• Title/Summary/Keyword: entertainment and media production

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A Study on the Influence of Value, Design, Price, and Recommendation on Children's Jewelry Products on the Psychological Characteristics of Consumer Purchasing (아동 Jewelry 제품에 대한 가치, 디자인, 가격, 추천이 소비자 구매의 심리적 특성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun;Park, Tae-Kyung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.75-85
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    • 2019
  • This study was intended to identify the influence of brand value, Jewelry design, recommendation, Jewelry price, recognition, and satisfaction on purchase intent and to present a marketing strategy to draw up an activation plan for the child Jewelry market. Therefore, the implications of this study are as follows: First, companies should give consumers a sense of brand value through media promotion so that consumers can recognize it. Second, companies will have to set up marketing strategies to further enhance brand value through production of limited edition products. It will also have to develop a strategy to expand the type of product by promoting the product along with the product that has been recognized. Third, companies will have to diversify their product designs and expand the range of design choices for consumers through detailed design contests for design professionals, ordinary people and housewives. Fourth, when recommending a product to an acquaintance, you should make a recommendation considering the members of the household, individuality, and taste. Fifth, the company will have to push forward the diversification of prices as well as the diversification of products. Finally, companies will have to set up marketing strategies that meet consumers' needs, such as expanding point reserves for products, hosting promotions and one-plus-won events with friends.

A study on production of Interaction Digital Poster (상호작용성(Interaction) 디지털포스터 제작에 관한 연구)

  • Yun Hwang-Rok;Kyung Byung-Pyo;Ryu Seuc-Ho;Lee Dong-Lyeor
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.24-29
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    • 2006
  • Nowadays, 'Interaction' is discussed not only in the multimedia field but also as a topic of daily life at the various viewpoints. And as the permmited limit of Interaction by Mutimedia Technology and audiovisual function is getting more activated, It is the time for us to have new understanding of a 'POSTER'. The Poster, as a one-sided information transmission media till now, is faced with its limitation in transmitting messages due to its unconformity between satisfaction of receiver' sdesire for information and installation space. This fact speaks for need of study about Digital Poster as an alternative communication method, and activation of Digital Poster Design Field. Therefore, I would like to present Design process and Examples by using Digital Poster for Maximizing the Communication Effect. And I expect the activation of Digital Poster Field by studying the possibility of development and various method of practical use of digital posters through presenting the examples.

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Chinese Broadcasters' Perceptions on Localization of Korean Entertainment Formats in China-Focused on In-depth Interviews on and (한국 예능 포맷의 중국 현지화에 대한 중국내 방송종사자의 인식 -<대단한 도전>과 <달려라 형제>에 대한 심층인터뷰를 중심으로)

  • Wang, Ying-Ying;Choi, E-Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.57-70
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    • 2019
  • Despite both the Korean version of and seemed to be the most popular in China, the and the , which localized the same format, differed at least in terms of viewership. Focusing on these two opposing cases, this study examines the characteristics and considerations of the localization transformation through in-depth interviews with experts in China.. As a result, was positive in terms of character diversification and online media interworking effects. However, the experts recognized that factors such as the confusion of character combinations due to frequent change of performers, frequent absences, conservative characteristics of Chinese state broadcasting that emphasized educational contents, and burden of localization due to changes in mission and challenge form each time were negatively affected. On the other hand, lacked the effect of online media interaction and lack of diversity of performers. However, the use of star actors' celebrities, the merits of actors with the characteristics of Chinese historical and cultural spaces, the use of Chinese flavors and fragrances, and similar types of missions and maintaining a stable composition each time favored localized production formats.

