• Title/Summary/Keyword: Korean Wave culture

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A Study on Korean Wave and Its Negative Feelings: Focusing on Chinese Netizens (키워드를 중심으로 살펴본 중국 네티즌의 반한류 유발 요인과 제언: 티엔야논단(天涯論壇)을 중심으로)

  • Lee, Seung Jae
    • Korean Journal of Communication Studies
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    • v.25 no.5
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    • pp.81-101
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    • 2017
  • The purpose of this paper is two folds: Korean media contents, which has led the Korean Wave in China in 1990s will be reviewed, and the causes of the negative feelings of Korean Wave that have occurred among Chinese netizens will be factored out in order to suggest the solutions to this conflict situation. The reviews and comments on the China's major portal site, Tienya were analyzed by the key words that causes the conflict between China and Korea. Of the total 340,000 responses, politics, history and entertainment are categorized by the keywords, and the largest portion of the netizen's comments are found to be political issues with 34%, particularly the issues related to the THAAD. This means that the negative feeling toward the Korean Wave is more closely related to politics rather than the media contents. Therefore, in order to overcome the negative feelings in China and maintain the stable relationship with the two countries in the midst of the changing US-China situation, it is necessary to lead the media business with high quality contents along with the mutual understanding and cooperation of the media content producers. It is also necessary to try to approach Chinese market in a cooperative and stable way through co-production or joint venture with Chinese media. In consequence, the excellence of Korean cultural contents and the cultural ties with Chinese media market will be identified with in-depth understanding of Chinese nationalism, Sinocentrism and Chinese culture.

The Effects of 'K-POP' Preference of Chinese Consumers on Purchase Intention for Korean Products (중국소비자의 'K-POP' 선호도가 한국상품 구매의도에 미치는 영향)

  • Park, Jong-Chul;Kang, Ji-Won;Im, Ji-Won
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.79-90
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    • 2015
  • This study investigated the effects of 'K-POP' preference on purchase intention of Korean products. Especially, it revealed the mediating role between the participation intention of Korean culture event and the purchase intention of Korean products. Further, we examined the difference in the path relation according to the use-behavior of Korean wave contents. In this proposed model, we can see 'K-POP' preference had a positive effect on participation intention of Korean culture event, but it was not significant for purchase intention of common products. The participation in Korean culture event had significant effects on the purchase intention of Korean culture products and the purchase intention of common products. However, the purchase intention of Korean culture products had no significant effects on the purchase intention of common products. Thus, our finding showed that higher preference of 'K-POP' did not make cause purchase intention of common products. Further, the higher the preference of 'K-POP' was, the higher the participation intension of Korean culture event was and, as a result, the purchase intention of common products got higher. In addition, path analysis results according to the media usage behaviors show that Chinese consumer who uses the internet and has a higher preference of 'K-POP' had a positive effect on the purchase intention of common products. Furthermore, it has a positive effect on both purchase intension of Korean culture products and purchase intension of common products. In case of Chinese consumer who use the television, radio and newspapers, K-POP preference had no significant effect on the purchase intension of common products.

A Study on Understanding about the Korean movie of Internet user in China: Focused on the Reply of Movie Web-site in China and Korea (한.중 인터넷 이용자들의 한국영화 이해에 관한 비교 연구: <엽기적인 그녀> 영화 사이트의 관람후기 게시판을 중심으로)

