• Title/Summary/Keyword: 콘텐츠요인

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Combination of Research Methods for Factor Analysis (결합적 요인분석 연구방법)

  • Oh, Sang-Young;Hong, Hyun-Gi
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.202-210
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    • 2007
  • Factor analysis, an important research method, has been conducted as a pre-analysis of empirical researches. Sometimes, the researchers expect more information than factor analysis' limitation as well. Therefore, I suggest a method to overcome this problem. This study presents a combined research method which allow to solve the limitation of the factor analysis in social science. The combined research method consist of factor analysis, AHP(analytic hierarchy process) analysis, diffusion theory and system dynamics, which is able to explain causalities.

The Immersion Factors and Characteristics of Youtube Channels for Generation Z (Z세대가 즐기는 유튜브 채널의 몰입 요인과 특징)

  • Kang, MinJeong;Jeong, Eun-Ju;Cho, Hae-Yoon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.150-161
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    • 2020
  • Generation Z(Gen Z), which is referred to people in their late teens to early 20s, becomes one of new major consumer groups in the society. More than 80 percent Gen Z use YouTube content as a main information channel. In this study, we investigate what kind of factors make Gen Z immersed when watching YouTube content. In the background study, we examined immersion and set the cognitive conditions of immersion as reality, fascination, control, and driving as a framework for analysis of case study. In the case study, we analyzed the most popular YouTube channels of each category among the Gen Z with the established framework and then identified 3 main factors: reality, 5 senses, and unpretentiousness and 8 characteristics of them. By conducting survey with Gen Z, we wanted to verify the validity of the characteristics and find out the difference among categories. Subjects answered on a five-point scale how the characteristics of each immersion factor corresponded to their favorite channels. As a result, seven characteristics: 1) familiarity of background, 2) reality of acting, 3)familiarity of material, 4)YouTubers' appearance and 5) voice, 6)multi-sensory, and 7)YouTuber's ability to resemble viewers influenced more than 50% of users' immersion. Although there was no significant difference among categories, the familiarity of the material and the five senses stimulus (YouTube's appearance, voice, audiovisual and surrogate taste) were the most important factors in the entertainment category.

Content Creation and Flow: Why They Clik or Create UCCs (콘텐츠 창조와 플로우:동영상 UCC 이용 동기)

  • Chun, Bang-Jee
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.222-235
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    • 2008
  • This study looks at motivations of video UCC users as a member of creative class. A qualitative research method was used for analyzing data collected by interviews. Killing time users, active clickers and creators are distinguished as different types of UCC users and their differing motivations are explored. The findings of the study are as follows: First, information sharing, self presentation, communication needs, ease of use for self presentation, usefulness are expressed as motivating factors for both active clickers and creators, Pleasure motivates every type of users. However, content creators experience a specific type of pleasure which is the pleasure of creativity or flow, which this study highlights as a key driving factor for content creators. The study adds to the findings of UCC user research which applies the TAM and the PAD model by revealing what pleasure and flow specifically mean for different types of UCC users.

The Effects of SNS Storytelling Composition Factors on Para-social Interaction, Attitude and WOM Intention: A Case Study of Beauty YouTube (SNS 스토리텔링 구성 요인이 준사회적상호작용과 태도와 구전의도에 미치는 영향: 뷰티 유튜브 사례를 중심으로)

  • Bae, Eun-Ji;Jeon, Min-hee;Shin, Il-Gi
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.16-24
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    • 2020
  • The study empirically explored factors influencing How storytelling factors in social networking services, SNS, affect consumer response on the uses and gratification theory. conducted an analysis of 120 university students attending universities in the Seoul metropolitan area using an experiment. The results of this study are as follows: first, The storytelling factors, relevance and veracity have a positive effect on clarity. second, it has been shown that only veracity has a positive effect on parai-social interaction with media figures with emotional attachment. third, para-social interactions have been shown to influence content attitudes and orality sequentially. This study deals with the effect of SNS storytelling on the consumer's part, providing practical implications for enhancing content attitudes and word-of-mouth, by increasing para-social interactions with consumers while identifying the components that should enhance the way SNS is delivered in terms of storytelling.

Usability Evaluation for Life-logging Application (라이프로깅 애플리케이션 사용성 평가)

  • Lee, Joeun;Kwon, Jieun
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.43-49
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    • 2016
  • As user-centered design and content development emerge, the research and the establishment of items on usability evaluation are becoming more important. However, research on usability evaluation for digital systems in specific areas of mobile applications is still incomplete. Due to the recent development of wearable devices and smartphones, development and usage of quantified-self and life-logging applications has been rapidly increasing. This study aims to establish evaluation items and the main factors for the usability assessment of the applications that support life-logging services. In order to establish evaluation factors for life-logging application usability, we first gathered existing usability assessment items and selected the initial items through the Focus Group Interview(FGI). Second, we conducted user assessment surveys on the selected initial questionnaires and performed reliability and exploratory factor analyses based on the survey results. Third, through the statistical analyses results, we established 28 usability assessment items and four factors: recognition; functionality; aesthetics; and satisfaction. Finally, we discussed the expectations and limitations of the established usability assessment. The results from this paper could be used as a guideline for the usability assessment of life-logging applications and thus will contribute to effective content development.

