• Title/Summary/Keyword: Narrative Content

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A Study on Transtextuality and Effect on Replayability of Easter Eggs in Digital Games (디지털 게임에 나타난 이스터에그의 트랜스텍스트성과 리플레이어빌리티의 향상 연구)

  • Nam, Seo-Hyun;Han, Hye-Won
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.3-18
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    • 2022
  • This study focuses on transtextuality of Easter egg and its effect on replayability. This paper categorizes Easter eggs of digital game into five types based on game elements, and applies Gerard Genette's transtextuality theory by analyzing function and meaning of Easter eggs based on quotation, allusion, and annotation of intertext and paratext. In conclusion, Easter eggs as transtext form game ritual by linking inside and outside of the game, as well as developers and players. Through this process, Easter egg enhances replayability of digital games by extending the narrative of the game.

Peer tutoring experiences of neonatal nursing simulations among Korean nursing students: a qualitative study

  • An, Hyeran;Koo, Hyun Young
    • Child Health Nursing Research
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    • v.28 no.4
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    • pp.280-290
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    • 2022
  • Purpose: This study aimed to explore nursing students' experiences of neonatal nursing simulations using peer tutoring. Methods: In this qualitative content analysis study, data were collected using a narrative survey and focus group interviews with 27 third-year nursing students and six fourth-year nursing students from April to May 2022. Content analysis of the collected data was conducted. Results: Four categories-"stabilizing emotionally through each other", "advancing together", "difficulties in relationships", and "hoping to continue"-and nine sub-categories were extracted. The sub-categories "reduced burden" and "gaining confidence" were grouped into the first category, "stabilizing emotionally through each other". The sub-categories "being motivated to learn," "increased learning ability", and "preparation as a process" were grouped under "advancing together", and "attitudes affecting study environment" and "depending on help" were grouped into the third category of "difficulties in relationships". The fourth category of "hoping to continue" had "wanting to supplement for development" and "wanting to participate in different roles" as sub-categories. Conclusion: Based on the results of this study, we expect pediatric nursing practicum education to improve through the active use of neonatal nursing simulation education incorporating peer tutoring.

The Effect of Corporate SNS Marketing on User Behavior: Focusing on Facebook Fan Page Analytics (기업의 SNS 마케팅 활동이 이용자 행동에 미치는 영향: 페이스북 팬페이지 애널리틱스를 중심으로)

