• Title, Summary, Keyword: 상호작용적 의례

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A Comparative Study of the Idol Systems in Korea and Japan Focusing on IZ*ONE (한·일 아이돌 시스템 비교연구)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.221-232
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    • 2019
  • The uniqueness of the K-Pop 'idol' culture, which is a key area of its success, can be found not only through the acceptance of diverse cultures and the strengthening of the performance capacity, but also by the effective utilization of new technological environment. As a result, the Korean idol system, which is distinguished from the Japanese idol system, is established. And these systems are evolving with new technological environments. This paper examines the process of evolution of the Korean idol system that adapts to the technical environment through the case of the idol girl group 'IZ*ONE'. 'IZ*ONE' not only achieved rapid success by actively utilizing SNS and new media and producing interactive narratives, but also establishing stable expansion and homogeneity of fandom through interactive rituals. By comparing the evolution and achievement of such a system with the Japanese idol system, we will be able to present the factors of K-Pop success more clearly.

A Study on the Structure and Characteristics of Social Games (소셜 게임의 구조와 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.13-22
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    • 2011
  • In the digital media environment, the convergence is in the progress creating the new service and contents by users and developing the new needs of users by the service and contents as well. Social games are actualizing the new meaning of convergence. shows not only a new situation blurring the boundary of work and leisure, labor and playing and private and public sector, but how meaningful it is to make connection of social interactions and social assets a solid network. As the most popular social game text, reveals how the personal connections and personal networks constructs the social capital by making the ritual communication more interesting and flexible to the social gamers.

Skill-up experiences of ex-participants of the customized training program in Technical High Schools for Small and Medium Business during first 2 years in Company (산학연계(기업.공고) 맞춤형 인력양성 프로그램 수료근로자의 취업 후 초기 2년간 습숙경험)

  • Lim, Se-Yung;Choi, Hyun-Sook;Choi, Kyu-Young
    • 대한공업교육학회지
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    • v.35 no.2
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    • pp.82-111
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    • 2010
  • The goal of this paper was to understand the skill-up experiences of ex-participants of the customized training program in Technical High Schools for Small and Medium Business during first 2 years in Company through qualitative interviews with 3 purposefully selected ex-participants. Their core skill-up experience in this period was assumed as the shift from' dependent worker' to 'independent worker' on the base of literature review. The results of this study were following : 1. The small and medium companies offered a few formal training for newcomers, production-site orientation through short job rotation, linking them with skilled workers and job manuals or job standards. 2. Authentic skill-up experiences were combined with a structured reprimand, peer learning, deep learning through reflection on one's own experiences. 3. There were a few handicap conditions that disturbed their skill-up activities: the skilled worker don't open their skill toward new corner; the ex-participants in company had no time to learn anything meaningful to up-grade their competency.

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