• Title/Summary/Keyword: Genre Convention

Search Result 19, Processing Time 0.029 seconds

A Study on Convention of the Fantasy Cartoon (판타지 만화의 컨벤션 연구)

  • Kim, Seong-Jae;Son, Ki-Hwan
    • Cartoon and Animation Studies
    • /
    • s.38
    • /
    • pp.195-216
    • /
    • 2015
  • 'Convention' refers to custom and practice as the dictionary definition; it means genre custom. Readers feel intimate with the pattern and grammar that a genre has, and they participate in the work, predicting and expecting the next in the 'truism.' So, all popular arts targeting the public have genre custom-that is, convention. A cartoon (comics) is one of the popular arts whose convention is developed most to the extent that its law comes across our mind just with the genre's name such as 'sports comics', 'detective comics' and 'romance comics.' However, although the fantasy cartoon is a genre that has been loved for a long time, it is one of the cartoon genres that has rarely been studied on its convention. There are several reasons for the lack of studies on convention of the fantasy cartoon. The most fundamental reason may be that its basic concept has not been properly prescribed. There are some precedent studies prescribing the fantasy cartoon as an extension of the fantastic literature, but it is hard to analyze convention that only fantasy cartoon has, because its range is too wide. So, this study considered J.R.R. Tolkein's 'Lord of the Ring' had made the genre custom of fantasy novel and fantasy comics, and classified concept and type of the fantasy cartoon. And through analysis of various cases, it investigated convention of the fantasy cartoon into 6 types. Genre is not the complete format. It is subdivided and differentiated, and it becomes one with other genres and makes a new one. For that reason, there exist limitations always when we study a genre convention of a certain genre. This study confesses in advance that it also has limitations as it just suggests convention of the general fantasy cartoon.

Study on Convention Transformation Appeared in Bong Joon-ho's Movie -Mainly with the movie "mother"- (봉준호 영화에 나타난 컨벤션 변형 연구 -영화 "마더"를 중심으로-)

  • Kim, Seong-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.12
    • /
    • pp.141-152
    • /
    • 2015
  • If we look into genre movie, we can see that almost similar forms are repeated in a movie. Such similar elements are largely divided into three units from a mass of story to a very small camera angle. Those can be explained as Formula, Convention, and Iconography. Among those three, convention means custom and it is a structure or an incident in which one story can be divided into second one. Convention is an incident visualized in individual genre, and a movie director tunes audiences through the incident. The director leads a familiar story but all of a sudden, he transforms the familiar scene to a new story. As a product established from the beginning of movie history, movie convention helps communication between audiences and a director. Audiences familiarize themselves with movie convention through repeated activities of watching movies, and the director utilizes it to provide audiences with familiarity. Director Bong Joon-ho not only tunes audiences through traditional convention but also creates a new art work through transformation of convention. A study is conducted on how he used traditional convention and transformation to get a new idea and to engage in his work through his work .

Transformation of Genre Convention in Cinematic Content Regarding Narrative and Characters of Stone (영상콘텐츠의 장르적 관습과 변형 -<스톤>의 내러티브와 캐릭터를 중심으로)

  • Kim, Yiseok
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.3
    • /
    • pp.419-428
    • /
    • 2015
  • Stone is a hybrid genre movie in which two different film genres coexist; one is a gangster movie, the other Baduk movie. This film deals with a relationship between an old gangster boss and a young Baduk player. The coexistence of two different worlds becomes a reason for a unique ambiance of this film, because Stone is dynamic and brutal as much as static and meditative. Firstly, this article aims to analyze the narrative structure and characters of this film comparing with conventions of gangster movie genre, especially 'jopok film' of Korean cinema. Secondly, we examine characters of this film and their relationship. Since the economic crisis under the IMF structure, a great part of korean gangster movie has represented the weakness of the fatherhood and the disorganization of family. However, in Stone, the friendship between two heroes, Namhae and Minsu, turns to a father-son relationship. In this way, Stone transformed conventions of film genre.

Convention of Contemporary Urban Fantasy Contents (현대형 도시 판타지 콘텐츠의 컨벤션)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.3
    • /
    • pp.87-98
    • /
    • 2013
  • A convention is a customary channel that not only distinguishes the contemporary urban fantasy contents from other genres but also feels familiar with users for its currency. To begin with, the study defines the fantasy investigating the types of the fantasies, the time and the space which are regarded as the world of the fantasy, the fantasy storytelling and the convention, the custom of the fantasy. Next, the meaning and the convention of the contemporary urban fantasy contents are discussed. Ultimately, through the contemporary urban fantasy contents analysis, the study traces changes in the fantasy genres understanding how the convention destruction of the fantasy genre generates the convention in contemporary urban fantasy contents. Finally, the study proposes the directions of the convention in contemporary urban fantasy contents production which would provide us with a new experience and a dimension of fun.

Classifying Digital Game Genres (게임 장르의 유형화)

  • Lee, Sul-Hi;Kwon, Min-Seok
    • Journal of Korea Game Society
    • /
    • v.8 no.3
    • /
    • pp.3-14
    • /
    • 2008
  • Classifying digital games' genres is quite ambiguous work, as they have been using other media's genre classification such as film genre. Therefore this paper tries to propose a new way of classifying genres of digital games. There are two kinds of approaches to digital games genres: one is based on gamers' activities and the other is on game text. The former turned out to be limitative because the meanings of gamers' activities are sometimes overlapped and this overlapping causes lack of objectivity in deciding which activity belongs to which genre. On the other hand, the latter is comparatively clear and accurate as it is based on what a game text provides. After all. a new classification of digital games based on game text makes total of 7 digital game types, which are Physical obstacles, Mainly Physical & partially intellectual obstacles, Intellectual obstacles, Mainly intellectual & partially physical obstacles, Self-supporting games, Confronting games, Ranking games, and each type has its own convention and characteristics.

