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한국언어문학과 CT산업 ; 사이버 팬터지아
Cyberspace Fantasia
류현주 ( Hyun Ju Ryu )
한국언어문화 22권 29-45(17pages)
UCI I410-ECN-0102-2009-710-003149723

cyberspace Fantasia. The paper presents what people assume about cyberspace in Korea and in turn how they apply their belief to computer games and literature unfolding on the internet. In an effort to address the problems caused by their myth, I chose the topic as `Fantasia,` not `fantasy` as 1) the word `fantasy` isn often linked to a fantasy novel in the nation though I don`t obviously want my readers to view my point that way and 2) fantasia better conveys my intention to see narrative relation between computer games and novels. The buzzwords regarding cyberspace are non-verbal elements such as 3-D graphics, virtual reality and multimedia. Korea is dubbed as the world leader for an online game industry. A great number of game players are so excited about state-of-the art graphic MUD games, mainly roleplaying games that they are hardly aware of text-based games. It is well known that `cyberspace` was coined with `cybernetics` and `space.` Cybernetics were the term Nobert Wiener used to describe his theory on control and communication whose hallmark lies in a feedback system. Wiener obtained the idea of the word from a ship`s steering wheel of which feedback was then considered the most efficient control system. Feedback is information about the results of a set of actions. I extend this concept toward action & reaction system, the basic mechanism of running computer and cyberspace. In this context, classical text games well show what such interaction is all about, reflecting interactivity and narrativity. I gave an example of this linkage with Zork, one of the most famous text games published by Infocom. Therefore, when it comes to differentiated literature forms on the Internet, the focal point of electronic literature should go to textuality incurred by such interactive narrative. It is no connection with cyberspace has been too much centered around a fantasy novel just because this genre is actively published and shared online, which results in equation of a cyberspace novel and a fantasy fiction. As Tolkien, the grandaddy of the genre had a great influence on Dungeons & Dragons and other shining examples of classical text games, a fantasy novel is closer to games than online literature. Therefore, cyberspace literature discourses need to move beyond the genre and toward textuality of electronic narratives need to move beyond the genre and toward textuality of electronic narratives. Text games shed light on what computer-generated literature implies as the next generation form of literature with they were called--computer fictions and participatory novels as well as interactive fictions.

[자료제공 : 네이버학술정보]
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