  • Lee, Jei-Young;Choi, Jeong-Ki
    • Korean journal of communication and information
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    • v.34
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    • pp.196-243
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    • 2006
  • The popularity of Korea pop culture, which called as the name of "Korea wave", has started to spread out in China and other Asian states from late-1990's. The study about "Korea wave" until now, however, have prevailed within an economic point of view. So, I would like to clarify that this dissertation raises a question in exiting argument and explains the identity of "Korea wave" by investigating the details of pop culture contents of Korea, and understanding of chinese receiver. It shows that chinese receiver, watching the movie , has estimated in the affirmative viewpoint after I have analyzed a reply of movie web-site in China. The main features of this analysis prove that there are a lot of good estimation when chinese receiver have seen that movie because it has been well-matched with emotion and fun of story and attraction in the movie. In that order, Some Chinese netizen evaluated that there are some negative point of view as the main actress has a strange and crazy behavior. I have also found that Korea pop culture contents has not given to them good image and chinese receiver had a tendency to view objectively to classify with strength and weakness. Analysis to contrast understanding of Chinese netizen with Korea netizen showed that Korea netizen emphasized fun of story, however, Chinese netizen showed that they had a lot of opinion to be fresh and realistic relatively. In conclusion, I would like herewith to identify that there are some differences between Chinese netizen and Korean netizen after contacting the movie. The reason has showed that understanding about the same object can be a great deal of various consideration in two more diverse cultures which have many different social-cultural and historical situation.

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A Research on Gamification Methodology for Korean Language Education (한국어 교육을 위한 게임화 방법론 연구)

  • Kwon, Chong-San;Woo, Tack
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.61-74
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    • 2013
  • In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wave contents, we proposed a Korean learning gamification methodology based on the gamification elements and the extracted four key aspects.

Succession and Appearence Species of Marine Benthic Diatoms on Wave Plates of Indoor Culture Tank (Short-term Observation) (실내 수조에 설치한 파판에서의 해양 부착 규조의 단기간 천이 및 출현종)

  • Wi Chong Hwan;Kim Hyeung Sin;Lee Sung Ju;Jung Min Min;Kim Tae Ik;Kim Byoung Hak;Huh Young Baek
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.35 no.5
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    • pp.476-479
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    • 2002
  • We observed the succession and appearence species of the marine benthic diatoms for the effective seed production of shellfish culture on wave plates in indoor mass culture tanks. Every five days, the existence species and densitiy of diatoms were counted during the 20 culture days. Experimental conditions were 8.5 $\pm$ 0.3$^{\circ}C$ of water temperature, 1.0250$\~$1.0260 of specific gravity, 2,200$\~$13,000 lux of light intensity. The total density of appearence species was rapidly increased with the lapse of time. However, the number of appearence species decreased on the 20th day. The diatoms observed were 10 species; Navicula sp. of, viridula, Cylindrotheca closterium, Licmophora sp., Pleurosisma normnii, Bacillaria Paradoxa Asterionella glacialis, Stephanopuis sp. cf, turris, Entomoneis sp., Odontella aurita and Cocconeis sp, cf, scutellum. Of them, Navicula sp, of, viridula was most dominant throughout the experiment.

A Study on Changes in Korean Image of Foreign Tourists Using Big Data - Post COVID-19 -

  • Yoo, Kyoung-Mi;Choi, Youn-Hee;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.72-78
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    • 2021
  • Currently, the Korean wave is not limited to popular culture, but has a significant impact not only on Korea's national image but also on the improvement of Korean companies' products and image of Korea. In this study, using Textom to confirm the change in foreign tourists' image of Korea, the data collection period was 1 year of 2020, when COVID 19 occurred, as a collection period for "Korea and foreigner" and related key words, each Hallyu content, and ranked in the top 80 keywords were derived. Centrality analysis for semantic network visualization was performed using UCINET6, and through CONCOR analysis, 7 groups 'K-Quarantine ', 'K-Drama', 'K-Movie', 'K-Beauty', 'K-Shopping', It was clustered into 'K-Tech' and 'K-Pop'. As a result of the analysis, the image of Korea abroad generally recognized the Korean Wave as cultural content, but after the outbreak of COVID 19, it is judged that it has been recognized as a country with a successful case of K-Quarantine.

