• Title/Summary/Keyword: Entertainment platform

Search Result 114, Processing Time 0.021 seconds

The Effect of Experiential Value of AR Fashion Platform on Platform Preference (증강현실 패션플랫폼에 대한 경험적 가치가 플랫폼 선호도에 미치는 영향)

  • Ha Kyung Lee;Hee Jin Hur
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.46 no.6
    • /
    • pp.987-1003
    • /
    • 2022
  • This study explores the effect of experiential value of AR fashion platform on platform preference. Based on the SOR theory, the effects of visual appeals, entertainment, service excellence, and efficiency on platform attitudes, mediated by intrinsic enjoyment and escapism, are tested. The participants respond to the questions after watching the video clip, using an AR fashion platform. A total of 252 data is analyzed using SPSS 26.0 for descriptive statistics and reliability analysis and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. The results show visual appeals, entertainment, and efficiency influence platform preference, mediated by intrinsic enjoyment. Entertainment also influences platform preference, mediated by escapism. The moderating effect of the AR service pre-experience is also explored. For the group with the AR service experience, entertainment and efficiency has a positive effect on intrinsic enjoyment, leading to AR platform preference. For the group without an AR service experience, only entertainment influences the AR platform preference, mediated by intrinsic enjoyment; however, there are no factors which increase escapism. The findings of this study contribute to find the marketing directions for the AR service users, by offering appropriate experiential values based on their prior AR experience.

Big Hit Entertainment's Contents Innovation : Focusing on Entrepreneurial Leadership and Platform Strategy (빅히트 엔터테인먼트의 콘텐츠 혁신 : 기업가적 리더십과 플랫폼 전략을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.1
    • /
    • pp.1-12
    • /
    • 2021
  • Big Hit entertainment corporation has been well known for value creation since it became the contents innovator in Korea to develop global artist musician BTS. By introducing sustainable innovations, as well as a mainstream of successive music entertainment growth, Big Hit entertainment corporation has became a global leader in highly competitive entertainment industry. To explain the Big Hit's contents innovation story, this study suggests a innovation momentum with two core elements: CEO's entrepreneurial leadership and platform strategy. Based on in-depth case study, this study proposes that CEO's entrepreneurial leadership allowed the Big Hit entertainment corporation to take advantage of its existing key resources and execute sustainable contents innovations. Also, creating diverse music and entertainment contents from the Weverse digital platform produce Big Hit's value creation. Based on these research results, both the contributions and implication to entertainment industry and academic field are presented.

A proposal of a smart home platform for home entertainment experience (홈 엔터테인먼트를 위한 스마트 홈 플랫폼 제안)

  • Wu, Jing;Liu, Hao;Jung, Jae yu;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.10a
    • /
    • pp.931-933
    • /
    • 2012
  • In this thesis propose a conceptual design of a platform for better home entertainment experience. Smart phone, smart TV and a personal computer are the most important devices in this platform design. The platform was designed and proposed by a personal computer. The platform provides a high degree of interaction and integration among devices within the environment. The clouds are better than the traditional approaches and it is more acceptable in terms of security and economy.

  • PDF

Entertainment Contents Corporation Tencent's Growth Strategy : Focusing on Imitative Innovation and M&A (엔터테인먼트 콘텐츠 기업 텐센트의 성장 전략 : 모방형 혁신과 M&A를 중심으로)

  • Liu, Yu;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.3
    • /
    • pp.1-13
    • /
    • 2020
  • Tencent is an internet-based entertainment platform corporation using technology to enrich the lives of Tencent platform users and assist the contents expansion. Since 2000, Tencent have developed a great growth and innovation in entertainment contents domain. Tencent have become the market leading innovator due to the imitative innovation and M&A. The present study designed case study analyses to investigate the mechanism with regard to the growth strategy of Tencent corporation. Tencent began with imitative internet-based game and social messaging services but then added its own wechat messenger platform, now being extended to other products or services. This imitative innovation strategy enabled Tencent corporation to grow rapidly, to achieve outstanding growth. In addition, Tencent's M&A investment drive is underpinned by a vision of top management team and flexible organizational culture, from building out the Tencent's entertainment platform, game, finance, e-commerce, to global market expansion. While our results shed light on the implications to understanding Tencent's growth, there are limitations of the current study that should be considered when designing next research.

Research on the Influence of Interaction, Identification and Recommendation of Entertainment Communication Platform (커뮤니케이션 플랫폼의 상호작용이 동일시와 추천 의도에 미치는 영향)

  • Zhao, Yi-Dan;Choi, Myeong-gil
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.6
    • /
    • pp.23-33
    • /
    • 2021
  • Under the long-term influence of COVID-19, offline activities were interrupted and online communication became the main way. With the rapid development of Korean Wave and network information technology, there have been many entertainment communication platforms. Fans can communicate with stars and other fans and share information through entertainment and communication platforms. This can improve users' perception of the value of entertainment communication platforms, arouse emotional resonance and have a positive impact on users' platform recommendation intention. In this study, the influence of user interaction, identity and recommendation intention of entertainment communication platforms was investigated by questionnaire. The results are as follows: First, the interaction between fans and content has a positive effect on psychological and behavioral identity. Second, the interaction between fans does not affect their psychological and behavioral identity. Third, the interaction between fans and stars has a positive impact on psychological identity and behavior identity. Fourth, psychological identity and behavioral identity have a positive impact on community members' willingness to recommend. Behavioral identity plays a partial mediating role between psychological identity and recommendation intention. Based on the above analysis results, the present situation, limitations and future research directions of this study are put forward.

