Documentary: Is MMORPG non-place? : Lost Ark

  Anthropologically, space and place are different from one another. Deeper into the topic, non-place is something aside from place. This video seeks to talk about this unfamiliar concept of non-place with more familiar subjects: MMORPG. Once explained, the argument goes over to whether the MMORPG is really a non-place or place in the cyberspace. What's your choice: Is game non-place or place?

Storyboard for Non-place Documentary on Lost Ark

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 Storyboard: Non-place Documentary on Lost Ark The revised scenario starts with my narration describing examples of ‘non-places’ and their characteristics, explaining the concept of non-place. Then I will compare it with ‘place,’ and how they differentiate from one another. Folklores as a traditional form of escapism will follow, and how game has occurred as the modern form of alternative reality. That is when a brief summary of Lost Ark will follow and is declared as the main topic of this documentary. This chapter will last about a minute.   I will then address certain footages from the game where I felt alone, alienated and unidentified, following the traits of the non-place. I will compare Lost Ark with taking a subway, which is the standard non-place. The NPCs address me as the hero and the savior of the world, but that was not a special word, rather a coded message for all the players who play the game, just like how I am merely one of the passengers in a station. ...

Scenario for 'non-place' documentary on Lost Ark

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Scenario:   'Non-place' Documentary on Lost Ark To start with, we must clarify the definition of 'non-place.' Non-place is a concept coined by a French anthropologist, Marc Augé. Non-places are the generic spaces and globalized environments we experience as airport, motorway underpasses, carparks and other custom-designed and left-over spaces of mass production, consumption and global capital. They are not personal, not historical, nor not concerned with identity. However, non-place can sometimes be a place for other people. In that sense, massively multiplayer online games (MMOGs) are also a form of non-place in the sense that many people freely come, given an identity as a ‘player,’ interact with the game world in a formed set of text and signs. However, in the sense that it can be personal or historical to some people, it could also be said that MMOG also has an aspect of place - one might feel at home within the game even more than the real world, or the time spent ...

3 Days in LostARK

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3 Days in LostArk   Yonsei UIC iiD 2015198015 Hyungjun Cho   What is LostArk? LostArk is a quarter-view MMORPG developed by Smilegate RPG. It has a reputation of a well-made Korean online RPG played by a variety of users. Players can create their own character, set their class, customize the appearance, and choose the equipment and skills to their own taste while following through the journey to find the ‘lost ark’ that will be the key to saving the world.   Why did I choose LostArk? From January 2021, Korean gaming industry is going through a chain of fever due to the misguided management of the game companies. Users have been resenting at the irresponsible and lax policies set by certain game companies, which often deceived the users. However, heartfelt sayings by Kangseon Keum, the chief project director of LostArk, has touched a lot of users who were fed up with lousy attitude of other game companies, resulting in the increased attention and number of ...

Virtual World: A Substitutive New Wonderland or a Revised Reality?

V irtual World : A Substitutive New Wonderland or a Revised Reality?   A long with the drastic advancement of Information Technology , virtual reality is becoming more and more  plausible and implementable , garnering interest from all over the society.  A dream of fleeing from the stressful and limitative  reality into a new world full of new opportunities  has always been prominent  throughout the course of history.  It traces back as far as fairytales like Cinderella, of which people  fantasized   the  r ise of social status followed by prince charming.  They were rather a  distant , one-way   fictional  form of media  t hat people only  appreciated and imagined themselves in. However,  the development of IT  has now introduced interactive ways for media consumers to actually put themselves in that shoe s, with what is so-called “Virtual Reality.”     A s a student of film myself, one ...