There was a Golden Age of Fantasy novels in the United Kingdom in the 19th Century, which had the major writers, Lewis Carroll and George MacDonald. These writers pushed the boundaries of imagination and created a new world in which explore their own selves and societies. Fantasy novels flowered in the 1860s when a group of writers including Carroll and MacDonald published their works. These writers used the trait of dream framing to create their own fantasy world in which they took the action against the complicated and oppressive Victorian reality. Carroll's fantasy worlds of Alice in Wonderland and Through the Looking-Glass were an insane and chaotic world where the certainty of the real world was overturned. MacDonald's dream worlds of At the Back of the North Wind and the Princess books including The Princess and the Goblin and The Princess and Curdie were ideal societies in which imaginative characters could create harmony between fantasy and reality. Fantasy writers engaged in making journey to other lands to do philosophical and moral discussion critiquing Victorian society and to find insights into those problems in their works. Thus, their fantasy journey traverses time and place can produce some suggestive answers to the questions that lie in other times and realities as well as theirs.
Since This study is about game novel. I'm going to discuss the flow and features of game novels. Game novels developed in Korea, the game industry developed and made it possible. Fantasy novels, Muhyeop novels, and the generation of games met, so game novels could develop. By looking at the trends of game novels, I want to lay the foundation for the study of popular literature genre. The reason behind the emergence of game novels is the meeting of the game generation and the novel. The types of game novels can be distinguished according to the 'location of the main characters' and 'the narrative style'. It is not the best, but it is the minimum work to identify the genre. The biggest characteristic of game novels is their connection to games. It also uses the system of the real game. Another characteristic is that a variety of variations are possible with other genres. Game novels were influenced by fantasy novels and Muhyeop novels. Game novels now hold a solid place in the realm of popular literature. But the limits are also clear. It is the repeated use of game novel progression. Here are the limitations that game have to overcome. In addition, active research should be carried out. This study is intended to promote research on these game novel genres.
This paper examines the British imperialism found in Edith Nesbit's fantasy stories by looking at the function of magic and of the hierarchical relationships seen in the books. Although Edith Nesbit is relatively unknown in Korea, she is widely recognized as having had a great influence on the 20th century British literary world, and is also well-known for her political position as a socialist. Nesbit's fantasy books are commonly differentiated from other Victorian children's books written before her in that she created realistic and liberal children characters and rejected the adult didactic tone. While Nesbit's books have been recognized as revolutionary and being distinguished from other Victorian children's books, I suggest that the ideas found in her fantasy novels largely include the dominant Victorian message of British imperialism. This imperial ideology is delivered by the logic of magic and the multilateral hierarchies. The two magic creatures (The Psammead and the Phoenix) and the two magic items from an Oriental background (the Carpet and the Amulet) all have a magic power to grant people's wishes, wholeheartedly exercising their power and knowledge for the sake of the British characters. While the magic agents serve to fulfill the children's wishes, the children aim to please their parents and to benefit their family, showing layered hierarchies among the characters. Also, there is a hierarchical distinction between the magic items and the magic creatures in that the magic items have no voice to express themselves but only serve and obey the British children. The foreign characters that the children encounter in their adventures also cooperate with the British characters to help them to fulfill their goals. In short, magic frees the children from the adult-centered world but ultimately their free adventures serve their parents and other adults, and represent the ideals and hierarchical concepts of British imperialism. Thus, Nesbit's position as a modern writer seems to be ambiguous, switching between modern characterization and style, and the old Victorian imperial messages that also exist in her fantasy novels.
Journal of the Korean Applied Science and Technology
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v.40
no.2
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pp.355-362
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2023
Characters in visual media have different symbolic meanings depending on their orientations or roles. 『山海經』 is a fantasy novel written around the 3rd or 4th century BC., and the characters in the classical Chinese novel have various meanings and symbols, such as disasters, wealth, diseases, etc., according to their types. The symbolism of animals that the Chinese think of, the symbolism of characters in fantasy novels, and the morphological analysis are necessary elements in the development of characters and the film industry in China. This study analyzed the images of characters as follows, focusing on classical Chinese fantasy novels 『山海经』, 『山海经圖象全體』, and 『山海經圖』 and the fantasy novels of the Qing Dynasty 『山海经存』 and 『山海经圖錄』. First, the shapes of characters are slightly different in illustration images. Second, Among 453 characters in 山海經, there are a total of 8 characters related to flood damage, such as floods, rainy season, etc.: 'Jangwoo', 'Hapyu', 'Hwasa', 'Yeongryeong', 'Buje', 'Seungwoo', 'Manman', and 'Naeo' Third, it can be seen that the characters are creative ones that are combined with objects and animals and plants, apart from the symbolic meanings of real animals and characters in 山海經. It is believed that the continuous analysis of the characters in 山海經 will enable them to be widely used in the film industry.
