• Title/Summary/Keyword: Korean entertainment

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Study of Korean-Content Development Strategy -Focusing on Netflix and Watcha Play- (K-콘텐츠 발전 전략 연구 -넷플릭스와 왓챠플레이를 중심으로-)

  • Moon, Da-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.399-404
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    • 2019
  • This study proposes a strategy for developing Korean entertainment video service by studying the current status of user's experience of OTT(Over the Top, online video streaming service), mainly Netflix and Watcha Play. Firstly, as case study research, I investigated the features of domestic video streaming services and that of foreign services and K-content service needs. Secondly, I interviewed eight Netflix and Watcha Play users to understand the user experience and the demand for K-content video streaming service. As a result, I was able to derive two points about the strategy. First, isolated channel strategy. Second, content diversification and personalization strategy. This study is meaningful that it presented a strategy for the direction of the Korean entertainment industry. I hope that the follow-up study will help improve the Korean entertainment industry and help develop Korea's entertainment strategy.

Towards the Community Space for Secondary School (중등학교 시설에서의 커뮤니티공간 연구)

  • Lee, Kum-Jin
    • Journal of the Korean Institute of Educational Facilities
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    • v.19 no.1
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    • pp.3-12
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    • 2012
  • The opportunity provided for design method and strategy of community space for secondary school through the experience of public library and gallery, is the purpose of this paper. Community space is an important issue in school architecture as it seeks to revive the public area in educational building and to renew the open space as a multi-entertainment space. The latest works of school, however, which are evaluated as well reflected the reality of educational patterns, are still deficient in that communicational elements in school are underdeveloped and inadequate. The cases of this paper, which are grown up as entertainment library and multi-purpose cultural space such as Seattle Public Library, Sendai Mediatech, Tate Modem Gallery, and Kunsthaus, are suitable to offer the method of the creation of community space for school. This paper reviews an assessment of its success in community space for school architecture with multi-entertainment-purpose library and cultural space connected open space and concludes with the establishment of design method for future school; extraction of the factors contributing to development of community space in school and proposal of design method; implementation of school renewal with library and gallery plus open space for the creation of identity considering both of study and play.

The Effect of TV Home Shopping Service Quality on Relationship Commitment and Customer Loyalty -Fashion Products- (TV홈쇼핑 서비스품질의 관계몰입과 고객충성도에 대한 영향 -패션제품을 중심으로-)

  • Hong, Keum Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.6
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    • pp.899-909
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    • 2015
  • TV home shopping maintains annual growth in the midst of harsh competition by numerous fashion retail channels. This study investigated the dimensions of service quality of TV home shopping for fashion products as well as the effect of service quality on relationship commitment and customer loyalty. Questionnaires were distributed to consumers in their 20s to 40s who purchased fashion products via TV home shopping in the past 6 months. A total of 240 questionnaires were put into the analysis. The results are as follows. First, four dimensions of service quality of TV home shopping were found: convenience, economy, entertainment, and information seeking. Relationship commitment had two dimensions of affective commitment and calculative commitment. Second, the service quality of TV home shopping affected customer loyalty through a relationship commitment. The predictors of affective commitment were entertainment, economy, and information seeking; in addition, those of calculative commitment were economy and entertainment. Third, both affective commitment and calculative commitment predicted customer loyalty to TV home shopping. The affective commitment had more predictive power. The findings show that the service quality of TV home shopping did not directly affect customer loyalty, but they had influence through relationship commitment variables. Entertainment and economy were the most powerful predictors among service quality dimensions.

Preference of Entertainer Image and Imitation Behavior on Adolescents (청소년의 연예인 선호이미지와 모방행동)

  • Lee, Su-Kyoung;Kweon, Soo-Ae
    • Korean Journal of Human Ecology
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    • v.18 no.2
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    • pp.419-429
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    • 2009
  • The purpose of this study was to research the preference for the entertainers image and imitation behavior. The research was a survey and the subjects were 1,034 middle and high school students. The collected data was analyzed using frequency, statistics analysis, t-test, crosstab, ANOVA, factor analysis and multiple regression analysis. Result were as follows; The preference for the entertainment, most of the adolescents loved the singer and the TV talent. The feminine and urban image was their favorite image for the entertainer. The favorite image was significantly different according to the gender and age. Star entertainer imitation behaviors showed the differences according as adolescent's gender and age. The unique marketing strategy is required as the job in the entertainment business, so the tend to follow up and imitate all attractive factors and favorite image of the entertainer. This study was for helping the adolescent who are very sensitive and going to set up their identification to get the role model as the fair way to be the social member, helping the one to set up the image-making way for each entertainment's job, and helping the enterprise who want to use the image of the star in their promotion.

The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology (혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

The Influence of Advertising Attributes and Engagement on the Advertising Effectiveness of Fashion Video Ads (패션 동영상 광고속성과 인게이지먼트가 광고효과에 미치는 영향)

  • Sung, Heewon;Kim, Eun Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.1
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    • pp.17-32
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    • 2022
  • This study aimed to examine the effect of ad attributes on engagement, the mediating effect of engagement on the relationship between ad attributes and advertising effectiveness (attitudes toward ads, continuous intention to search, and e-WOM intention), and the differences in advertising effectiveness at different levels (low vs. high) of curiosity toward fashion video ads in the online context. For this purpose, a total of 408 responses were collected from consumers who were aged 20-40 years and had viewed fashion video ads via PC/mobile channels in the preceding six months. The results showed that three advertising attributes, namely informativeness, entertainment, and personalization, were significant predictors of engagement. Additionally, engagement had a significant mediating effect on the relationship between entertainment and ad effectiveness. Moreover, both informativeness and entertainment had a significant direct effect on the behavioral intention to search and engage in e-WOM. At the high-curiosity level, engagement had a significant influence on ad attitudes and e-WOM intention. In contrast, at the low-curiosity level, entertainment had a significant influence on e-WOM intention and continuous intention to search. These findings are meaningful in that they extend the advertising attitude model to fashion video ads in the online context.

