• Title/Summary/Keyword: 커뮤니티활동

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Analysis on How Online Community Affects Game Play of Video Games - Focused on Game 'Animal Crossing: Wild World' - (온라인 커뮤니티가 비디오 게임 플레이에 미치는 영향에 관한 분석 - 게임 '동물의 숲'을 중심으로 -)

  • Jung, He-Ssng
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.89-97
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    • 2008
  • Unlike Online Games, Video Games do not require Internet connection. Video Game players have their own game device to play games offline. Yet there are popular online communities based on Video Games that has lots of active, loyal members. The presence of Video Game online community indicates that online community plays an important role in "Game Play" of Video Games. In this research, in order to analyze the impact of online community, Game Play Heuristics were studied. Also, the use and the purpose of Video Game online communities was investigated. Finally, examples of the impact of online community on "Game Play"of Video Games is presented.

The characteristics of social capital in UCC Community (동영상 UCC 공동체 활동 특성에 대한 연구: 사회적 자본을 중심으로)

  • Whang, Sang-Min;Ryu, Ki-Tae;Kim, Jee-Yeon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1337-1341
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    • 2009
  • 한국 사회에서 동영상 컨텐츠와 UCC는 새로운 문화 현상으로 그리고 새로운 광고 도구로써 많은 기대를 받고 있다. 이에 본 연구에서는 한국의 대표 동영상 컨텐츠 사이트인 아프리카 사용자들을 대상으로 하여, 사용 활동을 기준으로 사용자 유형을 구분하고, 각 유형별 주요 이용 특성을 탐색하고자 하였다. 동영상 이용 활동 및 동영상 컨텐츠 커뮤니티 활동에 있어서의 사회적 자본 특성 문항, 총 96문항을 도구로 하여, 총 39명의 동영상 컨텐츠 이용자 활동을 분석하였다. 분석결과 동영상 컨텐츠 이용자 행동은 '깍쟁이', '시청자', '휴머니스트'의 세가지 유형으로 구분되었다. 또한 이 세 유형은 사이버 공동체에서의 사회적 자본 특성으로 언급되는 유대감, 신뢰, 규범, 교환 및 호혜성, 혜택 등 다섯가지 사회적 자본 특성에서 서로 다른 특성을 보이는 것으로 확인되었다. 본 연구는 동영상 컨텐츠 사이트를 단순히 동영상 컨텐츠를 교환하거나 소비하는 공간이 아닌 새로운 사이버 공동체의 장으로 활용할 수 있는 단서를 제공했다는데 그 의의가 있다.

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Analyses of Brand Community Characteristics, Members' Behavioral Patterns & Participation Experiences, and Quality of Relationship according to Community Formation Orientation: Comparisons between Maker Oriented Community and Customer Oriented Community (브랜드 커뮤니티 형성과정에 따른 커뮤니티의 특징, 구성원의 행태와 참여경험 및 관계의 질에 대한 분석)

  • Yoo, Chang-Jo;Jung, Hye-Eun
    • Proceedings of the Korean Association for Survey Research Conference
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    • 2005.12a
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    • pp.187-220
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    • 2005
  • The purpose of this study is to analyze supporters' community formation motives/ Process/consumption experiences and community characteristics. For this purpose, this study collected the data using ethnographic interview. participant observation, documents and media reports. The results of this study show that supporters communities' formation and diffusion process were influenced by individual characteristics(e.g., personality, hobby and etc.), community characteristics(e.g.,team performance, star player, facilities and etc.) and external factors(ex: media movement etc.) and supporters have experienced various emotions such as intimacy. cohesion, pride and so on through various activities at on-line and off-line site. Community characteristics were classified into we-ness, rituals/traditions, moral responsibility. We found that we-ness influenced emotional dimensions such as joy, pleasure, fun and excitement. rituals and traditions made members feel passion. hope. love and vitality. and moral responsibility provided satisfaction. enthusiasm anxiety. regret and so on. Also, emotional attachment and brand loyalty were increased by these experiential aspects of community consumption.

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The Current State and Activating Strategies of Korea's Maker Movement : Focusing on the Effect of Maker Community Participation (국내 메이커 운동(Maker Movement)의 현황 및 활성화 방안 연구: 메이커 커뮤니티 참여 효과 중심으로)

  • Lee, Jin-Suk;Chun, Seung-Woo;Kwon, Ji-Eun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.349-359
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    • 2019
  • This study investigated the current state of Korean Maker Movement and explored the ways for activating Maker Movement in Korea. To do this purpose, we analyzed the data of 'A survey of the Korea Maker Movement in the second half of 2018', conducted by Korea Foundation for the Advancement of Science & Creativity involved 20's~50's Koreans. As a results, first, awareness, interest and behavior intention of Maker Movement was not high in Korea. Second, there were significant different between participants and non-participants of Maker Community in Maker awareness and Maker activities. Third, the positive relation between Maker Community participation and Maker Orientation is parallel multiple mediated by Maker activating motives such as fun, relieving stress, expressing own idea, saving cost, social recognition. Lastly, based upon the results, we presented several ways to activate Maker Movement in Korea.