  • PDF

Television Debates: Genre Conventions and Their Limits as Public Spheres (사회적 공론장으로서 텔레비전 토론 프로그램: 장르 관습과 한계)

  • Kim, Hoon-Soon;Kim, Eun-Jung
    • Korean journal of communication and information
    • /
    • v.18
    • /
    • pp.63-97
    • /
    • 2002
  • Public debate is an essential communication process of our society and now it's carried out generally by television. The purpose of this study is to discuss on the potentialities and limits of TV debate as a public space. First, we examine the way of television's construction of public debate to discover the conventions of the genre. Second, examine its limitation and potentials as an public sphere. We analyse four TV debate programs during one month(June, 2001) using text analysis: format construction, nature of agenda, characteristics of panels and chairman, participation of audience, type of knowledge. The result shows that although numbers of programs are increased, many TV debates not differentiated each other in their format, panel, and contents, and merely reproduce genre conventions. Especially in policy debates, abstract agenda, male-dominated panel, limited participation of audience, and elitism and authoritative are prevailing. The genre's preconceived formulae and fixed convention restrict its own possibility of a participant and democratic public sphere. So, in order for TV debates to function as a open public sphere, to be flexible and re-examinate the proper frame for mass media public sphere.

  • PDF

A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania' (디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로-)

  • Ahn, Jin Kyoung
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.51-59
    • /
    • 2018
  • The purpose of this study is to analyze genre differentiation in digital games and examine the changing characteristics of core genre elements. Especially this study focuses on the aspect that how players recognize genre differentiation based on the conceptual blending theory. The evolution of the genre does not end with decline or extinction. The genre keeps being divided into sub-genres through partial use of genre elements. The differentiation of the genre results from the principle of frame confrontation or expansion with a parent genre. Rogue-like games are differentiated from Role-playing games by frame conflict, while Metroidvania games are differentiated from Platform adventure games by frame expansion. In the former case, the core genre elements are independent and easily combined with other genres. For example, the core mechanism of Rogue-like genre like 'perma-death' or 'procedural generation' has a decisive effect on the differentiation of the game experience become an independent genre element. In the latter case of Metroidvania, the core genre elements strongly reveals context dependency and are difficult to use outside the genre convention. The core mechanism of Metroidvania is 'backtracking' in the labyrinth style map, but it could be effective genre element within the specific context like side-scrolling action-platformer.

A Study of Digital Game Grammar (디지털 게임의 장르 문법 연구 -FPS 장르를 중심으로-)

  • Lee, Dong Eun
    • Journal of Korea Game Society
    • /
    • v.15 no.2
    • /
    • pp.7-18
    • /
    • 2015
  • The aims of this study are to theorize genre convention of the digital games and to draw digital game genre grammar. This study verified the need for game genre and derives FPS Game genre grammar in six features. There is a formulation of the genre theory of meaning to academic researchers who studies digital games. And game designers to provide universal principles of a specific genre that is meaningful. As well as this study found that game play through the convergence of different media genres and the new format of storytelling or do it the potential to generate content may also be expected.

A Study on the Direction of Production on Domestic Epidemic Movies : Focusing on The flu, Train to Busan, and Deranged (국내 에피데믹 영화의 제작 방향에 관한 연구 : <감기>, <부산행>, <연가시>를 중심으로)

  • Lee, Kang-Suk
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.8
    • /
    • pp.538-546
    • /
    • 2020
  • This study uses a epidemic film that is being re-illuminated due to the recent appearance of COVID-19. In particular, The flu, Train to Busan, and Deranged are representative works of the "Epidemic Genre" in domestic disaster films, and their performance reports are different. Researcher set the pandemic film as one aspect of the genre film, and analyzed and compared three films in terms of three elements of the genre film: formula, convention, and iconography. An important element in the epidemic film was the improvement of reality through 'suspension of suspense' and 'ambiguity in the epidemic setting'. Lastly, Researcher hope the Korean film industry will develop more deeply through the "Epidemic Genre," a new genre of Korean films that has been spotlighted by the COVID-19 incident.

The Romantic Comedy Genre Conventions and the Audience's Reaction in American Romantic Comedy Movie -focused on the Difference of Acceptance of Korean and American Audience by Nationality and Gender- (미국 영화 <프로포즈>에 나타난 로맨틱 코미디의 장르적 관습과 관객의 반응 -한국, 미국 관객의 영화 수용 양상의 국적별, 젠더별 차이를 중심으로-)

  • Song, Minho;Youm, Chonghee;Woo, Jeonggueon
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.3
    • /
    • pp.54-64
    • /
    • 2013
  • This study is on Hollywood's latest romantic comedy movie , attempted to identify whether nationality or gender difference of the movie audience is affecting on their acceptance to the genre characteristics of Hollywood's romantic comedy. Most of Hollywood's romantic comedy movies are centered on attraction of female and male actors and its' formulated plot (boy-meets-girl, boy-loses-girl, boy-gets-girl structure). Although the movie is following the formulated romantic comedy plot, it shows a variation from the typical romantic comedy genre. In this thesis, based on audience research data, statistics and interrelationship analysis on audience value orientation, we elucidate how Korean and American, Female and Male movie audience have different preference to actors and characters in the movie and representation of archetypal Hollywood romantic comedy happy ending such as propose and wedding scenes.