  • Jeon, Hyeong-Jun;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.26 no.1
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    • pp.75-95
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    • 2020
  • With the growth of social networks, various forms of SNS have emerged. Based on various motivations for use such as interactivity, information exchange, and entertainment, SNS users are also on the fast-growing trend. Facebook is the main SNS channel, and companies have started using Facebook pages as a public relations channel. To this end, in the early stages of operation, companies began to secure a number of fans, and as a result, the number of corporate Facebook fans has recently increased to as many as millions. from a corporate perspective, Facebook is attracting attention because it makes it easier for you to meet the customers you want. Facebook provides an efficient advertising platform based on the numerous data it has. Advertising targeting can be conducted using their demographic characteristics, behavior, or contact information. It is optimized for advertisements that can expose information to a desired target, so that results can be obtained more effectively. it rethink and communicate corporate brand image to customers through contents. The study was conducted through Facebook advertising data, and could be of great help to business people working in the online advertising industry. For this reason, the independent variables used in the research were selected based on the characteristics of the content that the actual business is concerned with. Recently, the company's Facebook page operation goal is to go beyond securing the number of fan pages, branding to promote its brand, and further aiming to communicate with major customers. the main figures for this assessment are Facebook's 'OK', 'Attachment', 'Share', and 'Number of Click' which are the dependent variables of this study. in order to measure the outcome of the target, the consumer's response is set as a key measurable key performance indicator (KPI), and a strategy is set and executed to achieve this. Here, KPI uses Facebook's ad numbers 'reach', 'exposure', 'like', 'share', 'comment', 'clicks', and 'CPC' depending on the situation. in order to achieve the corresponding figures, the consideration of content production must be prior, and in this study, the independent variables were organized by dividing into three considerations for content production into three. The effects of content material, content structure, and message styles on Facebook's user behavior were analyzed using regression analysis. Content materials are related to the content's difficulty, company relevance, and daily involvement. According to existing research, it was very important how the content would attract users' interest. Content could be divided into informative content and interesting content. Informational content is content related to the brand, and information exchange with users is important. Interesting content is defined as posts that are not related to brands related to interesting movies or anecdotes. Based on this, this study started with the assumption that the difficulty, company relevance, and daily involvement have an effect on the dependent variable. In addition, previous studies have found that content types affect Facebook user activity. I think it depends on the combination of photos and text used in the content. Based on this study, the actual photos were used and the hashtag and independent variables were also examined. Finally, we focused on the advertising message. In the previous studies, the effect of advertising messages on users was different depending on whether they were narrative or non-narrative, and furthermore, the influence on message intimacy was different. In this study, we conducted research on the behavior that Facebook users' behavior would be different depending on the language and formality. For dependent variables, 'OK' and 'Full Click Count' are set by every user's action on the content. In this study, we defined each independent variable in the existing study literature and analyzed the effect on the dependent variable, and found that 'good' factors such as 'self association', 'actual use', and 'hidden' are important. Could. Material difficulties', 'actual participation' and 'large scale * difficulties'. In addition, variables such as 'Self Connect', 'Actual Engagement' and 'Sexual Sexual Attention' have been shown to have a significant impact on 'Full Click'. It is expected that through research results, it is possible to contribute to the operation and production strategy of company Facebook operators and content creators by presenting a content strategy optimized for the purpose of the content. In this study, we defined each independent variable in the existing research literature and analyzed its effect on the dependent variable, and we could see that factors on 'good' were significant such as 'self-association', 'reality use', 'concernal material difficulty', 'real-life involvement' and 'massive*difficulty'. In addition, variables such as 'self-connection', 'real-life involvement' and 'formative*attention' were shown to have significant effects for 'full-click'. Through the research results, it is expected that by presenting an optimized content strategy for content purposes, it can contribute to the operation and production strategy of corporate Facebook operators and content producers.

A Case Study of Cross-Media Storytelling : Remediation of Webtoon to Drama Series (크로스미디어 스토리텔링 사례 연구 -웹툰 <미생>의 드라마 <미생>으로의 재매개-)

  • Kim, Mira
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.130-140
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    • 2015
  • With the growth of media platforms and fierce competition in the media market, there have been focus on cross media storytelling, a remediation of content already proven successful to another type of medium. In particular, webtoons have emerged as being successful source media, and this study analyzes how the webtoon 's narrative is expanded and transformed in the remediation process into TV drama. The results showed that, the webtoon , which was targeted at a relatively more specific audience, objectively described stories of the life and hardships of an office worker through a contractual employee at a trading company navigating work life based on strategies of Baduk; while the TV drama version, which aims to appeal to a broader audience, strengthened popular narratives with topics of social issues such as 'hardships of the non-permanent employee', 'sexual discrimination and sexual harassment in the workplace', 'difficulties of a working mom', and 'romance between new colleagues'. In addition, in order to create dramatic enjoyment, the drama's storytelling strategy incorporated conflicts by creating confrontational relationships among good and evil characters, and added humanism and comedic effect.

An Analysis about Narrative of Weights and Measures in Korean Elementary Mathematics Textbooks (한국 초등수학 교과서의 도량형 서술 내용에 대한 분석)

  • Lee, Jong-hak;Jeon, Youngju
    • Journal of the Korean School Mathematics Society
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    • v.22 no.3
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    • pp.183-197
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    • 2019
  • The purpose of this study is to support elementary teachers to use the teaching of weights and measures. To help the author of the next elementary mathematics textbook to be used as a reference for the quantitative narrative process. For this purpose, I focused on the contents of textbooks in terms of definition, a unit of measure, and calculation. As a result, first, as for the definition of weights and measures, it is taken as an example rather than as an explicit statement. Second, several problems were found in the metrology content and metric unit introduction order. Third, the computation between measurement units stood in simple computation rather than procedural knowledge. Fourth, it was concluded that the reason and groundbreaking of the grade-specific differences and the amount of a student's education are necessary.