Big Data and Entertainment Content : Case Studies and Prospects (빅데이터와 엔터테인먼트 콘텐츠 : 사례연구 및 전망)

  • Kim, Hae Won;Lee, Mina
    • Journal of Internet Computing and Services
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    • v.17 no.2
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    • pp.109-118
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    • 2016
  • Big data, thanks to the development of data sciences, has been key words for economic development and governmental policies. This study reviewed how big data has been used with entertainment contents since the uses of big data in the fields have been more popular and the cases making successful business have been reported. To do ends, the changes in production, distribution, and consumption of entertainment contents have been characterized and prime cases have been introduced. Furthermore, Korean production companies of entertainment contents, Bloter and NEOTOUCHPOINT, were selected to investigate how big data has been utilized. It was found that the companies used big data to analyze consumers' behaviors and gain insights of content creation, such as identifying specific elements of enjoyments and conditions to share the contents with others. The domestic entertainment companies are preparing a full-scale of use of big data but, in order to take advantage of big data, collaboration between developers and experts in the field and specific goal-setting and model building are recommended.

Investigation about the Context in which the Effects of Entertainment-education Program May Reduce -Focused on Persuasion Knowledge and Pre-attitude (교육적 오락물의 설득효과 감소요인에 대한 탐색적 연구 -설득지식과 사전태도의 영향을 중심으로)

  • Kim, In-Sung;Lee, Seung-Jo
    • Korean journal of communication and information
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    • v.69
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    • pp.7-29
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    • 2015
  • The purpose of this research is to examine the impacts of persuasion knowledge and pre-attitude on responses to a persuasive entertainment education program. Persuasion knowledge model was adopted as the theoretical frame and information about the sensational identity of entertainment program was used to activate audience's persuasion knowledge(i.e. resistance). Pre-attitude was measured by the degree of concern about the persuasion topic. The experiment was designed by persuasion knowledge(2) ${\times}$ pre-attitude(2) and participants were randomly assigned in one of the conditions and rated their attitude for the persuasion topic. The implicit measure for attitude was included in addition to the explicit measures in order to reveal unconscious attitudinal changes. The results showed that the allegedly effective entertainment-education can confront the resistance of the audience in some contexts. A significant interaction of knowledge ${\times}$ pre-attitude was found in the result of the implicit attitude. The individuals with high concern about the persuasion topic, compared to those with low concern, were more influenced by the entertainment program and also persuasion knowledge. The interaction was not significant on the explicit attitude, which may present the usefulness of the implicit measure in entertainment-education research.

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The Effects of Political Entertainment Viewing on Political Talk Mediating Roles of Audience Involvement and Political Information Efficacy (정치엔터테인먼트 시청이 정치대화에 미치는 영향 관여도와 정치정보효능감의 매개 효과)

  • Kwon, Oju;Min, Young
    • Korean journal of communication and information
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    • v.73
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    • pp.7-34
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    • 2015
  • This study attends to the effects of political entertainment as a newly emerging television genre on citizens' political talk. Particularly, this study suggests audience involvement and political information efficacy as key psychological factors that mediate the relationship between political entertainment and political discussion. More specifically, audience involvement was deemed as a conclusive concept that consists of such sub-dimensions as audience identification and parasocial interaction with program characters and transportation into the messages. Among 317 participants in an online survey, a total of 273 subjects, who had at least some viewing experience with political entertainment TV programs, were included in the final analysis. According to the findings, softer programs that piggyback political information on top of their entertainment content were more likely to increase viewers' identification and transportation. The viewer experience of identification further heightened the level of political information efficacy, which in turn positively contributed to one's willingness to participate in political talk and to hear the other side. It also appeared that political information efficacy significantly mediated the relationship between political entertainment viewing and political talk.

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Application of the Neural Network to Predict the Adolescents' Computer Entertainment Behavior (청소년의 컴퓨터 오락추구 행동을 예측하기 위한 신경망 활용)

  • Lee, Hyejoo;Jung, Euihyun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.39-48
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    • 2013
  • This study investigates the predictive model of the adolescents' computer entertainment behavior using neural network with the KYPS data (3449 in the junior high school; 1725 boys and 1724 girls). This study compares the results of neural network(model 1) to the logistic regression model and neural network(model 2) with the exact same variables used in logistic regression. The results reveal that the prediction of neural network model 1 is the highest among three models and with gender, computer use time, family income, the number of close friends, the number of misdeed friends, individual study time, self-control, private education time, leisure time, self-belief, stress, adaptation to school, and study related worries, the neural network model 1 predicts the computer entertainment behavior more efficiently. These results suggest that the neural network could be used for diagnosing and adjusting the adolescents' computer entertainment behavior.

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