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메타버스의 캐릭터 재현 연구-<로블록스>를 중심으로-
초록
This study examines the context of character representation invirtual worlds and metaverses, and analyzes the aspects of characterrepresentation in <Roblox>, a representative metaverse case. Thecontext of character representation in virtual worlds has changed fromfictional representation to representing the convergence of virtualityand reality. While characters in games premised on virtual worldswere centered on fictional representation, characters in metaversesare centered on the convergence of virtual and real worlds. If viewedthrough the lens of Waskul’s user identity model of person, player, andpersona, the knowledge, information, tastes, and preferences of a realworldperson act as a context for the actions of a Metaverse user to beroutine and continuous. In the metaverse, the persona aspect becomesthe centerpiece of a multi-layered connection and reconstruction of theuser identity of the player and persona. <Roblox> shows this change in the context of characterrepresentation in virtual worlds. In <Roblox>, complex andmultifaceted connections between users occur through the content formof games. Users of <Roblox> expand the scope of their connectionsin a self-directed way, starting from a person-to-person connectionto include players and creators. Moving between internal contentand external media, users expand and reorganize their daily lives andrealities through <Roblox>. While fictional personas in conventionalgames are limited to the virtual world, the user persona in <Roblox>,which is formed by moving between virtual and real life according tothe user’s activity category, is fluid and social. The everydayness andsustainability inherent in the user-driven experience of <Roblox> hassignificant implications for the fluctuating metaverse.
키워드
- 제목
- 메타버스의 캐릭터 재현 연구-<로블록스>를 중심으로-
- 제목 (타언어)
- A Study on Character Representation in the Metaverse –Focusing on <Roblox>–
- 저자
- 이진
- 발행일
- 2024-03
- 저널명
- 만화애니메이션연구
- 호
- 74
- 페이지
- 373 ~ 404