• Title/Summary/Keyword: Narrative analysis

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Narrative Analysis of a TV Documentary on Early Childhood English Education Fever: Focus on the Coverage of (영어교육 열풍에 관한 시사다큐멘터리의 서사분석: '조기 영어교육 열풍, 신음하는 아이들' 방송을 중심으로)

  • Shim, Woo Jin;Shin, Dongil
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.79-92
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    • 2017
  • This study analyzed the TV documentary titled on early childhood English education through narrative structure analysis (Chatman, 2003). It performed syntagmatic analysis to clarify the story structure with a focus on the development of events, and paradigmatic analysis to understand the semantic structure hidden in the text by binary opposition analysis. The documentary was constructed in the frame of 'balance-confusion-rebalance', and it was explicitly delivered that the English immersion education prohibited in the private elementary schools has stimulated the market of private English education. However, the government's and students' voices were missing, and the group of parents, private elementary school officials, and people involved in private English institutes played as main agents to lead the discourse of English immersion and early childhood English education in the documentary.

Storytelling Model of Computer Games - Focused on Analysis of Starcraft by Greimas's Schema of Narrative Theory (컴퓨터게임의 스토리텔링 모델 - 그레마스의 설화도식을 이용한 스타크래프트 분석을 중심으로)

  • Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.103-113
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    • 2007
  • This paper attempts to construct a storytelling model of computer games by using the Greimas's schema of narrative. Analysis target is multi-play of Starcraft, which has the non-linearity and interactivity. As a result, the process of manipulation and sanction, occurred in epistemological level at very short time and the process of competence had lots of small schema of narratives and repeated that small narratives. This model may be applied to other games, because it looks that most of games have very short process of manipulation and sanction at epistemological level and have long process of competence as main game play.

A Study on Nursing Students' Experience during Clinical Practice at a Public Health Center (내러티브 탐구를 통한 일 대학 간호학생들의 보건소실습 경험 연구)

  • Choi, Hye-Jung
    • Journal of Korean Public Health Nursing
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    • v.19 no.2
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    • pp.217-228
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    • 2005
  • Purpose: The purpose of this study is to understand nursing students' experiences during clinical practice at a public health center. Method: This research used narrative inquiry far data collection. From April 2005 to June 2006, data collection was conducted by open-ended interview, questionnaire and close observation. The participants, who were student nurses, were willing to take part in this study. Results: On the basis of these data, the experiences of clinical practice at public health center were: 1) when the student nurses begin clinical practice at public health centers for the first time, most of the students feel fearful, nervous and stressed. They also mentioned having a hard time being polite to clients and the staff. 2) The students had new experiences at the health public center compared with clinical practice. Especially, the student nurses who were determined to be good nurses were doing home visiting care service. Not only did they have the opportunity to confirm their identity as nurses, but also the students change their career course from clinical nursing to public health nursing. 4) They reflected on themselves after home visiting care service. Conclusion: On the basis of these findings, the following recommendations are made. 1) Data collection and analysis are needed, net only through the narrative method, but also through other various qualitative methods. 2) Comparative study is necessary to enhance clinical experiences through the analysis of the interfering factors and the original experiences.

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A Narrative Inquiry of Experience of the Elderly's Living with Chronic Disease in Hospital-based Home Care Services (병원중심가정간호를 받는 만성질환 노인의 삶의 경험에 관한 내러티브 탐구)

  • Shin, In-Ju;Lee, Chung-Sook
    • Journal of Home Health Care Nursing
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    • v.18 no.1
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    • pp.20-31
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    • 2011
  • Purpose: The purpose of this study is to document the experiences of elderly persons with chronic diseases who are under hospital-based home care services and to find out how they describe the experiences using a narrative inquiry method. Methods: The participants are 7 elderly patients over the age of 70. Data collection and analysis were conducted through Jeong Gwang Soon's six-stages: observing phenomena, selecting participants, talking, talking again, writing, and confirming. Results: The results of data analysis were classified into 4 themes of overall experience related to chronic diseases: response to home health care, overcoming chronic disease, life reconstruction, and 22 categories as common denominators extracted from the elderly persons' lives. Conclusion: This research makes the experiences of the elderly living with chronic diseases more understandable, and it can be utilized as a effective nursing praxis to improve the quality of elderly persons with chronic diseases in hospital-based home care services.

