• Title/Summary/Keyword: Users Content Creators

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Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

Effects of YouTube Users' Mindfulness factors on the Continued Use Intention (유튜브 이용자의 마음챙김 요인이 지속이용의도에 미치는 영향)

  • Choi, Kyung Woong;Byeon, Benja min;Kwon, Do soon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.3
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    • pp.39-61
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    • 2021
  • This study aims to examine the effect of the Mindfulness for YouTube users. Recently, video sharing platforms have grown rapidly with YouTube, and YouTube has grown rapidly despite the emergence of various video sharing platforms. Which YouTube represents these changes, provides an environment where anyone can make and distribute videos. And through these advantages, many viewers are coming in and more creators are making videos. The purpose of this study is to understand the influence factors of YouTube service in Korea and to clarify the causal relationship between the factors that affect the continued use intention through usefulness, confirmation, and satisfaction. For this reason, presented a research model that applied key variables of the Mindfulness theory, which emphasized that users should be aware of their emotions. In order to empirical verification the research model of this study, a questionnaire was conducted for university students and general office workers who had experience using YouTube. As a result, first decentered attention has been shown that has no positive effect on perceived usefulness and confirmation. Second, non-judgmental acceptance has benn shown that has a postitive effect on perceived usefulness and confirmation. Third, current self-perception has been shown that has no positive effect on perceived usefulness and confirmation. Fourth, concentration has been shown that has no positive effect on perceived usefulness and confirmation. And Mindfulness has been shown that has a positive effect on satisfaction and perceived usefulness. Through this, it is important to use YouTube to use what users feel is important, and it is important to determine whether the video is helpful to them when accepting content and make them expect the next video.

An Analysis of the Foxonomy Constructed at Research Information Service and Future Perspectives (학술정보서비스의 폭소노미 분석 연구)

  • Cho, Ja-Ne
    • Journal of the Korean Society for Library and Information Science
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    • v.42 no.4
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    • pp.95-112
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    • 2008
  • In contrast to traditional taxonomy, folksonomy is generated not only by experts but also by creators and consumers of the content. Folksonomy is the practice and method of collaboratively creating and managing tags to annotate and categorize content. It is also known as collaborative tagging or social indexing. Folksonomy is also used to link to create social network that connect people to people who share same interest. Folksonomy users can generally discover the contents by which the tag sets of another user who tends to interpret contents in a way that makes sense to them. Firstly, this study consider the significance and some critical issues about folksonomy. Secondly, analyze special features of Korean academic site's folksonomy, which is managed by academic information site. Accordingly consider the directions of development about folksonomy system.

Utilization of Mobile New Media based on Video Curation (동영상 큐레이션 기반 모바일 뉴미디어의 활용)

  • Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.6 no.2
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    • pp.51-56
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    • 2020
  • In this paper, we developed a mobile new media solution that enables e-commerce shopping mall operators, band operators, and YouTube creators to create synergies in online and offline promotion by posting related video contents on the media in addition to their own videos. By providing videos in the field of the platform without directly searching for them, it is possible to provide users with a new type of marketing means that can promote their platform while providing interest and information. Prospective creators at home and abroad who produce video can upload their own video in addition to YouTube and afreeca TV, such as the open market for video, and use independent and free charging systems to manage independent customer relationship management(CRM), self-branding, and content management. It will be possible to utilize mobile-based new media equipped with a system.

A Study on Factors Influencing Immersion and Viewing Intention of Personal Broadcasting Viewers (개인방송 시청자의 몰입 및 시청의도에 미치는 영향요인 연구)

  • Hong, Moo-Goong;Kwon, Hyeog-In
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.195-211
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    • 2019
  • Recently, as the personal broadcasting industry has grown rapidly, interest in personal braodcasting platform companies, creators, and contents is increasing. In addition to the quantitative growth of the private broadcasting industry, related research is also increasing, but there is a lack of research on the viewer side. In this study, we applied the Hedonic-Motivation System Adoption Model (HMSAM) to derive the viewing motivation factors from the intrinsic aspects of personal broadcasting users. Also, we analyzed the difference of viewing motivation factors by classifying the types of personal broadcasting contents. As a result of the analysis, extrinsic and intrinsic factors of the users except "control" has a significant influence on the viewing intention and immersion. Also, it was verified that the influences on the viewer's immersion were different according to the content type. Finally, various theoretical and practical implications are presented through the results of this study.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

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.

