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Cultural Capital in Online-RPG - Focusing on experience of 'World of Warcraft' play -

온라인 RPG에서의 문화자본 - '월드 오브 워크래프트' 플레이 경험을 중심으로 -

  • 최한정 (강원대학교 영상문화학과) ;
  • 유승호 (강원대학교 영상문화학과)
  • Received : 2018.12.29
  • Accepted : 2019.02.11
  • Published : 2019.04.20

Abstract

This paper aims to study on attribute of interaction between user from cultural capital perspective of Bourdieu who expanded the concept of capital and presented class production and reproduction through 'World of Warcraft' play and analysis. The results of this study is that First, game ability showed properties of cultural capital that embodied, objectified, institutionalized. Second, the types of interaction by difference of cultural capital appeared that lurking, reciprocity, exclusion. This study identified game ability have attributes of cultural capital and that Due to the nature of the interaction for 'Disticion', individual actions are related to the process of accumulating power and contribute to class reproduction.

본 연구는 'World of Warcraft'를 플레이, 분석을 통하여 계급 생산/재생산을 경제적 차원에서 문화적 차원으로 확장시킨 부르디외의 문화자본 관점에서 유저 사이의 상호작용 특성을 파악하였다. 연구의 결과는 첫째, 게임 능력은 체화된 객관화된 제도화된 상태의 문화자본적 속성을 보이고 있었다. 둘째, 문화자본 차이에 따른 상호작용 유형은 잠복관찰, 호혜성, 배제의 방식으로 나타났다. 본 연구를 통해 게임의 공간에서 플레이 능력이 문화자본적 속성을 지니고 있으며, 게이머 간의 구별짓기적 속성으로 인해 개인의 플레이 행위가 권력축적과정과 연결되어 게임장에서의 계급재생산에 기여함을 밝혀냈다.

Keywords

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[Fig. 1] Achievement System of 'World of Warcraft'5)

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[Fig. 2] Warcraft Logs6)

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[Fig. 3] Advertisement for guild in 'World of Warcraft Inven'7)

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