• Title/Summary/Keyword: 온라인 문화매개자

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Cultural Intermediaries Reconsidered: From Mass Media to On-line Media (문화매개자 개념의 비판적 재검토: 매스 미디어에서 온라인 미디어까지)

  • Lee, Sang-Gil
    • Korean journal of communication and information
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    • v.52
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    • pp.154-176
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    • 2010
  • Rooted in the work of Pierre Bourdieu, the cultural intermediaries have recently developed as a focus of attention for the Anglo-saxon sociology of culture and cultural studies. This paper tries to critically examine the debate around the definition and role of cultural intermediaries. It also explores the applicability of the notion ‘cultural intermediaries’ to a changing digital mediascape. In the first part of the paper, I clarify the critical problematics inherent in the Bourdieusian conception which focuses on the function of cultural intermediaries for the ‘production of the belief’ in cultural goods. Consequently, I draw attention to the mediation and transformation process of ‘legitimate culture’ by critics in mass media as ‘new cultural intermediaries’. In the second part, I attempt to constitute a typology of cultural intermediaries, proposing the notion of ‘on-line cultural mediation’ and ‘on-line cultural intermediaries’. I also outline the characteristics of three different types (‘traditional’, ‘new' and 'on-line') of cultural intermediaries. I argue this new conception of cultural intermediaries can help to understand the complex power relations and their transmutation in various cultural fields under digital environment.

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A Study on the Cultural Intermediary Characteristics of Korean Musical Enthusiasts: Focusing on the 'Live TALK' Chat Record of the Musical Marie Curie (한국 뮤지컬 마니아 관객의 문화매개자적 특성 연구 : 뮤지컬 <마리 퀴리> 라이브 TALK 채팅을 중심으로)

  • Kang, Joo-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.384-399
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    • 2021
  • This study aims to identify the characteristics and meanings that Korean musical enthusiasts take on as cultural intermediaries of musical content by analyzing the real-time conversations they have while watching musicals performed in online spaces. To this end, the 'Live TALK' chat during the 'ontact' (online contact) performance of the musical Marie Curie was observed in real-time and subsequently analyzed in terms of the characteristics of online cultural intermediaries: their owned capital, their mediating language, and their relationship with the consumers. As a result of the analysis, musical enthusiasts were found to possess a wealth of cultural capital based on practical experience and inquiry, and to be utilizing specific identifying expressions in their language use. In addition, they appeared to be interactive in their communication with the general audience, which could be seen in the flow of spontaneous conversations as well as questions and answers occurring in the live chat. This study is significant in confirming that musical enthusiasts are positioning themselves as new cultural intermediaries through their cultural practices: taking on the role of guides and mediators in the online space 'Live TALK.'

Fandom and New Cultural Intermediary in New Media Era: Focusing on the Case of BTS (뉴미디어 시대의 팬덤과 문화매개자: 방탄소년단(BTS) 사례를 중심으로)

  • Kim, Eunjung
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.378-391
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    • 2020
  • This paper tries to critically examine how development of digital technology affects on the processes of production, consumption and intermediation of popular culture. We focus on the case of BTS to find changes after new media environment. In production part, artist produces diverse contents through multiple platforms to be a 'total package', and in consumption part, fans vote and promote online to support their artist, and their roles have expanded to the cultural intermediary at some part, so on the part of intermediation, inequalities from the power relations have changed in a part.

A Critical Review on the use of Media Platform in Dance: Focused on popularization strategy (무용의 미디어 플랫폼 활용에 대한 비판적 고찰: 대중화 전략을 중심으로)

  • YIM, Sujin
    • Trans-
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    • v.5
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    • pp.29-48
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    • 2018
  • This study examines the popularization strategy of domestic dance field through media platform and examines it based on the interaction of cultural participants. What does popularization of dance ultimately mean? What are the characteristics of media-based popularization strategies? Can all of these attempts be understood as popularization strategy with same attributes? The purpose of this study is to examine the characteristics of broadcasting media, which are used as the main medium of dance popularization strategy, and the online platform that recently attracts attention, and to focus on the communication process of cultural participants related to each media. Through this approach, media based activities turns out to be Mass Culture, controlled by businessman, capital, making it impossible for the creator to communicate directly with the audience, and producing the cultural products planned by the businessman. On the other hand, an online community platform is classified as Popular Culture since it allows creator to communicate and interact with audience without the direct involvement of the businessman and guarantees the rights of creation. Thereby it function as appropriate media platform and expand the discourse on popularization of dance in Korea.

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The Mediation Effect of Identity Development between Perceived Parental Academic Achievement Pressures and Mental Health (지각된 부모의 학업성취압력과 정신건강 간의 관계에서 정체성 발달의 매개효과)

  • Gayeong, Yun;Joonbae, Lee;Sun W., Park
    • Korean Journal of Culture and Social Issue
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    • v.28 no.4
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    • pp.529-553
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    • 2022
  • The present study aimed to examine the mediation effect of identity development between perceived parental academic achievement pressure (PPAAP) and mental health. Specifically, we examined whether the relation between PPAAP and mental health is mediated by the positive or negative aspects of identity development. Participants were 110 Korean college students. They completed online self-report questionnaires that included PPAAP, identity development, personal well-being, and depression. We found that PPAAP was negatively related to personal well-being and positively related to depression. Moreover, the relation between PPAAP and mental health was mediated only by the negative aspects of identity development. In other words, PPAAP was related to the negative aspects of identity development, which, in turn, was negatively associated with mental health. This study contributes to the literature in that it proposed identity development as a mediator between PPAAP and mental health and found that the negative, not positive, aspects of identity development mediated the relation. We suggest that institutional interventions that help develop identity can be an effective way to mitigate the negative impacts of PPAAP on mental health of children living in the highly competitive Korean society. Limitations and future research directions are also discussed.

