• Title/Summary/Keyword: Entertainment Program

Search Result 337, Processing Time 0.028 seconds

The Effects of Entertainment Producer and Writer Job Stress Factors on Stress Level and Depression (예능 PD, 예능 작가의 직무스트레스요인이 스트레스 수준 및 우울에 미치는 영향)

  • Ryu, Si-Nae;Koo, Jung-Wan
    • Journal of Korean Society of Occupational and Environmental Hygiene
    • /
    • v.29 no.1
    • /
    • pp.108-118
    • /
    • 2019
  • Objective: The purpose of this study was to investigate the effects of occupational stress factors on the level of stress and depression of entertainment program producers and entertainment program writers. Methods: This study was based on analysis of a survey collected by 65 respondents out of 224 questionnaires who are entertainment program PDs and entertainment program writers. The survey was conducted from December 20, 2017 to February 20, 2018. Results: In the logistic regression analysis conducted to investigate the factors affecting the stress level in the job-related characteristics of a) higher total career, b) shorter working period in the current firm, c) longer weekly working hours and d) more count of weekend work, the results found higher stress levels. In the sub-factors of job stress, the stress level encountered by respondents was significantly higher for those with a) higher job demand, b) lower insufficient job control and c) higher job instability. In the logistic regression analysis conducted to investigate the factors affecting depression, the depression level in entertainment PD was higher than the entertainment writer in the sociodemographic characteristics. In the sub-factors of job stress, the stress level was significantly higher for those with higher job demand, lower insufficient job control, and higher job instability. For job-related characteristics, depression was significantly higher for longer weekly working hours. Conclusions: Entertainment program producers and entertainment program writers suffer from psychosocial stress and depression which are caused by excessive job demands, lack of job autonomy and job instabilities. Those factors must be managed and also their workweek should be shortened.

A Study on the Formative Process of Genre and Storytelling in Observation Entertainment Programs - Focusing on the Role of Observer (관찰 예능의 장르화 과정과 스토리텔링 연구 -관찰자의 역할을 중심으로)

  • Lee, Hyun-Joong
    • Journal of Popular Narrative
    • /
    • v.25 no.2
    • /
    • pp.217-245
    • /
    • 2019
  • Recently, the interest among Korean broadcasters in the 'observation entertainment' genre has intensified. This study aims to analyze the genre and storytelling of observation entertainment programming from a narratological perspective. The origin of the Korean observation entertainment program began with the 'reality-variety show'. There was a 'real-life' debate in these reality-variety shows, and as an alternative, the observation entertainment program appeared. Documentary filming, omnibus composition, and spatialization of 'everyday' life have led to the recognition of observation entertainment as a single genre. In particular, 'observers' have become a key factor in the observation entertainment program. The subject of the program is determined by who the observer is. The variability of the program format is the same. The observer looks at the observation target on behalf of the viewer. At the same time, he or she serves as a narrator of the program. The observer functions as the most influential factor in the storytelling of the observation entertainment program. In the observation entertainment program, 'observation' is only a form. It is the observer who creates a narrative within this same format to make the difference between each program. Also, voyeurism has been considered a problem in reality shows such as observation entertainment programs. However, the form communicated by observers is not a direct peek, so much of the problem of voyeurism is mitigated. Such observation entertainment programs analyzed through observers are meaningful in that they make people understand the cultural meaning of "reality" in TV and the storytelling of contemporary Korean TV entertainment.