A Study on User Willingness of Intelligent Music Platform Based on TAM Model

  • Li, Jingrong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.10
    • /
    • pp.43-50
    • /
    • 2020
  • In this paper, we propose to study the factors affecting the user's intention to use smart music platform, and on the basis of studying the impact of service quality on the user's intention to use, such as perceived usability, perceived ease, perceived entertainment and perceived cost, respectively. Based on this, the impact factors model on the usage intention of smart music platform users was presented, and 398 questionnaires were collected through a survey of university students majoring in Chinese music, and the collected data were obtained by conducting frequency analysis, reliability analysis, exploratory factor analysis, correlation analysis, and structural equation model analysis using spss20.0 and amos20.0. The results show that: Quality of service has a positive effect on perceived usefulness, perceived ease of use, perceived entertainment and perceived cost. A study found that perceived usefulness, perceived ease of use, and perceived entertainment have a positive effect on users' intention of use and perceived cost has a negative effect on their intention of use. Through this conclusion, the entrepreneur presented an important meaning in promoting sustainable development of smart music platforms by improving the operation and profit model of smart music platforms.

Design and Analysis of an Interactive Motion Simulator in Space Entertainment System

  • Hsu, Kuei-Shu;Cho, Wei-Ting;Lai, Chin-Feng;Wang, Xiaofei;Huang, Yueh-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.6 no.1
    • /
    • pp.446-467
    • /
    • 2012
  • In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, simulation and a motion simulator control scheme. The space entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The space entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a steering wheel to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator. In addition, we develop a calculated method to evaluate the Ratio of the simulation results. It is shown that the proposed control scheme can improve the performance of the visual entertainment system. Experiments are conducted on the virtual reality entertainment system to validate the theoretical developments.

Online Platform Experience: Enhancing Customer Engagement and Loyalty in the Hospitality Industry (온라인 플랫폼 경험: 호스피탈리티 고객 인게이지먼트 및 로열티 향상 방안)

  • Kim, Joon-hyeong Joseph
    • Asia-Pacific Journal of Business
    • /
    • v.8 no.2
    • /
    • pp.75-94
    • /
    • 2017
  • This study aims to develop a conceptual framework linking antecedents and consequences of online platform experience in the context of hospitality businesses. In doing so, an introduction to online platform experience in the hospitality industry was made, and environmental stimuli, that is, enablers of online platform experience were identified: information, entertainment and relation. Additionally, the theoretical review attempted to explain how customers are likely to be engaged in, and to be loyal to, the hospitality organizations' provisions in the context of online platforms. When presenting the theoretical model, a Stimulus-Organism-Response paradigm was employed to propose the hypotheses predicting positive online platform experience, which seems to derive from internally provoked cognition and affection within individuals, leading to behavioral consequences. This model is expected to be applicable to the online context, where hospitality businesses tend to adopt the concept of gamification and to implement associated loyalty programs. Finally, theoretical and practical implications, along with potential avenues of future research, were discussed.

  • PDF

An Analysis of Performers' Contribution to Entertainment Show Clips on AVOD Platform (AVOD 예능 방송 동영상 클립에 대한 실연자의 기여도 분석)

  • Ko, Jeong-Min;Choi, Yong-Seok;Jeong, Yuna;Kim, Dong-Young;Kong, Tae-Hyeon
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.8
    • /
    • pp.115-125
    • /
    • 2022
  • This study examines the effect of performers on the number of views and likes of entertainment show clips consumed on AVOD short form platform. Multiple regression analysis was performed, setting program viewing factors and performer's topicality index as independent variables, and setting the number of views and likes of clips as dependent variables. As a result of the analysis, performer's topicality index had a positive(+) effect on both dependent variables. According to standardized coefficient, on the number of views, the standardization coefficient of the performer's topicality index was the second highest, and on the number of likes it was the highest among variables. The results suggest that performers contribute a lot to the success of clips on AVOD short form platform.

Temperature Measurement and Intelligent Access Management System Service Platform Advancement Research using AI Facial Recognition Technology (AI 얼굴정보처리기술을 활용한 체온측정 및 지능형 출입관리 시스템 서비스플랫폼 고도화 연구)

  • Kim, Byung-Wan
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.7
    • /
    • pp.249-257
    • /
    • 2021
  • Recently, interest and demand for facial information processing technology that can provide non-face-to-face identity authentication and access management service using smart devices, which is an essential environmental improvement for multi-use facilities, is increasing as a way to prevent the spread of infectious diseases worldwide and to cope with social measures. This study defines a multi-use facility classification system and applied service field to establish a continuous access control system, and measures to improve the usability of the service platform considering scalability through a dual access control system and personal/measurement information type analysis, and accordingly We would like to propose a service roadmap. In addition, it aims to improve the physical access management system service platform, which is a multi-use facility application service that requires one-time and multiple-use authentication according to usage. It is expected that the methodology of this study can be applied as a service platform of a logical access control system type in the future.