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논문 기본 정보

자료유형
학술대회자료
저자정보
Sown, Hyun Hwa (Kookmin Univ) Jeon, Seung Kyu (Dept. of Entertainment Design)
저널정보
한국디자인학회 한국디자인학회 학술발표대회 논문집 한국디자인학회 2013 가을 국제학술대회
발행연도
2013.12
수록면
430 - 433 (4page)

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초록· 키워드

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This study aims to identify storytelling characteristics of the MOBA by comparing it to the MMORPG, the current domina nt genre, whilst focusing on <League of Legends>. Though the two genres can be broadly classified as the same category, the fantasy theme, one can be clearly distinguished from the other in terms of the three essential elements of a story: charac ter, setting and plot. Among the elements, the most significant difference between the two genres can be seen in character. The character in MMORPG is often featured as the one and only hero saving the world, whereas that in MOBA consists of a large number of heroes with unique characteristics attached to them. Thus, despite a lesser change to identify themselves with the game character for the MOBA player, they have ample opportunities to experience different characters. Moreover, the two genres use distinct storytelling methods. The MMORPG uses an interactive means as the main storytelling method, whilst the MOBA uses one-sided texts and sounds from the client to the player. This means the MOBA player unconscious ly receives and learns the story of a MOBA game through the voice of characters in the game. Therefore, the MOBA player is more likely to become engaged with the story of a game than the MMORPG player. This study on storytelling characteri stics will act a foundation for the further research on effective storytelling methods.

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Abstract
1 서론
2 MOBA게임에 대한 이해
3 MMORPG와 MOBA의 스토리요소 비교
4 MMORPG와 MOBA의 스토리텔링 방법 비교
5 결론
References

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