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Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players (심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로)

  • Lee, Seung Je;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.6
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    • pp.341-352
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    • 2019
  • Recently, e-sports has been receiving social attention. Game leadership is a necessary skill to perform effective game tasks, and it is very important to e-sports game and improve teamwork. As a result, there is a need to identify psychosocial factor that promote game leadership. This study tried to examine how game motivation, game efficacy, and psychological factors(self-control, social intelligence, self-esteem) reported to have an important effect on leadership have relation with game leadership to MOBA genre users who were known to consider role of game leadership as important factor. We used data from 196 adolescents using MOBA games for surveys. As a result of analysis, internet game time, game efficacy, and social intelligence had a positive relationship with game leadership. And game motivation(social, exploration and escape) also had a positive effect on game leadership. But self-control, self-esteem and some game motivations(acquisition, achievement) was not significant.

Musical Film Acting Method (뮤지컬 영화 연기 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.718-726
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    • 2021
  • A musical that combines singing, dancing, and acting is a popular musical drama created by the development of opera. These musicals are the cultural and industrial sectors that are commercially compatible with artistry and popularity. Musicals remind you of exciting and colorful live performances. This musical industry has been loved by the public as it was created not only on stage but also as a musical film. The film industry has been striving to express the musical's unique originality through film screens. In terms of acting, acting in musical films should be implemented to suit musical films. In order to do so, the characteristics of movie acting and musical acting will be understood at the same time and true musical film acting can be implemented on the screen when each genre is fused. In order to act as a musical film, it is necessary to understand the functional characteristics of each genre and apply the necessary functions on the spot.

Analysis of Factors Influencing Personal Media Creators' Platform Selection : Focusing on YouTube, Twitch and AfreecaTV (1인 미디어 창작자의 플랫폼 선택에 영향을 미치는 요인 연구 : 유튜브, 트위치, 아프리카TV를 중심으로)

  • Bang, Eun-Hye;Kim, Ye-Lim;Na, Hwaseong;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.562-582
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    • 2022
  • Although personal media have become a giant industry, there is a lack of understanding of personal media creators. Therefore, this study aims to clarify factors influencing personal media creators' choice of platform. According to the analysis, there is a significant difference between the factors considered by YouTube, AfreecaTV, and Twitch creators. Moreover, the moderating effect of creators' main genre and broadcasting type were also found to be partially significant. It was found that both creators who share the motive of vividness and communication as their main genre and creators who focus on recording and broadcasting with career development motivation prefer YouTube.

Development of Story Recommendation through Character Web Drama Cliché Analysis (캐릭터 웹드라마 클리셰 분석을 통한 스토리 추천 개발)

  • Hyun-Su Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.17-22
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    • 2023
  • This study analyzed the genres of popular character web dramas and studied the development of story recommendations through the language model GPT. As a result of the study, it was confirmed that similar cliches are repeated in web dramas. In this study, a common story structure (cliché) was analyzed and a typical story structure was standardized and presented so that even unskilled video producers can easily produce character web dramas. For analysis, clichés of web dramas in the school romance genre, which is the most popular genre among teenagers, were listed in order of success. In addition, this study studied the story recommendation mechanism for users by learning the clichés that were analyzed and cataloged in GPT. Through this study, it is expected to accelerate the production of various contents as well as popular popularity through the acceptance of various databases from the standpoint of database consumption theory of web contents.

Social Capital and Cross-Cultural Effect of Korean Wave (Hallyu): Genre-specific Hallyu, Social Trust, and Network Heterogeneity in Europe (한류의 사회자본 효과와 문화간 커뮤니케이션 영향: 유럽 사회 한류 문화소비와 사회 연계망의 관계를 중심으로)

  • Na, Eunkyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.367-375
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    • 2022
  • Given the growing changes in media environment and cultural consumption, globally popular contents of Korean Wave(Hallyu) has also been transformed in its forms and genres. Moreover, extant research on Hallyu has focused on any single respective genre, mostly on East-Asian countries, or studied from Korea-centered perspective. This study examined the social capital effect of Korean Wave in users' own counties, especially in non-English European societies. Survey analysis results reveal that both narrative and non-narrative contents in Hallyu had negative impact on social trust and trust toward people of their own country, whereas positive effect on trust toward Koreans. In contrast, K-pop Hallyu showed positive effect on all types of social trust toward their own country and Koreans, as well as on social participation and bridging/bonding social networks.

