Research on game as praxis = 실천으로서의 게임의 정체성 탐구

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To establish that games as praxis, this study explored the three disciplinary identity perspectives determined from authorized, recognized and developed process. First, to determine if the game recognized as praxis by the institution, the position of the game in the knowledge classification standards was analyzed. As a result, the game could be authorized as praxis by university and institution, because there are some possibilities of the game as praxis, such as high art, play. Second, to determine if the game recognized as praxis by the public opinion, the coverage of game-related news in the national-wide daily newspapers in South Korea were analyzed with moral discourse perspectives. In the comparison of the media coverage patterns of moral discourse, these similarities, such as media attention, moral panic tsunami, media panic, goldilocks effects were discovered. Lastly, the results of the analysis of whether a strategy for promoting reflective thinking specifying praxis is deduced a positive learning outcome (the analysis was performed to determine if the games have developed into praxis) was conducted. As a result, it was concluded that the characteristics of the game media are suitable for reflective thinking. By combining the preceding, it can be claimed that the identity of games is closer to praxis than to poiesis.
Advisors
Lee, Ji-Hyunresearcher이지현researcherWoo, Tackresearcher우탁researcher
Description
한국과학기술원 :문화기술대학원,
Publisher
한국과학기술원
Issue Date
2019
Identifier
325007
Language
eng
Description

학위논문(박사) - 한국과학기술원 : 문화기술대학원, 2019.2,[iv, 73 p. :]

Keywords

disciplinary identity▼agame▼adigital game▼apraxis▼apractice▼apoiesis▼atechnology▼aphilosophical perspective; 학문정체성▼a게임▼a디지털 게임▼a프락시스▼a실천▼a포이에이스▼a기술▼a철학적 관점

URI
http://hdl.handle.net/10203/264630
Link
http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=842002&flag=dissertation
Appears in Collection
GCT-Theses_Ph.D.(박사논문)
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