Research for Vitalizing the Exportation of Korean Entertainment Program Format (한국 예능 프로그램 포맷 수출 활성화 방안 연구: 글로벌 예능 프로그램 포맷 특성과의 비교분석을 중심으로)

  • Lee, Eugene;Yu, Sae-Kyung
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.12
    • /
    • pp.160-169
    • /
    • 2016
  • This paper analyzed features of Korean entertainment program formats exported to Asia mostly with that of top 100 Global entertainment program formats exported globally in order to explore Korean entertainment program formats to export globally. Two groups of entertainment program were analyzed in three ways, program category, cast, and material. Regarding program category, quiz game programs showed highest exportation in Global top 100 formats while only 14.3% of Korean entertainment formats exported. As for the cast members, Korean formats prefer well-known celebrities. On the other hand, Global formats produce programs featuring non-famous, ordinary people. Moving on to material of each formats, Global formats focus on puzzle/riddle whereas, Korean formats mainly focus on music/dance and family/parenting. These results indicate that Korean entertainment programs contain strong cultural aspects which generate disadvantages on exportation of these programs, compared to Global entertainment programs. In conclusion, to export Korean entertainment program formats globally, quiz game format with ordinary people and using materials that delivers less cultural aspects are need to be developed.

Estimating the Tourism Economic Value of TV Program using CVM - Focusing on Drama and Travel Entertainment Program - (CVM 을 활용한 TV 프로그램 관광경제가치추정 - 드라마 및 여행예능 프로그램을 중심으로 -)

  • Lee, Jong-Joo
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.7
    • /
    • pp.171-180
    • /
    • 2021
  • Places exposed to mass media induce behavior by forming curiosity and expectations for potential travelers. The places reported through mass media influence viewers. Among TV programs, the most influential genre is drama, and reality programs that provide immersion with different characteristics from dramas influence viewers' choice of destination. CVM is mainly used for estimating the value of objects that cannot be evaluated in the market, such as tourist destinations. This study conducted an economic valuation of filming locations for dramas and travel entertainment programs using CVM, and then compared and analyzed the research results of the two filming locations. Linear and log logit analysis were performed to measure the willingness to pay for the filming location of the drama/travel entertainment program, and the payment amount was derived. The conclusion of the study is that as the travel cost required to visit the filming location of the drama/travel entertainment program increased, the intention to visit decreased. The amount payable when visiting the filming location of the drama/travel entertainment program was higher than the average consumption amount for a day trip, and the amount payable for the drama was higher than that of visiting the filming location of the travel entertainment program.

An Exploratory Study on the Influence of Imports of Korean Entertainment Program Formats on the Chinese Broadcasting Industry: Focused on In-depth Interviews with the Production Staff of HUNAN TV and ZHEJIANG TV Stations in China (한국 예능 프로그램 포맷 수입이 중국 방송 산업에 미친 영향에 관한 탐색적 연구: 중국 후난 방송국과 저장 방송국 제작진에 대한 심층인터뷰를 중심으로)

  • Gao, Menglu;Seo, Sangho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.3
    • /
    • pp.27-32
    • /
    • 2020
  • This study analyzed the influence of the format import of Korean entertainment programs on the Chinese broadcasting industry. To this end, an in-depth interview was conducted with the production staff of Chinese broadcasting stations. As a result of the analysis of this study, it was found that the format and production method of Chinese entertainment programs began to change from the time the format of Korean entertainment programs was imported.

A Study on the Strategy of Sub-Character in Entertainment Programs (예능프로그램의 부캐릭터 전략 연구 - <놀면 뭐하니?>를 중심으로 -)

  • Lee, EuiJung;Lee, JongHoon
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.5
    • /
    • pp.709-716
    • /
    • 2021
  • The current trend of entertainment programs is an "Sub-character." This study is to find out which strategies were chosen, considering the entertainment program "Hang Out With Yoo" as the beginning and front-runner of craze for Sub-characters. The following results were deduced: implementation of trendy characters, aggressive acceptance of growth narrative and expansion of episodes. The success or failure of an entertainment program depends on the implementation method of differentiated characters. At this point in time when Sub-characters are continuously developed, this program is meaningful in that it has presented the strategies for Sub-characters reflecting the demand of audience.

