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재미의 본질

재미의 본질

(재미란 무엇인가?, 개정판)

김선진 (지은이)
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경성대학교출판부
2018-08-31
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22,000원

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재미의 본질

책 정보

· 제목 : 재미의 본질 (재미란 무엇인가?, 개정판)
· 분류 : 국내도서 > 인문학 > 교양 인문학
· ISBN : 9788973143177
· 쪽수 : 468쪽

책 소개

최근 중요성이 높아져가는 통섭학의 관점에서 인문학, 여가관광학, 교육학, 문화인류학, 심리학 등 다학제적 접근을 통해 재미의 연원에서부터 재미 심리의 몰입과 뇌과학적 원리, 재미의 활용에 이르기까지 다양한 주제를 심층적으로 다루고 있다.

목차

머리말 ··················································································································· 007

| Prologue | 재미에 관한 불편한 진실 ····································································· 017
1. 삶속 재미의 현실 ······························································································· 019
1) 낮은 행복지수_020 | 2) 열악한 여가활동 수준_022 | 3) 증가하는 우울증, 자살률_027
2. 재미는 □이(가) 아니다. ··················································································· 031
1) 재미는 ‘노는 것’이 아니다._031 | 2) 재미는 ‘여가’가 아니다._033
3) 재미는 ‘일회용’이 아니다._034 | 4) 재미는 ‘미래형’이 아니다._036
3. 재미는 □ 이다. ······························································································ 039
1) 재미는 ‘선택Choice’이다._039 | 2) 재미는 ‘변화Change’이다._041
3) 재미는 ‘과정Course’이다._044 | 4) 재미는 ‘일상Common life’이다._045 | 생각해 볼 문제_047


I. 재미란 무엇인가?
1. 재미가 필요한 이유 ··························································································· 051
1) 재미 추구 배경_056 | 2) 재미의 동기_068
2. 재미의 개념과 범위 ··························································································· 073
1) 재미의 범위_075 | 2) 제외되어야 할 영역_083 | 생각해 볼 문제_087
3. 분야별 재미의 이해 ··························································································· 089
1) 기존 선행 연구_090 | 2) 재미 개념에 대한 다양한 견해들_097 | 3) 재미의 사전적 정의_117
4. 재미 정의와 유사 개념 ······················································································· 121
1) 재미의 포괄적 정의_121 | 2) 재미의 유사 개념_127 | 생각해 볼 문제_135


Ⅱ. 재미의 구조와 원리
1. 재미의 구성요소와 발현조건 ··············································································· 139
1) 재미의 외적 구성요소_140 | 2) 재미 요소_155 | 생각해 볼 문제_175 | 3) 매개물의 속성_176
4) 재미의 내적 구성요소_189
2. 재미의 유형, 효과, 차이 ····················································································· 197
1) 재미의 유형과 특성_197 | 2) 재미의 효과_202 | 3) 재미의 차이 유발요소 - 주관성_209
| 생각해 볼 문제_215
3. 재미의 심리 상태 – 몰입 ··················································································· 217
1) 서사 몰입_223 | 2) 학습 몰입_226 | 3) 가상현실 몰입_229 | 4) 미디어 몰입_231
4. 재미와 뇌 ········································································································· 233
1) 뇌 구조와 기능_235 | 2) 신경세포와 신경전달물질_240
3) 쾌락중추와 재미의 신경생리학적 기제_247 | 4) 재미와 뇌신경 가소성Plasticity_249
| 생각해 볼 문제_253

Ⅲ. 재미의 세부 영역
1. 놀이와 재미 ······································································································ 257
1) 놀이의 개념과 유형_258 | 2) 놀이의 재미 요소와 재미 원리_267 | 3) 놀이의 유용성_268
| 생각해 볼 문제_277
2. 게임과 재미 ······································································································ 279
1) 디지털 게임의 특성_280 | 2) 게임의 이야기적 특성_282 | 3) 게임의 재미 요소_286
4) 장르별 재미 요소_294 | 5) 게임의 차별적 재미 요인_300 | 생각해 볼 문제_305
3. 이야기와 재미 ···································································································· 307
1) 이야기의 상관 개념_310 | 2) 이야기의 재미 요소_312 | 3) 이야기의 재미 원리_324
| 생각해 볼 문제_331
4. 유머와 재미········································································································ 333
1) 유머의 개념과 특성_334 | 2) 유머의 재미 원리 - 유머 이론_342 | 3) 유머의 유형_345
4) 유머의 주관성_352 | 5) 유머와 뇌_354 | 생각해 볼 문제_359
5. 배움과 재미 ······································································································· 361
1) 배움의 개념과 특성_363 | 2) 배움의 재미 요소_367 | 3) 배움의 재미 원리_375
4) 배우는 재미의 지속가능성_379 | 생각해 볼 문제_385
6. 소통과 재미 ······································································································· 387
1) 소통의 개념_389 | 2) 소통의 재미 요소와 재미 원리_391 | 3) 소통의 경계 요소_397
4) 미디어의 재미_400 | 5) 소셜 미디어와 모바일 미디어의 재미_404 | 생각해 볼 문제_411


Ⅳ. 재미의 활용
재미는 문제해결 수단이다. ····················································································· 415
1. 폭스바겐사의 재미이론Fun Theory ···································································· 417
1) 피아노 계단 사례_418 | 2) 세계에서 가장 깊은 휴지통 사례_419 | 3) 빈병 수거함 사례_419
2. 퀘스트투런Quest to learn ················································································· 423
1) 설립 배경과 커리큘럼_424 | 2) 수업 내용과 평가 방식_425
3. 퍼놀로지Funology ···························································································· 427
1) 일반 상품 분야_428 | 2) 콘텐츠 분야_429 | 3) 서비스 분야_431
4. 게이미피케이션Gamification ·············································································· 435
1) 기본 구조와 구성 요소_436 | 2) 적용 사례_438 | 생각해 볼 문제_441


| 에필로그 | 재미있는 삶을 위한 제언 ······································································ 443
1. 호기심을 죽이지 마라. ························································································ 447
2. 남들과 다름을 추구하라. ····················································································· 449
3. 재미의 균형을 잡아라. ························································································ 451


참고 문헌 ·············································································································· 453
색인 ······················································································································ 463

저자소개

김선진 (지은이)    정보 더보기
서울대학교 사법학과를 졸업하고, 연세대 방송영상학 석사를 거쳐 고려대학교 언론학 박사학위를 취득하였다. 디지틀조선일보, SBS, iMBC, 삼성SDS, 삼성전자 등 신문, 방송, 인터넷 IT, 가전 미디어 기업의 다양한 현장 경험을 거친 후, 현재 경성대학교 디지털미디어학부 교수로 재직 중이다. 대통령 직속 4차산업혁명위원회의 4차산업혁명 선도 지식서비스산업 활성화 전략 수립, 문화관광부 상암동 디지털매직스페이스(DMS) 구축 타당성 분석 등을 수행하였고, 대중강연 프로그램 세바시 (세상을 바꾸는 시간 15분)에서 재미를 주제로 강연한 바 있다. 저서로는 『디지털 미디어 스마트 혁명』, 『디지털 엔터테인먼트』, 『디지털 미디어의 이해』, 『인터넷방송제작론』 등이 있다.
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