User's Willingness to Donate to a Personal Broadcasting Creator From a Rhetorical View (수사학적 관점에서의 인터넷 개인방송 크리에이터에 대한 이용자의 기부의사에 관한 연구)

  • Moon, Yunji
    • The Journal of Information Systems
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    • v.28 no.3
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    • pp.83-104
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    • 2019
  • Purpose Recently, Internet personal broadcasting has been widely spreaded as a new media type by replacing traditional legacy media such as TV. Considering this phenomenon, this study aims to explore the effect of Aristoteles' persuasion factors on Internet personal broadcasting from a rhetorical view. The reason why users watch the Internet personal broadcasting is that they are persuaded by creator's expertness, empathy, or content usefulness. These factors can be regarded as persuasion factors. Therefore, with Aristoteles' rhetorical persuasion factors composed of ethos, pathos, and logos, this paper tries to investigate how persuasion factors affect user's emotional\ attachment and voluntary donation intention. Design/methodology/approach This paper proposes a model of the relationships among three rhetorical factors, user's emotional attachment, and donation intention. Specifically, ethos is regarded as creator's expertness and trustworthiness, and pathos refers to creator's empathy and social interaction. Last, logos refers to content usefulness and credibility. For testing a hypothetical research model, this study collected 468 surveys and empirically tested hypotheses using a structural equation model. Findings This study investigated how rhetorical factors (ethos, pathos, and logos) and emotional attachment further influence user's donation intention. The findings suggest that rhetorical factors of ethos and pathos enhances emotional attachment, followed by donation intention. Contrary to an expectation, however, logos was not significantly related to emotional attachment. Creators of Internet personal media and MCN providers should focus on the different effects of rhetorical factors and pay attention to the role of emotional attachment to encourage user donation.

A Conceptual Study on Transmedia (트랜스미디어에 대한 개념적 고찰)

  • Yun, Hye-Young
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.644-652
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    • 2019
  • This study recognizes the problem of terminology surrounding the concept of transmedia and attempts to arrange and examine the concept by applying the syntagmes theory of linguistics. In transmedia, the prefix 'trans' means transversal, transformation, and transcendence. This versatility of the word transmedia itself provides a starting point for recognizing the concept of transmedia as an incomplete syntagmes with the verbal paradigm of transversal, transformation and transcendence. Depending on who is the subject of media content, such as media companies, creators, and users, syntagmes of transmedia is linked to terms such as transmedia franchise, transmedia storytelling, and prosumer. The purposes of the three subjects in the discourse of transmedia are different, using IP, expanding the story world, and enjoying the work. However, the common desires of 'repeat', 'extension', 'secure' and 'connection' are found in the purpose of three subjects. If terms like transmedia franchise, transmedia storytelling, and prosumer are 'parols' of the transmedia concept, then repetition, extension, securing and linking are the 'langues' of the transmedia concept.

Expanding character roles and replacing worldviews in character-centric storytelling

  • Seo, Hyun Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.67-74
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    • 2021
  • This paper intends to analyze the role expansion of characters, which was an important factor in setting the worldview in storytelling. With the development of media, the way of setting the worldview began to change. At the center of these changes are 'Transmedia' and 'Metaverse', which have recently been receiving attention. With the development of trans media, where the intersection and convergence of media is actively attempted, characters are breaking free from their innate limitations, crossing various media, and performing various activities in new stories. In addition, in the metaverse, an extended concept of the real world, avatars play a role in constructing and expanding the metaverse world as users and creators. By analyzing these changes, we would like to deal with the phenomenon in which character setting, which was used as an element in orthodox world view setting, replaces the world view.