Analysis of the Relationship of the Multi-layered World of the Movie : Focusing on the Possible World Theory

Eunjung Kim
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Abstract

This study analyzed the movie which is storytelling in the form of a mixture of virtual world and reality world using digital games as the central material of movies. This study analyzed how digital games interact with a person's real-world, virtual world, and the possible world to change individuals. This film deals with the discourse of game phobia in our society and reveals the murder process of a boy in a world that overlaps reality and virtual reality. The main space in the movie, Plymouth Island, is a world in a virtual reality game. On the other hand, the scene in which the boy Patrick, the developer and player of the game, appears is a story from the real world. In the real world, the boy is isolated as a victim of violence, and he lives in an unsafe environment. However, the virtual world in the game Patrick created is a world that satisfies the needs of safety, social relationships, recognition, and self-actualization. The boy kills his stepfather who threatens his survival in the virtual world and dreams of a new possible world because living in the virtual world rather than the real world is the only way to be real. The film talks that the absence of an adult who should play a role in the process of a young boy's growth and a violent environment that hinders his holistic growth is a more fundamental problem than a violent game experience. The audience will have a new perception of the game after experiencing the story world that intersects from the fictional reality of a movie to the virtual world of the game and back to reality.
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电影多层次世界的关系分析——以可能世界理论为中心
本研究分析了以数字游戏为核心素材,以虚拟世界与现实世界相结合的叙事形式的电影。这项研究分析了数字游戏如何与人的现实世界、虚拟世界以及可能改变个人的世界相互作用。影片以现实世界和虚拟世界重叠的现实世界为背景,揭示了一个男孩被谋杀的过程。电影中的主要空间普利茅斯岛是一个虚拟现实游戏中的世界。另一方面,游戏的开发者和玩家Patrick出现的场景是一个来自现实世界的故事。在现实世界中,这个男孩作为暴力的受害者被孤立,他生活在一个不安全的环境中。然而Patrick在游戏中创造的虚拟世界是一个满足安全、社会关系、认同和自我实现需求的世界。男孩杀死了在虚拟世界中威胁他生存的继父,梦想着一个新的可能的世界,因为只有生活在虚拟世界中,而不是现实世界中,才是真实的。比起暴力的游戏体验,影片讲述了一个男孩成长过程中缺少一个应该发挥作用的成年人,以及一个阻碍他整体成长的暴力环境,这是一个更根本的问题。观众在经历从电影的虚构现实到游戏的虚拟世界再回到现实的故事世界后,会对游戏产生新的感知。
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