A Study on University Students' Intention to Use Video Contents as an Information Source of Serious Leisure Activities (대학생의 진지한 여가 활동 정보원으로서 동영상 콘텐츠 이용 의도에 관한 연구)

  • Back, Ga Yeon;Park, Ji-Hong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.2
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    • pp.69-99
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    • 2021
  • This study aims at exploring what kinds of factors affect university students to choose video contents as information sources of serious leisure activities. Among other, It focuses on the effect of information quality and cognitive authority. This study analyzed 209 sets of data collected by conducting an online survey of university students from across the country. The implications and results of this study are as follows: First, among the sub-components of information quality, timeliness, relevance, and accuracy had a positive effect significantly on the intention of video contents use as an serious leisure information source, and among those of cognitive authority, the characteristics of platforms was the most influential one. Second, the multiple regression analysis was used to figure out that, some sub-components of cognitive authority turned out to have a positive effect significantly on the evaluation of information quality. This study has a significant meaning in that it investigated the intention of video content use with the two factors (information quality and cognitive authority), especially at this time when more and more people are enjoying video contents as an serious leisure information source.

A study on the effect of flow factors on the continuous use of metaverse content and devices (메타버스 콘텐츠와 디바이스의 지속이용에 플로우(flow) 요인이 미치는 영향 연구)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.427-429
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    • 2022
  • Recently, metaverse technology is being used in various service industries such as games, entertainment, manufacturing, distribution, advertising, and education. Studies on the correlation between the continuous use of devices used in metaverse content are still insufficient. In order to be more immersed in the metaverse, it is necessary to develop a natural movement and an easy-to-use input device. Based on flow, this study was conducted on the topic of continuous use of metaverse contents and devices. The constituent factors of Flow, an independent variable, were set as sense of reality, immersion, and interaction. We intend to use the data of 500 male and female metaverse users for research through a survey institution. Among the flow factors that increase the continuous use of metaverse contents and devices, the factors that have the greatest influence were studied. Through the results of this study, it is intended to help establish the direction of the next-generation metaverse content and device industry.

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A Study on the Snack Culture Phenomenon in YouTube Shorts : Focused on Users' Perceived Value (유튜브 쇼츠(Youtube Shorts)의 스낵컬처(Snack Culture)현상 요인 분석: 사용자의 인지된 가치를 중심으로)

  • Won Jin Hong;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.193-203
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    • 2024
  • This study analyzes user behavior on YouTube Shorts within snack culture and proposes short-form video production strategies by identifying key value factors. Prior research identified seven characteristics (playfulness, time killing, information provision, social presence, interactivity, escapism, conciseness) and criteria based on the 5W1H principles. Surveys and interviews revealed that key user values are playfulness, time killing, conciseness, and interactivity. Users engage without specific purposes, watch 10-20 consecutive pieces selectively, and use it in comfortable environments. This research provides insights for understanding user behavior and short-form video production strategies.

The Exploratory Study of College Students'Motivation for the College Facebook Based on Factor Analysis (대학 페이스북에 대한 재학생 이용동기의 탐색적 연구)

  • Jo, Sam Sup
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.111-120
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    • 2018
  • The rapid use of Facebook among colleges, the present study was to explore the motivations of college owned Facebook among college students. The factor analysis The factor analysis showed that the college students perceived that the intimacy, update of college information, sharing daily lives, use of time, seeking useful information are important motivations when they use college Facebook. The extracted factors such as emotional intimacy, information update and sharing daily lives also play significant variables to affect Facebook effectiveness such as "like" and "sharing others." The results suggest that Facebook managers need to use college Facebook as a social medium not by one way communication medium to the college students.

점검 DC업계 해외진출 전략

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.4 s.143
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    • pp.22-28
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    • 2005
  • 경기침체에도 불구하고 디지털콘텐츠 산업은 성장세를 지속해왔다. 하지만 이미 몇 년 전부터 내수시장 포화될 것이라는 전망이 나오고 있고, 기업간 수익편차도 극심해 이를 해결하기 위한 모법답안으로 수출이 제시돼 왔다. 해외진출에 성공한 기업들의 성공요인을 살펴보고 국내 디지털콘텐츠 기업들이 나아갈 방향을 모색해 봤다.

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