재미의 본질

재미의 본질

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Description
재미는 무엇이고 어떻게 작동하는가? <재미의 본질> 업그레이드 개정판 출간
- 행복하기 위한 이론적, 실천적 방법론 제시
재미에 관한 최초의 통섭적 학술서 <재미의 본질>이 지난 2013년 출간된 지 5년 만에 수정보완, 업그레이드된 개정판이 나왔다. 본서는 재미라는 심리학적 주제를 심리학 외에 인문철학, 여가관광학, 문화인류학, 뇌과학, 미디어학 등 다학제적 관점에서 이론적으로 탐구함과 동시에 재미를 일상의 삶에서 활용하는 실천적 방안들을 제시함으로써 이론, 실천 양면의 가치를 인정받아 문화체육관광부 우수교양도서로 선정된 바 있다. 이번 개정판에서는 이론과 사례들을 추가 보완하여 더욱 정교화함으로써 완성도를 높였다.
긍정심리학 분야의 대중적인 주제인 ‘행복’과 비교해 보면 ‘재미’는 우리 사회에서 사소하고 하찮은 것이란 선입견으로 그다지 관심의 대상이 아니라는 것을 알 수 있다. 사람들의 관심사를 간단히 확인해볼 수 있는 구글 트렌드 검색에서 ‘행복’과 ‘재미’를 비교해 보면 확연한 차이를 알 수 있다.
상대적으로 행복도가 높은 서구인들은 재미에 관심이 높은 반면, 행복도가 낮은 한국인들은 반대로 행복에 관심이 높다. 행복도에 관한 국제 조사에서 유독 한국인들의 행복도가 낮은 이유를 미루어 짐작하게 한다. 행복에 대한 관심이 높다는 것은 역설적으로 그만큼 한국인들이 행복하지 않다는 사실을 보여준다. 행복과 재미에 관한 서구와 우리의 관심도 결과를 한마디로 요약하면 행복하지 않은 이유는 ‘재미있게’ 살지 않기 때문이다. 행복은 목표에 초점을 맞추지만 재미는 과정에 초점을 맞춘다. 행복보다 재미는 더 구체적이고 실천적이다. 따라서 행복해도 재미없지만, 재미있으면 행복할 가능성이 높다. 그런 점에서 재미를 이해할 뿐 아니라 재미를 실천하는 삶은 행복한 삶을 위해서도 매우 중요하다.
우리 사회는 그동안 인공지능, 사물인터넷, 자율자동차, 빅데이터, 모바일, 클라우드 등 한꺼번에 봇물 터지듯 쏟아지는 4차 산업혁명의 변화와 함께 주 52시간 근로가 의무화되는 등 전과는 다른 방식의 삶의 도전에 직면해 있다. 인공지능이 인간의 역할을 상당부분 대체하게 되는 시대, 개인에게 전보다 더 많은 자유 시간이 주어지는 시대에 과연 인간의 차별성과 역할은 무엇일지 생각해 보면 분명한 건 인간의 공감능력과 감성을 강화하고 나아가 창의성을 촉진하는 재미의 중요성이 더욱 높아질 것이란 사실이다.
이번 개정판은 초판과 비교하여 크게 보면 전체 구성의 틀은 유지하면서도 시간이 지나 오래된 낡은 데이터들을 최신의 자료들로 바꾸고, 설명이 부족한 부분은 보완하였으며, 새롭게 추가되어야 할 부분은 더한 완결판이다. 보완한 내용들은 본문에 추가하기도 했지만 구성에 변화를 최소화하기 위해 각주 형식으로 설명했다. 각주 내용을 빼고 읽으면 중요한 부분을 놓칠 수도 있다.
새로 추가한 부분은 행복, 즐거움, 기쁨 등 재미의 유사 개념들을 구체적으로 비교 분석하였고, 재미의 주관성 주제에 존 매닝교수의 손가락 이론을 추가했다. 놀이와 재미 부분에서는 다른 주제와 구성의 통일성을 위해 재미 요소와 재미 원리를 추가했고 재미와 뇌 부분을 보완했다. 재미의 활용 부분에서는 퍼놀로지 주제의 서비스 분야 내용을 최신 사례로 교체했다. 그리고 최근 다방면에서 재미를 문제해결기법으로 활용하는 ‘게이미피케이션’을 새롭게 추가했다.
사람은 물건을 ‘소유’함으로써 존재를 채우지만 동시에 ‘경험’을 통해 정서를 채워야 하는 존재다. 인간이 경험하는 긍정적 정서는 행복, 즐거움, 기쁨 등 다양하지만 그 중 핵심은 인간의 근원적 욕구, 유희충동을 충족하는 ‘재미’라고 할 수 있다. 산다는 것은 어떤 경험을 하고, 어떤 기억을 채우느냐의 문제다. 무엇을 성취하고 무엇이 되느냐보다, 삶의 시간과 기억들을 무슨 경험으로 어떻게 채우느냐가 더 중요하다. 재미는 한마디로 우리의 평범한 일상을 즐거운 경험으로 채워나가는 일이다. 본서가 척박한 우리 사회를 이론적으로, 실천적으로 재미가 넘치는 즐거운 사회로 만드는 데 일조하기를 기대한다.
저자

김선진

저자김선진은서울대학교사법학과를졸업하고,연세대방송영상학석사를거쳐고려대학교언론학박사학위를취득하였다.디지틀조선일보,SBS,iMBC,삼성SDS,삼성전자등신문,방송,인터넷IT,가전미디어기업의다양한현장경험을거친후,현재경성대학교디지털미디어학부교수로재직중이다.