A Suggestion for Structure of Interactive Storytelling that Mediates Online and Offline: Focusing on the Comparison between ARG and AR Games (온·오프라인 매개 인터랙티브 스토리텔링 구조 제안 : 대체현실게임과 AR게임의 비교를 중심으로)

  • Kim, Ji-Young;Kwon, Byung-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.687-700
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    • 2021
  • The advent of realistic technologies such as AR has extended the interaction area from the computer environment to the offline space. As demand is expected to increase in the future, the need for study on interactive storytelling that mediates online and offline is emerging. This study proposes a storytelling structure to achieve a balance between interactivity and narrativity in interactive narrative characterized by online and offline mediation. According to a case study of ARG and AR games based on Henry Jenkins' theory of 'Environmental Storytelling', there should be a balance between the space designed by the game designer and the space created by the player's interaction, and the roles should be properly distributed in both online and offline spaces to contribute to the formation of narrative together. In addition, it is necessary to borrow the characteristics of ARG that achieves a balance of interactivity and narrativity based on offline spatiality. The significance of this study is to expand the area of interactive storytelling, which has been discussed centering on online, to offline, and to suggest the interaction area as a factor to consider. In addition, as a basic study related to storytelling that mediates online and offline, it is expected to provide a direction for the development of content based on realistic technologies.

A Study on the Influence of the Presence and Transportation on Emotional Response and Satisfaction from Seeing a Musical (뮤지컬 관람 경험의 실재감과 전송이 감정반응 및 만족도에 미치는 영향)

  • Kim, Ji-Soo;Jun, Jong-Woo
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.223-237
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    • 2022
  • The purpose of this study is to examine the influence of the presence and transportation of the experience of seeing a musical upon satisfaction and verify the mediating effect of emotional responses. For this study, the researcher surveyed the audiences of a musical and analyzed the response from 339 participants. The data were analyzed using SPSS 23.0 and AMOS 23.0 programs. The findings of this study are as follows; First, the presence and transportation of the experience of seeing a musical had a significant impact on emotional responses. Second, the presence and transportation in the experience of seeing a musical had a significant impact on satisfaction. Third, the emotional responses to the musical had a significant impact on satisfaction. Fourth, emotional responses were shown to have a mediating effect in the relationship between the presence and transportation of the experience and the satisfaction with it. As the share of online performances in performing art industries is increasing and the paradigm of seeing a performance is changing, this study implies that it provided a set of basic data for the industry and producers of such events, who are now seeking a new profit model through not only in-person events but also online performances in the future.

Effects of External Activities, Online Activities, Media Use, Media Information Evaluation and Household Economic Changes on Corona Blue (외부활동, 온라인활동, 미디어이용, 미디어정보평가, 가계경제변화가 코로나블루에 미친 영향)

  • Oh Dayyoung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.399-405
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    • 2023
  • This study analyzed the cause of Corona Blue and tried to find out ways to improve the mental health of our society. The external activities decreased and the household economy got worse after COVID-19, so Corona Blue increased. The media use and the negative media information problems increased Corona Blue. The online activities had no effects. In order to relieve Corona Blue, it was suggested to increase the external activities personally, to make the social and economic conditions of women and the economic weaker better, to improve the quality of media disaster information, and for the media consumer to use the media properly.

Youtube and K Pop fan's Tribute Activity (유튜브와 케이팝 팬의 트리뷰트 활동)

  • Noh, Kwang Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.24-32
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    • 2015
  • The global success of PSY's Gangnam Style was mediated through combination of YouTube and SNS. PSY's success led into some communication scholars' consideration of new international circulation of Korean pop culture (Korean Trend 2.0). In terms of global circulation of pop culture, it is noticeable how users appropriate YouTube channel beyond mere watching music videos and mere international circulation of Korean pop culture. The mode of fan's activity and appropriation contributes to the expansion of the width and amplification of the volume of Korean popular culture as well. The circulation of pop culture was considered in the level of exchange of tangible commodities such as CD, DVD, and so on until the adoption of digital media and Internet. YouTube has brought new mode in which the international circulation of pop culture is mediated without exchange of tangible commodities but was amplified with the diffusion of network. This study grasps how the mode of users' appropriation contributes to international circulation of pop culture through case studies of some K-pop music videos and international K-pop fans' tribute activities. In terms of theoretical perspective, fandom studies will be examined. In terms of research method, the researcher adopts netnography, a participatory observation on network, to find the feature of fandom and its contribution to the international circulation of pop cultures.

A Study on Factors Affecting Customer Satisfaction and Purchase Intention of Digital Cultural Contents (디지털 문화콘텐츠의 고객만족도 및 구매의도에 영향을 미치는 요인들에 관한 연구 )

  • Wang, Lu;Zhang, Xindan;Pang, Qiwei;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.333-346
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    • 2021
  • The purpose of this study is to examine the effects of digital cultural contents characteristics, perceived values and perceived risks on customer satisfaction and purchase intentions for Chinese consumers, and contribute to the development of digital cultural contents. In addition, a total of 328 valid samples were obtained through an online survey and empirical analysis was conducted. The analysis results of the study are as follows. First, except for creativity, which are characteristics of digital cultural contexts, entertainment and interactivity also have a significantly positive effect on both customer satisfaction and purchase intention. Second, perceived value has a significant positive effect on customer satisfaction and purchase intention, whereas perceived risk does not have this significant effect. Third, customer satisfaction has a partial mediating effect between the three factors(entertainment, interactivity, perceived value) and purchase intention. Therefore, to promote the development of digital cultural contents, we could promote consumers' purchase behavior by improving satisfaction through content entertainment, communication between content producers and service providers, and unity and value that customers actually feel during the consumption process.