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Preschooler's Internal Representation Profile Types and Diurnal Cortisol Regulation Pattern at Home (유아 내적 표상 유형과 가정에서의 코티솔 패턴 변화)

  • Min, Hyun Suk;Moon, Young Kyung
    • Korean Journal of Childcare and Education
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    • v.11 no.1
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    • pp.153-171
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    • 2015
  • The purposes of this study were to explore the relations of preschoolers' narrative representation profile types to diurnal cortisol regulation pattern at home. Fourteen story stems from the MacArthur Story Stem Battery (MSSB, Bretherton, et al., 1990) were administered to 40 preschoolers(22 boys, 18 girls, aged 5) recruited from 8 kindergartens in the Seoul and Gyeonggi areas. And also, their saliva cortisol was collected. The children's responses were aggregated into 5 dimensions, based on content themes and performance scores, which included emotions expressed and narrative coherence using the MacArthur Narrative Coding System(Robinson, et al., 2004). Data were analyzed by means of cluster analysis. Five response profiles emerged over the course of this research: Prosocial, Anxiety, Dyregulated aggression, Restricted, and Avoidance profiles. Cortisol at home showed decrease diurnal cortisol regulation patterns, however it showed a difference according to narrative response profiles. Restricted, Prosocial, and Avoidance profiles showed decrease diurnal cortisol regulation patterns. Anxiety profiles showed flat pattern, and Dyregulated aggression profile showed rising diurnal cortisol regulation pattern. These results show the preschoolers' internal representation may affect the diurnal cortisol reaction in daytime.

Active Narrative of Digital Game and Improvisation (디지털 게임의 능동서사와 즉흥연기)

  • Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.75-86
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    • 2016
  • Game studies of theatrical approach explained interactive property of game in humanistic background. Those studies analyze the game, and based on Aristoteles Poetic Attribute. But theatrical approach has a problem by user's unpredictable intervention in narrative (Active narrative). This paper intended to see in the glance of any impact on the Aristotelian model by active narrative. As a result of the active narrative remake the causality between materials of drama. Also, it can be seen to define a kind of the "Improvisation" in theatrical view. But it exposed a essential difference in the form an expression by substance and material of media. It was defined forms of improvisation in the gaming environment which are 'Self-generated Individuality', 'Self-definition Faction', 'Eccentric Behavior Contending', 'Trolling' and 'Bug Play'. Finally this paper proposes the characteristics of the improvisation of the game and the direction to be improved game analysis model in humanities through forms of improvisation in game environment.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

Analysis on Narrative Structure of TV Audition Reality Show : Focusing on the and (텔레비전 오디션 리얼리티 쇼의 서사구조 분석 : <스타오디션 위대한 탄생>과 <슈퍼스타 K2>를 중심으로)

  • Choi, So-Mang;Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.120-131
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    • 2012
  • This study has attempted to explore the way to construct the reality and its implication of the narrative elements in TV Audition Reality Show. According to the study results, first of all, two audition reality show has added the special tasks to characters based on the competition and has developed the dramatic events sequentially. And they has suggested the course of way between survival and fail, that is, inclusion and exclusion. As that results, audiences has be immersed in the process of the justification of the star(hero) myth and the dealings of musical elements to see dramatized show of narrative. And they knew audition reality show as non-real fiction, so they enjoyed the pleasure spontaneously. These means that the empowered media reproduced the illusion like star(hero) with the purpose of the commercial and political aim and one of the ideology to acquiesce in the appropriateness of the competition.

Narrative Structural Analysis of Quest in MMORPGs : Focused on <World of Warcraft> (구조주의 서사이론에 기반한 MMORPG 퀘스트 분석 : <월드 오브 워크래프트>를 중심으로)

  • Han, Hye-Won;Cho, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.143-150
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    • 2009
  • A quest in MMORPG functions as a unit of game narrative. It is an essential part to progress game narrative and to construct player's own storyline. In addition, it makes player to expand her territory and helps with character growth by giving reward. A quest consists of four essential elements : the quest giver, the background story, the objective and the reward. A quest shows a blanch structure with two nodes which is same as Claude Bremond's elementary sequence. The sequence of each functions cannot be changed, therefore, it can be explained through a syntagma model. On the other hand, spatial disposition of quests follows a paradigm model. In order to construct a MMORPG narrative, a player connects quests into a single narrative by carrying out them.

Analysis on Peritext of the Picture-book 『The Legend of Pat-bing-su』 (그림책 『팥빙수의 전설』 페리텍스트의 서사적 의미 분석)

  • A Reum Nam;Sang Lim Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.185-193
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    • 2023
  • The purpose of the study was to analyze the narrative meaning of the peritext in the picture-book of 『The Legend of Pat-bing-su』. For the purpose, based on the narrative components proposed by Nam and Kim, the narrative meanings of the peritext were analyzed. As the results, the peritexts of 『The Legend of Red Pat-bing-su』 include basic information of the title, author's name, and publication information, and physical elements of hard cover binding with matte rectangular paper that matches the narrative, which support prior understanding of the narratives. In addition, the peritext components such as covers, endpapers, title page, and copyright page lead readers to predict or expand narratives components to predict, expand, or transform the narrative, and provide additional information for understanding plots or genres.