A Narrative Study of a Counselor's Experience of Violence from Father during Childhood and Adolescence (아동청소년기에 아버지로부터 폭력을 경험한 상담자의 내러티브 연구)

  • Jeong-Aie Song;Yoo-Beum Park
    • Industry Promotion Research
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    • v.8 no.3
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    • pp.79-85
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    • 2023
  • This study investigates how experiences of domestic violence from fathers during childhood and adolescence have influenced the formation of one counselor's identity and the outcomes in their life. The research aims to explore how studying the life of this counselor can provide positive effects to other clients who have experienced domestic violence. The research methodology involves in-depth interviews and observations of the participants to understand the subjects, adopting a qualitative research approach based on counseling content. The research findings demonstrate that experiences of domestic violence during childhood and adolescence have had a significant impact on shaping an individual's identity and that through 'overcoming,' one can reconstruct a negative life of 'violence' into a positive life as a 'counselor.' Furthermore, these experiences have provided an opportunity for the individual to perceive themselves more objectively and to find meaning in personal growth and maturity throughout their life journey.

Measuring Consumer Empathic Response to Advertising Drama (소비자 공감반응 척도 개발: 이야기 광고를 중심으로)

  • Soh, Hyeonjin
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.133-142
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    • 2014
  • The purpose of the present study is to develop and validate the scale measuring consumer empathic response to advertising drama. Through a series of consumer surveys and factor analyses, the Consumer Empathic Response to Advertising Scale (the CERA scale) containing 11-Likert format items was developed. The CERA scale consists of three factors which are empathic understanding, identification, and vicarious emotional response. The CERA scale improves the content validity of the existing consumer empathy scales by including identification factor which has been ignored.

Visualization pursuant to Developing 37 Honoured Ones within The Diamond World Mandala (금강계만다라 37존의 전개에 따른 시각화)

  • Kim, Kyungdeok;Kim, Youngduk
    • Journal of Korea Multimedia Society
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    • v.18 no.10
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    • pp.1241-1250
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    • 2015
  • In this paper, we describe visualization pursuant of developing 37 Honored Ones within the Diamond World Mandala. “The 37 Honored Ones” are a collective term for 5 Buddhas and 32 Bodhisattvas that were built on the basis of Vajrasekhara Sutra. Also, as core values of Buddhism, they represent ideas of Esoteric Buddhism systematically and symbolically. “The 37 Honored Ones” are completed by the development of 4 Buddhas from Vairocana and their interaction with 16 Great Bodhisattvas and 16 Offering Bodhisattvas that were also developed from Vairocana. So, in this paper, we analyze and visualize the development of “37 Honored Ones.” This line of research is significant because it aims to convert narrative structure of the conventional Buddhism scriptures into various types of digital contents. Also, applications of the implemented visual digital contents can be as follows; educational service for Buddhist doctrines, development of the various Buddhist cultural contents, etc.

Relation between Game Motivation and Preference to Cutscenes

  • Ruan, Xiao-Yin;Cho, Dong-Min
    • Cartoon and Animation Studies
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    • s.36
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    • pp.573-592
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    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.

Identity and Construction in Postmodern Context of Art Film Blue is the Warmest Color

  • Li, Nan;Jung, Heonyong
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.10-16
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    • 2022
  • This paper focuses on the aesthetic ideology and aesthetic style embodied in the work of 'Blue is the Warmest Color' to dissect it and examine the identity and construction of identity as a minority group in a postmodern context. Blue is the Warmest Color is a film that focuses on homosexual emotions in adolescent development, showing the budding love and emotional orientation of a 15-year-old girl's adolescence, and the ecstsy and torment that comes with an awakened consciousness. The evolutionary process of the characters' emotional orientations is dissected, pointing out that the central theme of the film is the concern for fluid identity and self-identity. Through the narrative and the setting of the characters' emotional patterns and the "Body Writing" of women, this paper further examine the typical variability and fragmentation of postmodern identity, and interpret in detail the content, messages and effects of the characters' dialogues in the film to illustrate the way in which the work expresses class and identity differences. The research method is based on textual analysis and theoretical research.