The purpose of this study is to investigate the extensibility of transmedia contents of fantasy genre, and then to examine the characteristics of trans-media contents and analyze how the contents of fantasy genre have become trans-media. The definition and characteristics of the trans-media are distinguished from the existing theories such as One Source Multi Use (OSMU) and Crossmedia. At the same time, this study analyzes the extensibility of the trans-media contents applied to the fantasy genre and it compares with other medias such as novels, videos, games, etc. This shows that the game of the throne was more like to the second order adaptation through video adaptations that succeeded in success compared to the original novels that in expanding into trans-media compared with existing fantasy genre contents represented by the Lord of the Ring. The difference is that although the game of the throne is a fantasy genre content, it does not inherit the existing database genre elements, and it has been found that it has a different aspect from the existing customary form from the role of the character to the whole narrative. The analyzes presented in this study are equally valid for single content, not just for transmedia specific elements.
Journal of Korean Classical Literature and Education
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no.34
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pp.41-74
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2017
This study aimed to investigate the narrative strategy and meaning of fantasy in classic novels and to derive the educational meaning from the fantasy of Sukhyangjeon. This study selected Sukhyangjeon because is considered a suitable literary text that embodies characteristics of fantasy inherent in classical novels through its successful portrayal of the fantasy genre and its high popularity during its time. Specifically, this study observed that the "notice of hardships" which repeatedly appears in the narration of Sukhyangjeon reinforces the fantasy of the novel as it serves as an advance notice of intervention from heaven. Therefore, this study investigated the relationship between the notice of hardships and fantasy by focusing on Sukhyang's life. The way in which the "notice of hardships" is a form of illusion realized it evident in the plot when heaven saves Sukhyang from her hardship even though it was heaven that had granted her those forms of hardship. Firstly, the "notice from heaven" constitutes the macro structure of Sukhyangjeon. Through it, readers realize the enormous power of heaven by seeing how Sukhyang's life has been realized in accordance with heaven's notice with that, it evokes a sense of respect to heaven. In addition, heaven saves Sukhyang from different forms of danger. It enhances a miraculous feeling, which the omnipotent power of heaven shows, against the innocent appearance of Sukhyang during her times of danger. Meanwhile, when heaven notifies Sukhyang and the surrounding people of their fate and subsequently realizes it through dreams, this act creates a mysterious atmosphere and improves the probability of the narrative. If so, the narrative meaning in reinforcing the fantasy of the novel by the use of "notice of hardships" could be revealed through Sukhyang's real life. First, the hardship in which Sukhyang has gone through is so realistic and detailed that the readers' feelings of empathy are evoked with the fear of the coming hardship, wailing together, and trying to resolve the inner anxiety through Sukhyang's happiness. Second, the heavenly beings who are touched by the good behaviors of Sukhyang save her from the dangers of death. This creates the belief in readers that heaven intervenes for the good people. Third, the active attitude that Sukhyang and Leesun show in the process of marriage helps them overcome their earthly hardship and preserve their relationship in heaven. This gives readers hope that they could go to a "higher life" after going through suffering. This fantasy of Sukhyangjeon helps readers overcome their anxieties of reality through fantasy and recognizes the importance of relationships to enhance a sense of unity and solidarity with others. Because of these elements, it is expected that the fantasy of Sukhyangjeon will have a meaningful value to modern readers.