Influence of On-line Brand Communities on Customers' Attitudes -Focusing on the Brand Selection of Online Universities- (온라인 브랜드커뮤니티가 소비자 태도에 미치는 영향 -온라인 대학 브랜드 선택을 중심으로-)

  • Rhie, Jinny
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.366-377
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    • 2010
  • As internet and mobile technology brings rapid transformation to this society of information, how relations are conducted between customers have become a critical factor influencing companies. Companies are creating Internet communities based on their brands, encouraging customers to actively form and develop brand communities. Thus, this report proposes a plan to analyze the effectiveness of community activities based on the customers active involvement and how to effectively manage and utilize it. The purpose of this research is to understand the effects on-line brand communities and their characters have on customer behavior. Also, it will study the effects community attitudes have on brand decisions and oral transmission communication when on-line brand communities choose a brand. This report was conducted to survey on-line university students to understand how communities' attitude affects the decision of on-line university brand and oral transmissions when students choose to study at a on-line university. According to research, those factors brought positive responses to character of the brand communities(confidentiality of information, interactivity, convenience, intimacy) and by doing so, on the customer's attitude side, positive results on intention of purchase and oral transmissions can be expected. In addition, the character of the brand communities affects intention of purchase and oral transmission communication. Based on this research, it is possible to propose a marketing strategy that revitalizes brand communities' activities.

A Study on the Activity Programs at Community Center for Citizens' Welfare toward New Millennium (새천년의 주민복지를 위한 커뮤니티 센터의 활동프로그램 제안)

  • 권오정;곽인숙;이경희;최재순
    • Journal of the Korean Home Economics Association
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    • v.39 no.8
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    • pp.19-36
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    • 2001
  • Recently, the demand for pubic welfare has been expended to the comprehensive services terms of cultural, medical and psychological aspects and provision of information. These various demands for welfare services to improve citizens'quality of life could be effectively met by an integrated community center covered small regions rather than many existing individual institutions focused on specific services covered wide regions. The purpose of this study was to develop the activity programs for a proposed new millennium community center The activity programs classified into five types (administrative services; information and counselling; health and sports; leisure and culture; and child care and educational services) and each type included various unique activity programs not only for specific age groups but also for all age groups. In order to operate a new millennium community center effectively, the legal supports and systematic organizations to manage the community center should be required. Discussions and recommendations for these issues were included in the study.

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An Application for Sharing Travel Activities Information by Using Deep Learning Models (딥러닝 모델을 활용한 관광지 활동 정보 공유 애플리케이션 )

  • Jiho Shin;Eunhye Gwon;Byungook Ryu;Byungjeong Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.319-320
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    • 2023
  • 일반적인 여행 커뮤니티는 사진과 텍스트 기반의 사용자 리뷰를 바탕으로 정보 공유를 한다. 본 연구에서는 관광지에서 수행한 활동을 한 문장의 형태로 공유하는 애플리케이션을 제안한다. ChatGPT를 활용하여 활동을 산책, 사진, 음식 등 9가지 태그로 분류하여 관광지가 가지는 특징을 용이하게 파악한다. 또한, 사용자가 작성한 활동을 임베딩하고 관광지 소개 글 벡터와 유사도를 비교하여 관광지를 추천한다. 본 애플리케이션을 통해 사용자가 긴 설명이나 사진 없이 관광지가 가지는 정보를 쉽게 공유하고 관광지 추천을 하는 새로운 여행 커뮤니티를 제공할 수 있을 것으로 기대한다.

디지털콘텐츠산업 발전 연구회 시샵 민병수 수석 INTERVIEW

  • Sin, Jong-Hun
    • Digital Contents
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    • no.10 s.125
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    • pp.29-29
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    • 2003
  • 디지털콘텐츠 산업이 미래 국가 경쟁력의 척도로 자리매김하면서 국내에서도 디지털콘텐츠에 대한 관심이 점점 높아지고 있다. 게임과 모바일 콘텐츠, 애니메이션 등은 일반인들에게도 더 이상 낯선 단어가 아니며, 이미 각 분야별로 수 많은 커뮤니티들이 생겨나 활발한 활동을 펼치고 있다. 하지만 디지털 콘텐츠 전 분야를 아우르면서 다양한 자료를 제공하는 커뮤니티를 찾기란 그리 쉬운 일은 아니다.

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On Methods for Activating Third Party Policing for Enhancing Citizen Participation in Policing (적극적 시민참여활동을 위한 Third Party Policing의 도입방안)

  • Kim, Dong-Bok;Kim, Sung-Hwan
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.309-317
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    • 2010
  • A participating civilian in the policing is become very important issue and strongly encouraged since variety and intelligent crimes have occurred. Moreover, necessity of invigorates of Problem-Oriented Policing has been emphasized in Korea because the effects of the Problem-Oriented Policing in the Case-Oriented Policing had been proved. Lastly, practical use of the Third Party Policing (TPP) is a main purpose to deal with spreading of the Gated community, which controls the outside. To utilizing the Third Party Policing in Korea, several solutions are suggested such as making the manual of operation process, organizing task force team for TPP (the Third Party Policing), changing the sense of civilian and police organization and realistic way to motivating.