Study on Media Adaptation from a Webtoon to Virtual Reality Content (웹툰의 가상현실 콘텐츠로의 매체 전환에 관한 연구)

  • Park, Hyung-Woong;Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.308-315
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    • 2017
  • This study aims to review the differences and distinctive characteristics between storytelling method of virtual reality contents and storytelling method of conventional contents instead of focusing on economic and industrial effects of virtual reality contents. As a specific target, this study discusses how existing storytelling method of webtoons as a single contents genre can be applied to virtual reality contents when webtoons are adapted into virtual reality contents. The purpose of this study is to find limitations and possibilities for the storytelling technique of virtual reality contents. The results of this study showed that the essence of storytelling in virtual reality contents is in three roles of the users of virtual reality. The users of virtual reality must play the roles of service user, audience of contents, and director of story. This is because the most important storytelling techniques in media contents like editing and change of camera viewpoint can no longer be forced in virtual reality contents. Storytelling techniques in virtual reality contents are much limited compared to the conventional contents in terms of user interaction, expansion of senses, and guarantee of freedom.

Comparative Study on Characteristics of Sports Movies between Korea and the U.S. (한국 및 미국 스포츠 영화 콘텐츠 특성에 대한 탐색적 연구)

  • Jeong, Eun-Jeong;Chon, Bum-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.152-161
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    • 2011
  • This study examines characteristics of sports movies between Korea and the U.S. Especially, this paper focuses on three different characteristics including structural, internal characteristics and performance of sports movies. The major results are as follows: firstly, there were similarities between two countries in terms of opening year, genre, classification but movie subjects. More specifically, movie opening years were not related to global sports events. In addition, most sports movies were mainly produced by human genre and all age movie classification. However, in terms of sports subjects, although Korean movies were constructed by baseball game, the U.S. movies were based on football game. Secondly, there were also similarities between both sports movies in terms of external characteristics such as gender difference of hero or heroine, internal story structure and their story sources. Most of sports movies have used real stories as movie story. Finally, although many of the U.S. sports movies recorded the high degree of expenditures, three movies recorded the high degree of movie consumption.

Correlation between Genre and Image Expression Technique of TV Drama (TV 드라마의 내용상의 장르와 영상표현기법의 상관성)

  • Park, Dug-Chun
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.159-167
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    • 2009
  • With the increase of weight and influence of TV drama, many researchers began to publish papers on TV drama. However, those papers were mainly focused on social meaning and viewing motives and attitudes of TV audience. However, only a few papers researched about television image production techniques, such as 'Relationship between TV ratings and image production techniques', 'Transition process of TV drama's image production techniques', and 'Comparison of TV and film image production techniques'. According to the recent research on the relationship between TV ratings and image production techniques, TV rating is inverse proportionate to multiple camerawork and shot average duration with a very close relationship. The purpose of this thesis is to analyse the relationship between TV genre and image production technique with the data of top 100 of TNS Media Korea from the year 2004 to 2008. This paper found out that history drama uses more closeup, longshot, tracking and less waist shot than other genres, with shorter shot duration and longer scene duration.

A Study on the Characteristics of the Narrative and Application Methods of the Modern Elements of , a Drama of tvN (tvN 드라마 <백일의 낭군님>의 내러티브 특징과 현대적 요소의 활용 방식 연구)

  • Youm, Won-Hee
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.249-280
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    • 2019
  • This research aims at examining the present of fusion historical dramas through a TV soap opera, and discussing the narrative of this genre and external elements to be equipped. tried to break from conventionality of fusion historical dramas by intensifying it. By comprehensively suggesting the history of conflicts repeated in existing dramas, it helped its viewers to concentrate on it easily. In addition, by setting a separate space from the secret strife in a palace while depicting it, it expressed romance between a man and a woman faithfully. Moreover, two individual riddles were given so that the narrative became rich. Furthermore, the social problems of remaining singles and the tyranny of the establishment were dealt with. Novelty was presented with the viewpoint of seeing the past through today's perspective instead of seeing the present through the past; by trying to interpret modern culture in a way of Joseon, such as the figures reflecting the phases of the times and lines using newly-coined words and abbreviations. Therefore, the success of the drama contents lies not in breaking from customs but in thinking about what to change based on conventional characteristics. can be evaluated to be a work that can be an idealistic model of this genre.