대통령직속4차산업혁명위원회의4차산업혁명선도지식서비스산업활성화전략수립,문화관광부상암동디지털매직스페이스(DMS)구축타당성분석등을수행하였고,대중강연프로그램세바시(세상을바꾸는시간15분)에서재미를주제로강연한바있다.저서로는『디지털미디어스마트혁명』,『디지털엔터테인먼트』,『디지털미디어의이해』,『인터넷방송제작론』등이있다.

목차

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

|Prologue|재미에관한불편한진실·····································································017
1.삶속재미의현실·······························································································019
1)낮은행복지수_020|2)열악한여가활동수준_022|3)증가하는우울증,자살률_027
2.재미는□이(가)아니다.···················································································031
1)재미는‘노는것’이아니다._031|2)재미는‘여가’가아니다._033
3)재미는‘일회용’이아니다._034|4)재미는‘미래형’이아니다._036
3.재미는□이다.······························································································039
1)재미는‘선택Choice’이다._039|2)재미는‘변화Change’이다._041
3)재미는‘과정Course’이다._044|4)재미는‘일상Commonlife’이다._045|생각해볼문제_047

I.재미란무엇인가?
1.재미가필요한이유···························································································051
1)재미추구배경_056|2)재미의동기_068
2.재미의개념과범위···························································································073
1)재미의범위_075|2)제외되어야할영역_083|생각해볼문제_087
3.분야별재미의이해···························································································089
1)기존선행연구_090|2)재미개념에대한다양한견해들_097|3)재미의사전적정의_117
4.재미정의와유사개념 ·······················································································121
1)재미의포괄적정의_121|2)재미의유사개념_127|생각해볼문제_135

Ⅱ.재미의구조와원리
1.재미의구성요소와발현조건···············································································139
1)재미의외적구성요소_140|2)재미요소_155|생각해볼문제_175|3)매개물의속성_176
4)재미의내적구성요소_189
2.재미의유형,효과,차이·····················································································197
1)재미의유형과특성_197|2)재미의효과_202|3)재미의차이유발요소-주관성_209
|생각해볼문제_215
3.재미의심리상태?몰입···················································································217
1)서사몰입_223|2)학습몰입_226|3)가상현실몰입_229|4)미디어몰입_231
4.재미와뇌·········································································································233
1)뇌구조와기능_235|2)신경세포와신경전달물질_240
3)쾌락중추와재미의신경생리학적기제_247|4)재미와뇌신경가소성Plasticity_249
|생각해볼문제_253

Ⅲ.재미의세부영역
1.놀이와재미······································································································257
1)놀이의개념과유형_258|2)놀이의재미요소와재미원리_267|3)놀이의유용성_268
|생각해볼문제_277
2.게임과재미······································································································279
1)디지털게임의특성_280|2)게임의이야기적특성_282|3)게임의재미요소_286
4)장르별재미요소_294|5)게임의차별적재미요인_300|생각해볼문제_305
3.이야기와재미 ····································································································307
1)이야기의상관개념_310|2)이야기의재미요소_312|3)이야기의재미원리_324
|생각해볼문제_331
4.유머와재미········································································································333
1)유머의개념과특성_334|2)유머의재미원리-유머이론_342|3)유머의유형_345
4)유머의주관성_352|5)유머와뇌_354|생각해볼문제_359
5.배움과재미·······································································································361
1)배움의개념과특성_363|2)배움의재미요소_367|3)배움의재미원리_375
4)배우는재미의지속가능성_379|생각해볼문제_385
6.소통과재미·······································································································387
1)소통의개념_389|2)소통의재미요소와재미원리_391|3)소통의경계요소_397
4)미디어의재미_400|5)소셜미디어와모바일미디어의재미_404|생각해볼문제_411

Ⅳ.재미의활용
재미는문제해결수단이다.·····················································································415
1.폭스바겐사의재미이론FunTheory····································································417
1)피아노계단사례_418|2)세계에서가장깊은휴지통사례_419|3)빈병수거함사례_419
2.퀘스트투런Questtolearn·················································································423
1)설립배경과커리큘럼_424|2)수업내용과평가방식_425
3.퍼놀로지Funology····························································································427
1)일반상품분야_428|2)콘텐츠분야_429|3)서비스분야_431
4.게이미피케이션Gamification··············································································435
1)기본구조와구성요소_436|2)적용사례_438|생각해볼문제_441

|에필로그|재미있는삶을위한제언······································································443
1.호기심을죽이지마라. ························································································447
2.남들과다름을추구하라.·····················································································449
3.재미의균형을잡아라.························································································451

참고문헌··············································································································453
색인······················································································································463