• Title/Summary/Keyword: Korean entertainment

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Classification of Character Types in Korean Entertainment Program (한국 방송 프로그램의 예능 캐릭터 유형 분류 연구)

  • Jeong, Ye-Jin;Kim, Myoung-Jun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.11-18
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    • 2020
  • Korean entertainment programs have attempted to change formats to reflect the viewers' preference for the unexpected progress of narrative. Casts have used their public identity and it contributes to strengthen the realism by providing their realistic reactions. This study is to advance understanding of entertainment characters' characteristic by classifying character types and analyzing main types that have been appeared repeatedly. This study suggests securing diversity of entertainment characters by noticing character types appearing at low frequency in classification.

Penetration Strategies of SM Entertainment in Global Market (SM 엔터테인먼트의 글로벌 시장 진출 특성)

  • Lee, Moon Haeng
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.77-92
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    • 2014
  • Korean entertainment companies like SM entertainment, YG and JYP contribute enormously to the recent K-pop fever. They expand their businesses aggressively to foreign markets which has been successful. This paper seeks to find out their precise strategies to succeed in the global market. Our study focus on SM entertainment which manages successively in the Asian market. As a result, one of their successful strategies on the global market is localization. They rearrange a group with in the members to suit into the local market : for instance, Super Junior, representative boy group, has rearranged and reformed to Super Junior M (mandarin), Super Junior happy (for Japan market), etc. Coopration with SNS (Social Network Service) is another successful strategies of SM Entertainment : page views of K-pop on Youtube achieved more than 0.8 billion in 2013. Furthermore, for marketing, many members play an advertizing model for global products.

A Natural Language Retrieval System for Entertainment Data (엔터테인먼트 데이터를 위한 자연어 검색시스템)

  • Kim, Jung-In
    • Journal of Korea Multimedia Society
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    • v.18 no.1
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    • pp.52-64
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    • 2015
  • Recently, as the quality of life has been improving, search items in the area of entertainment represent an increasing share of the total usage of Internet portal sites. Information retrieval in the entertainment area is mainly depending on keywords that users are inputting, and the results of information retrieval are the contents that contain those keywords. In this paper, we propose a search method that takes natural language inputs and retrieves the database pertaining to entertainment. The main components of our study are the simple Korean morphological analyzer using case particle information, predicate-oriented token generation, standardized pattern generation coherent to tokens, and automatic generation of the corresponding SQL queries. We also propose an efficient retrieval system that searches the most relevant results from the database in terms of natural language querying, especially in the restricted domain of music, and shows the effectiveness of our system.

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
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    • v.12 no.6
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    • pp.111-119
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    • 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.

Executives' Characteristics and Their Management Implications in Korean Entertainment Companies (우리나라 엔터테인먼트 기업의 임원 특성과 경영 함의점)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.77-89
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    • 2019
  • What are the characteristics of firm executives who have led the fast-growing Korean entertainment industry since the Korean Wave in the early 2000s, and what management implications can be inferred from them? To search for the answer to these questions, we conducted a complete survey of 293 executives from 27 listed Korean entertainment companies. Research has shown that career path diversity has increased in order of general enterprise managers, IT experts, accountants, lawyers and artists, away from the limited human resources level around artists. Thirty three percent of the firms gave stock options to their CEO. This is a positive aspect as data implying that these companies have been striving to do specialization, transparent management, digital and network management, creativity management, and motivational management in the context of sustainablity. However, it was pointed out as an improvement task that the percentage of young(20s and 30s) and female executives is low, even though such people's creativity, sensitivity, initiative and dynamic quality are apt to bring out their advantages especially in the entertainment company, a typical knowledge-creative firms and that the period of the CEO's average tenure was relatively short to 4.02 years.

Children Wear's Shopping Orientation of Parents According to Watching Childcare-entertainment Reality TV Programs (육아 예능 TV 프로그램 시청에 따른 유아동복 쇼핑 성향)

  • Kim, Yuna;Kim, Yeri;Kim, Jisu;Na, Youngjoo
    • Science of Emotion and Sensibility
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    • v.19 no.3
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    • pp.59-70
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    • 2016
  • Qualitative consumption is a trend in the children clothing market and watching TV of childcare-entertainment reality programs are becoming popular. This study examines the watching degree of childcare-entertainment reality TV programs of parent buyer (30s) and potential buyer (20s) and we investigate their shopping orientation of children wear. We did the survey research of 200 consumers with SPSS statistical analysis including the review of internet news, paper, and books on children wear shopping orientation. The results are following: first, the longer the watching time of childcare-entertainment reality TV programs, the higher shopping orientation, such as following the fashion of child stars, and the higher the watching preferences on childcare-entertainment reality programs, the greater shopping orientation in following childcare-entertainment reality programs star when they are purchasing children's clothing. Second, potential consumers as well as parent consumers were affected by watching the childcare-entertainment reality programs. Watching childcare-entertainment reality TV programs could give the impact when they were shopping children's clothing because they wanted to follow the fashion of childcare-entertainment reality programs TV star. Accordingly, the exposure of the childcare-entertainment reality programs for children clothing is found to be positive to the both current and future consumers.

Predicting Factors on the Increase in Computer Entertainment Behavior with Data Mining (데이터마이닝을 이용한 컴퓨터 오락추구 행동 상승의 예측요인)

  • Lee, Hyejoo;Jung, Euihyun
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.47-55
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    • 2017
  • The purpose of this study is to investigate the predicting factors on the increase in computer entertainment behavior with the sample from KYPS data. The results of the Decision Tree model revealed that: (1) Neighbor supervision, self-belief, parent attachment, life satisfaction, and peer attachment were significant for the increase in computer entertainment behavior. (2) Neighbor supervision, class participation and leisure satisfaction were significant for male students' increase in computer entertainment behavior. (3) Optimistic disposition, teacher attachment, and peer attachment were significant for female students' increase in computer entertainment behavior. These results suggest that meaningful factors and their divers interactions should be considered in methods and programs for regulating and preventing the increase in computer entertainment behavior.

A Study on the Relationship Between Entrepreneurial Orientation and Company Performance in Entertainment Firms (엔터테인먼트 기업의 기업가적 지향성과 기업성과의 관계에 관한 연구)

  • Kim, Dong-Ha;Yu, Gun-Jea;Lee, Kwang-Chul
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.11-25
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    • 2018
  • This study analyzed how the entrepreneurial orientation of Korean CEO influenced to the performance of companies in entertainment business. The research verified the direct influence that the entrepreneurial orientation of entertainment business affected the companies' performance, and examined the diversity of TMT and the control effect of corporate governance. This study contributed to previous researches in two ways. The first, the study verified the concept of entrepreneurial orientation on entertainment business which was only focused on manufacturing or IT industry although the entrepreneurial orientation received attention as a significant research issue on middle and small venture businesses. Second, the research also verified the characteristics of CEO and executives bringing the concept of TMT's diversity in entertainment companies which were dependent on person's capacity. As a result of the research, the entrepreneurial orientation (innovation, proactiveness, risk-taking) of entertainment entrepreneurs led to a positive effect on financial performance. The research showed that the more TMT was diverse or ownership oriented management, the more broadened the positive effects.

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
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    • v.46 no.6
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    • pp.987-1003
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    • 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.