Determinants of User Immersion for Korean Drama and Entertainment Genre Programs among Chinese Students in Korea (중국 유학생의 한국 드라마 및 오락 프로그램 몰입 결정 요인)

  • Ma, Si;Chon, Bum-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.6
    • /
    • pp.111-119
    • /
    • 2012
  • This study examines determinants of user immersion for Korean drama and entertainment genre programs among Chinese students in Korea. The major results are as follows: firstly, user immersion for entertainment genre was more greater than that of drama genre. Although drama was tended to evaluated based on star appearance and narrative structure, entertainment program was favored by its pleasure and vividness. Secondly, there were gender differences for entertainment and drama genre programs between male and female respondents. Also, there was a correlation between drama immersion and duration of stay. Thirdly, although determinants of drama immersion were program characteristics, duration of stay and drama preference, those of entertainment immersion were program characteristics, appearance of star players and entertainment preference.

Effect analysis study of "Korean Wave" on Chinese entertainment shows (중국 예능 방송의 한류 영향 분석 연구)

  • Han, Ting Ting;Choi, Chul Young
    • Cartoon and Animation Studies
    • /
    • s.35
    • /
    • pp.313-327
    • /
    • 2014
  • Starting with a Korean soap opera in the year 1993, entertainment industry of South Korea such as K-pop, soap operas, Korean celebrities has been introduced and spread throughout China. The new word 'Korean wave' was coined by fans of Korean entertainment culture at this time, and passion on the subject gradually expanded from soap operas to entertainment programs in the market of China. It is necessary to analyze the current situation that Korean entertainment programs gaining tremendous popularity on the entertainment field in China and research on ways to cope with the fierce competition and to change to survive from it. Nowadays Korea has its own unique attribute with its national traits after years of mere imitative adaptation from broadcast program of Japan and that of America since 1980's. Regarding the process, similar situation is ongoing on the entertainment field in China. This paper intends to study potential of Chinese entertainment industry compared to the differences on programs between Korea and China by scoping out success of Korean entertainment program in China and the impact on Chinese entertainment market.

A Study on the Composition for the Participating Audience of the Survival Music Entertainment Program: Focusing on Dramatic Device of MBC 'The King of Mask Singer' (서바이벌 음악예능프로그램의 참여 수용자를 위한 구성 연구: MBC'복면가왕'을 중심으로)

  • Hong, Kwan sub
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.4
    • /
    • pp.721-729
    • /
    • 2017
  • This study examined the dramatic devices that the production team made for the studio progress in the survival music entertainment program of open narrative structure in which the audience participated through MBC 'The King of Mask Singer'. The reason for the need for dramatic equipment is that the studio Audience who participated in the process of the program crossed the situations of flow, selection, and enjoyment. As a result of the research, the production team of 'The King of Mask Singer' was found to have a device of time margin, lighting and background image, and role of MC in order to change the progress of the studio and that the participating audience naturally change their roles.

A Study on Shortform Content Storytelling in YouTube Channel Entertainment Program : Focusing on the Comparative Analysis of Storytelling with TV Entertainment Programs (유튜브 채널 예능 프로그램에 나타난 숏폼 콘텐츠 스토리텔링 연구: TV 예능프로그램과의 스토리텔링 비교 분석을 중심으로)

  • Jiran Zhou
    • Journal of Industrial Convergence
    • /
    • v.21 no.8
    • /
    • pp.13-21
    • /
    • 2023
  • The purpose of this study was to compare storytelling with TV entertainment programs to find out which elements of web entertainment affected the shift of viewers' interest, and to identify the characteristics of web entertainment storytelling. To this end, each of the web and TV entertainment programs were selected for storytelling analysis, and storytelling analyzed the contents of each item by dividing them into images, backgrounds, stories, and characters. As a result of the analysis, unlike TV programs, web entertainment storytelling allows viewers to immerse themselves in content through a composition that runs directly from the beginning to the crisis, and is characterized by a clear formation in a short video through a clear ending narrative. These research results hope that short-form web entertainment programs produced in the future will be able to identify strategies for viewers' immersion and storytelling strategies.