A Study on the Development of Coloring Game Aesthetic by the Application of Hallyu Korean Wave Image (한류 이미지 활용에 대한 컬러링 게임 미적요소 발전방향 연구)

  • Lee, Jun-Hee;Jung, Hyeong-Won
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.565-570
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    • 2020
  • This paper was intended to present a way to incorporate Korean content and products of Korean brands into functional coloring games that color them for the continued development of digital hallyu at this time of the world's derivation, as shown by the Korean Wave, a word that means more and more people like Korean culture worldwide. For the development of the Korean digital convergence functional game industry that can solve users' leisure time, we will compare and analyze the advanced image cuts provided by coloring games that have been commercialized and serviced, and seek ways to utilize the image of Hallyu contents that are not provided in existing coloring games. In the image cuts used in functional coloring games, we will find ways to utilize differentiated Hallyu content image cuts and study and present the direction of development of aesthetic elements of coloring games. Research on Korean Wave content, which has made use of our own aesthetic elements, should continue, and functional games using digital mobile device devices and game content elements utilizing Korean images in the Korean game industry will help spread Korean pop culture and digital Hallyu.

A Study on the Advertising Strategy Using 'Shin Hallyu' Cultural Content for Marketing Korean Small and Medium-Sized Enterprise Products Targeting Chinese Consumers

  • Yoo, Seung-Chul;Hong, Meiling;Bian, Wen;Piscarac, Diana
    • International journal of advanced smart convergence
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    • v.9 no.3
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    • pp.105-117
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    • 2020
  • The "New Korean Wave" (Shin Hallyu) phenomenon, which is represented by the global popularity of BTS and director Bong Joon-ho's film "Parasite," is making the world excited. The influence of the Korean Wave is not only on politics, society, and culture, but it also has considerable economic ripple effects. We applied individual in-depth interviews with seven media and marketing experts in China to assess the changes in the impact of Korean cultural content (i.e., Hallyu content) and examine the possibility of marketing for Korean small and medium-sized enterprises (SMEs) products using Hallyu content. Considering its massive market potential, China is still an attractive target for Korean companies and is of even greater importance to SMEs, which are highly dependent on exports and lacking marketing budgets as well as a professional workforce. Korean businesses and the economy at large would get a real boost if they could penetrate the Chinese market by utilizing the strength of Hallyu content. Based on the results of the in-depth interviews, the conclusion of our study suggests the direction of advertising strategy on how Korean products can attract the minds of Chinese consumers by utilizing the Shin Hallyu. This research is a practical study that diagnoses the reality of the Korean Wave in China objectively and has excellent practical implications as it proposes methods of how SMEs should use Hallyu for their marketing strategies.

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
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    • s.35
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    • pp.313-327
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    • 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.

Changes on Physical Property of Ilmenite due to Microorganism (미생물에 의한 티탄철석의 물리적 특성 변화)

  • Park, Young Ho;Kang, Dae Wan;Kang, Seong-Seung
    • Tunnel and Underground Space
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    • v.22 no.5
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    • pp.321-329
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    • 2012
  • Laboratory tests for measuring absorption, porosity, P-wave velocity and uniaxial compressive strength (UCS) were performed to examine weathering characteristics of ilmenite by microorganism. Physical property changes were quantitatively estimated with comparing culture period on the condition of abiotic oxidation without microorganism and biooxidation with microorganism. As a result, the measured pH during 45 days was distributed in the range from 3.82 to 4.26, on the other hand, biooxidation showed the range from 2.20 to 2.57. The measured absorption according to microorganism and culture period represented 0.052% at final stage in the case of abiotic oxidation and 0.073% in the case of biooxidation. Porosity showed 0.206% at final stage in the case of abiotic oxidation and 0.281% in the case of biooxidation. In general, the values by biooxidation showed higher than that by abiotic oxidation. Change range of P-wave velocity with culture period showed that the measured value as 1410 m/s at final stage in the case of biooxidation was lower than 1886 m/s of that in the case of abiotic oxidation. The UCS was decreased with increasing culture period in all specimens and represented 241.1 MPa at final stage in the case of abiotic oxidation and 140.0 MPa in the case of bioxidation. In conclusion, it implies that influence of physical property on ilmenite by biooxidation related with microorganism was larger than that by abiotic oxidation.