, 2. the gaming methods, 3. how the users form their community in the game, 4. the relationship between the users, and 5. the boundary between reality and virtual reality. As a result of the comparative analysis, it has been found that the influx of non-gaming(female, middle-aged, and the elderly) users into the games has lead to the expansion of the number of SNG users, and the SNG providers were creating revenue models by providing various types of online contents and services such as enabling the users to gift online items to each another. The SNGs provided the basis for acquaintances' communication with each another, the relationship between the users were formed horizontally regardless of their positions in the reality, and some cases of virtual reality interlocking with reality were observed. Based on the results stated above, the sociocultural values of SNGs were narrowed into two values
URI
https://repository.hanyang.ac.kr/handle/20.500.11754/137918http://hanyang.dcollection.net/common/orgView/200000419021
Appears in Collections:
GRADUATE SCHOOL[S](대학원) > CULTURE CONTENTS(문화콘텐츠학과) > Theses (Master)
Files in This Item:
There are no files associated with this item.
Export
RIS (EndNote)
XLS (Excel)
XML


qrcode

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.

BROWSE