The objective of this thesis is to unfold Latin American trends overlapping with Korean contemporary novels as an interesting scene in the circle of Korea literature at the beginning of the 21st century. This study was conducted largely in two directions. One is examining how long novel A Guest of Seok-yeong HWANG, a representative realist writer in Korea, and another long novel One Hundred Years Motel (Baeknyeon Motel) of Cheol-woo IM, a writer who has expressed Korean shamanic flowering as his fictitious characteristic since the 1980s, meet and interact with the world of magic realism in long novel One Hundred Years of Solitude of G. G. Marquez born in Colombia, Latin America, and the other is discussing the fictional techniques of H. L. Borges overlapping with short stories in novel collections The Age of Twenty and Fictions of Midnight by, respectively, young writers Yeon-soo KIM and PARK Hyeong-seo who displayed a unique world of fictions in the 2000s. For these purposes, we developed the points of discussion from the viewpoint of 'the meeting of two essences' for Seok-yeong HWANG and Marquez, of 'the meeting of two 'hundred years'' for Cheol-woo IM and Marquez, of 'novel writing as the finding of the original' for Yeon-soo KIM and Borges, and of 'novel writing surrounding fictions' for Hyeong-seo PARK and Borges. Around 2000, the trend of Latin American novels emerged as a phenomenon in Korean novels. It was probably a natural consequence of contemporary writers' struggling with genres and post-genres, the overturn of the center and the periphery, and blurred boundaries. Seok-yeong HWANG, Cheol-woo IM, Yeon-soo KIM, and PARK Hyeong-seo borrowed the contents and techniques of Latin American novels, but further research is required on how continuously their works internalized the characteristic properties of Marquez-style, Borges-style or polyphonic Latin American novels and, by doing so, how much they expanded or determined their own line. This is why this study has been performed productively out of vital importance. In every age throughout history, there have been the phenomena of encountering and sympathizing, and overlapping and spreading with foreign novels. This study is meaningful in that it illuminated the aspects of Korean contemporary novels in the flow of world literature through tracing the origin and reality of the trend of Latin American novels emerging conspicuously through overlapping particularly with Korean novels published in the 2000s.
The purpose of this study is to analyze the specific mimesis types of common character costumes in MMORPGs, which have stories that are very similar in structure to ancient myths and fantasy novels. As the subject of the research I have selected "Diablo 3" created by the American video game developer, Blizzard Entertainment Images of 5 characters, for both genders - Barbarian, Witch Doctor, Monk, Demon hunter, Wizard - were compiled for a total of 10 images, and these images were compared to popular archetypes in mythology, religion and literature. analyzed them separately according to the mimesis type. For this study, Articles and books containing the Aesthetics, Mimesis and Digital culture were researched in order to study the costume features and the Mimesis types and compare them to the costumes in the MMORPG. Firstly, the character Barbarian is a successor of the barbarian character of the previous product. The outfit worn by the game figure is based on the common images expressed in the movie . The makers created an analogous-imitation mimesis by replicating the image in an exaggerated and grand form. Second, the character Witch Doctor derived its motif from the Voodoo cult, and was expressed in analogous-imitation mimesis, using the very shades and patterns used in real life. Third, the character Monk, blending the image of a priest in Eastern Europe and images of its oriental counterparts, was expressed in transposition-diversion mimesis. Fourth, the Demon Hunter took the source of its inspiration from the image of a Witch hunter in the medieval times. The game character has a sharper sleeker figure than its model, and uses more acute shapes and darker gloomier colors expressed in an analogous-imitation mimesis. Finally, the character Magician took a formless character and expressed it in transposition-diversion mimesis taking as its basis some fantasy novels.
Journal of Korean Library and Information Science Society
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v.49
no.3
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pp.241-261
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2018
The purpose of this study was to investigate the current status of the military library services and the factors for promoting the reading of the soldiers and the activation of the use of the library by investigating the perception, use behavior and satisfaction of the library users, and the usefulness of 'JinJung' library collection. For this purpose, we surveyed the users of the Army, Navy, and Air Force military libraries. As a result of the survey, they responded that they were reading to acquire new knowledge and information and to cultivate the education. The favorite reading areas were general fiction, poetry, comic books, martial arts and fantasy novels. In order to encourage the soldiers to read in the military, diversity and quantitative expansion of collections are most needed, and soldiers said they most desire to expand the books on novels, poetry, admissions and employment preparation books. In addition, in order to increase the utilization rate of the military library and the interest in reading, it was necessary to increase the accessibility of the soldiers' library and books to the military, and to increase the library use time.
This study discussed how the Moo-hyup prototype that has been formed from novels and comics was applied to TV drama in modern form beyond martial art movies, historical TV series and games by exploring Japanese TV drama . This study showed that follows the Moo-hyup prototype such as imaginary space and violence, the relationship between characters with the spirit of Moo-hyup, and the structure of Moo-hyup story rather than a story of teenagers' growing-up. This study is ultimately expected to reveal the possibility that the Moohyup prototype can be applied to the TV drama in modern form as well as historical stories.
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