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Analysis of Gender Identity of On-line Game Character - focused on -

온라인 게임 캐릭터에 나타난 젠더 정체성 분석 - <리그 오브 레전드>를 중심으로

  • Han, Hye-Won (Division of Digital Media in Ewha Womans University) ;
  • Kim, Seo-Yeon (Division of Digital Media in Ewha Womans University) ;
  • Koo, Hye-In (Division of Digital Media in Ewha Womans University)
  • 한혜원 (이화여자대학교 디지털미디어학부 창의형 미디어 스토리텔링 연구팀) ;
  • 김서연 (이화여자대학교 디지털미디어학부 창의형 미디어 스토리텔링 연구팀) ;
  • 구혜인 (이화여자대학교 디지털미디어학부 창의형 미디어 스토리텔링 연구팀)
  • Received : 2014.09.12
  • Accepted : 2014.10.07
  • Published : 2014.10.20

Abstract

The purpose of this study is to analyze figurations of genders in on-line game character in order to find out the ways of building gender identity of on-line game characters. This study selects characters in on-line game to analyze figurations of genders in game systems, images, discourses of game characters by using gender identity theory and examine the reproducing process of players. As the result, the gender identity of on-line game characters which was pre-given by game developers follows the same conventions and stereotypes in real world and also the players follow it in the same manner. On-line game has the potential of text involvement and modification of the game players, and it has immanent possibilities of becoming alternative space of endless improvement and evolvement.

본 논문의 목적은 온라인 게임 캐릭터에 나타난 젠더 형상화 양상 및 특징을 분석하고, 이를 통해 온라인 게임 캐릭터의 젠더 정체성이 구축되는 방식을 도출하는 것이다. 이를 위해 온라인 게임 <리그 오브 레전드>에 등장하는 캐릭터를 연구 대상으로 채택하고, 젠더 정체성 이론을 바탕으로 게임 개발자가 제시하는 시스템, 이미지, 담화 등에서 나타나는 캐릭터의 젠더 재현 양상을 분석하고, 플레이어의 재생산 과정을 살펴보았다. 그 결과 게임 개발자로부터 선험적으로 주어지는 게임 캐릭터의 젠더 정체성은 현실의 관습 및 선입견을 답습하는 단계에 머무르고 있으며, 플레이어 또한 그러한 흐름에 부응하고 있었다. 온라인 게임은 플레이어의 텍스트 개입과 변환의 가능성이 높으며 끊임없이 발전하고 진화할 수 있는 대안적 공간으로서의 가능성을 내재하는 바, 인간 경험의 확장 가능성을 제시하고 현실의 한계를 극복할 수 있는 가능성을 지닌다.

Keywords

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Cited by

  1. A Study on Flash Mobile Game Application Using Adobe AIR vol.15, pp.2, 2015, https://doi.org/10.7583/JKGS.2015.15.2.73