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한·일 어린이 문화에 구현된 트랜스컬처의 상상력 연구 -한국에 수용된 일본 영상매체의 놀이와 게임의 신화성을 중심으로 -

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dc.contributor.author표정옥-
dc.date.available2021-02-22T11:08:41Z-
dc.date.issued2008-12-
dc.identifier.issn2093-1700-
dc.identifier.urihttps://scholarworks.sookmyung.ac.kr/handle/2020.sw.sookmyung/7724-
dc.description.abstractThe culture of Korean-Japanese children has been inter-textually connected with each other. Particularly, the imagination of contemporary Animation between Korea and Japan has a common background. The world of Animation contains many cultural contents as like Myth, Play, and Game. Animation is not only a visual media representing mythical imagination but also creates an off-line play and game. Children’s Culture governs the rest of adulthood, so the play and game of childhood becomes the important theme to study. <TopBlade>and <ShootingBaKuGan> are the play and game in the off-line and simultaneously the on-line animation TV program. <TopBlade> has a mythical imagination containing oriental symbols as like blue dragon, white tiger, fire-bird, and black turtle. The world of Game is competing and mimic in operating methods. <Yu-gi-oh> leads children’s culture with on-line animation and off-line card game. TV animation <Yu-gi-oh> is a story for Yu-gi to play magic and wizard. In this animation, Egyptian Myth is a main motif. However, off-line card game uses much more mythical ideas of world myth. Recently, Hollywood’s movie <Transformer> has the same root of Japanese animation. The world of Animation is basically mythical and creates game and play. <Ryukendo> and <Power Force Rangers> are children’s movies for human to transform for the purpose of fighting evils. The culture of Korean children is no more creative than subjective to Japanese culture. The Korean traditional Play and Game are disappearing in Korean educational systems. The study of culture is focused on adulthood and Hanryu(寒流), so we must begin to study children’s culture and Myth and Game and Play. This study can contribute to reveal the relations between Myth and children’s Game, and the relations between Myth and children's Play. The simultaneous study of Japanese Animation and Korean Animation can also contribute to study the oriental imaginary world and East-Asian children’s culture. In this article, Trans-Culture is the Key term to understand the comtemporary common cultural meaning in Korean and Japanese children’s culture. Three critical terms are used to develop the trans-cultural theory with inter-textuality, self-reflexivity, and simulation. Play and Game are the cultural productive dynamics to understand trans-culture.-
dc.format.extent33-
dc.language한국어-
dc.language.isoKOR-
dc.publisher건국대학교 GLOCAL(글로컬)캠퍼스 동화와번역연구소-
dc.title한·일 어린이 문화에 구현된 트랜스컬처의 상상력 연구 -한국에 수용된 일본 영상매체의 놀이와 게임의 신화성을 중심으로 --
dc.title.alternativeA Study of Trans-cultural Imagination in Korean and Japanese Children’s Culture - Focusing on the Mythicality of play and game of Japanese Visal Media accepted in Korea --
dc.typeArticle-
dc.publisher.locationSouth Korea-
dc.identifier.bibliographicCitation동화와 번역, v.16, pp 299 - 331-
dc.citation.title동화와 번역-
dc.citation.volume16-
dc.citation.startPage299-
dc.citation.endPage331-
dc.identifier.kciidART001306461-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClasskci-
dc.subject.keywordAuthortrans-culture-
dc.subject.keywordAuthorplay-
dc.subject.keywordAuthorgame-
dc.subject.keywordAuthormythicality-
dc.subject.keywordAuthorinter-textuality-
dc.subject.keywordAuthorimage-
dc.subject.keywordAuthorself-reflexivity-
dc.subject.keywordAuthorsemiosis-
dc.subject.keywordAuthorsimulation-
dc.subject.keywordAuthorludism-
dc.subject.keywordAuthortranscultural storytelling-
dc.subject.keywordAuthorcultural dynamics-
dc.subject.keywordAuthor트랜스컬처-
dc.subject.keywordAuthor놀이-
dc.subject.keywordAuthor게임-
dc.subject.keywordAuthor신화성-
dc.subject.keywordAuthor상상력-
dc.subject.keywordAuthor스토리텔링-
dc.identifier.urlhttp://kiss.kstudy.com/thesis/thesis-view.asp?key=2752810-
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