Directorial Characteristics Depicting Nietzschean Nihilism in Animation: A Focus on 'Attack on Titan' (니체의 허무주의가 재현된 애니메이션의 연출적 특성 -<진격의 거인>을 중심으로)

  • Kim Jiwoong;Lee Hyunseok
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.413-420
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    • 2024
  • After Friedrich Nietzsche's advocacy of nihilism, many literary works, dramas, and films have depicted aspects of human psychology associated with nihilism. Animation, too, has been used to convey nihilism, with narratives infused with nihilistic themes produced as both TV series and theatrical animations. Particularly, animation, as a visual medium capable of realizing any imaginative image unlike other media, possesses distinctive characteristics from live-action cinematography and differs from comics in its temporal properties. Hence, this study aims to analyze how Nietzsche's defined three stages of nihilism are represented within animation characters and how they construct various scenarios, using the anime "Attack on Titan" as a case study. The research unfolds by first examining Nietzsche's types of nihilism and the three stages through a review of literature, while also investigating the portrayal of nihilism in mass media and considering the unique attributes of animation. Secondly, building upon the literature review, the analysis interprets the narrative and constructed world of the chosen case study from a nihilistic perspective, examining four major characters through the stages of passive nihilism, active nihilism, and eternal recurrence. The findings demonstrate that the anime conveys two messages regarding negation and affirmation of one's life and existence, thereby offering viewers an opportunity to deeply contemplate human existence. This study is considered significant as it examines how Nietzschean nihilism is portrayed within the popular entertainment medium of animation.

Analysis of the History of the Game Based on the Historical Facts - Focusing on the game "The Mythology of a Thousand Years" - (역사 사실을 기반으로 한 게임의 역사 사실성 분석 -게임 천년의 신화를 중심으로-)

  • Choi, Min-Seok;Lee, Dong-Yeop
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.361-368
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    • 2017
  • Recently, the historical displeasure of celebrities caused a problem that the people were scolded by the people. On the other hand, people's historical consciousness is rising for a series of broadcasts organized by a famous entertainment program. We are now in the idea of our country people like this in history when history will not be left unsaid thing about realism. Inmates because there is a powerful force that is, that media is the 'immersion' players are interested more in the game, it is important to do it. Therefore, the history of games are made based on players to attract attention and interest or historical fact and to make a feature of the game and character.Does not occur to production. So correct history can have a sense of history the players are in fact this study, based on the development called an 'the mythology of the millennium' in 'hq team', manufactured. Choose the game. Scenario is based on thorough historical facts of the game 'the mythology of the millennium' authority order to conduct verification of the historians made it. These production process to appear in the game 'King Gwanggaeto,', 'Geunchogo of Baekje' and 'muyeorwang' design and comparative analysis to the historical facts.

Toward Cinema for All People -Barrier-free Films and Cultural Civil Rights ('더 많은' 모두를 위한 영화 -배리어프리 영상과 문화적 시민권)

  • Lee, Hwa-Jin
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.263-288
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    • 2019
  • Barrier-free films enhance accessibility to audiovisual image contents by providing specific information on screen and through sound so that people with vision or hearing loss can receive the same amount of information as those without disabilities and immerse themselves in the audiovisual images. This study pays attention to barrier-free audiovisual contents in relation to the cultural civil rights of people with vision or hearing loss in South Korea. While institutional efforts have been made in the 2010s to improve the access to audiovisual media of people with vision or hearing loss, the goal of enabling people with vision or hearing loss to fully enjoy all audiovisual contents at a level equal to the non-disabled has not yet been realized. Amid the lingering conflict between disabled groups and multiplexes that has lasted years, the global video streaming service Netflix has aggressively threatened the dominance of local multiplexes with the launch of its Korean service. As Netflix, which is subject to U.S. regulations guaranteeing the rights of people with vision or hearing loss, has produced original dramas and movies involving Korean production teams, the cultural civil rights discourse of the disabled has transitioned to the issue of the rights of cultural consumers crossing national borders in the era of globalization. Changes in the media environment raise the issue of civil rights guarantees in which disabled people enjoy the right to simultaneously watch movies and comment on movies by participating in a common discourse, equally with non-disabled people. The "right to be part of the audience for Korean cinema" for Korean deaf people, which has long been neglected, should also be considered as a cultural civil right that crosses the boundaries of language, nation and disabilities. This essay examines the current issues surrounding the right to cultural entertainment of people with vision or hearing loss in South Korea in conjunction with the contemporary trend of rapid changes in the media environment and the global spread of the movement for cultural civil rights of people with disabilities, and suggests the need for visual culture studies to take a serious step toward disability studies.

The Korean Girl Group Kara's Differentiation Strategy Which Overcome the Trilemma and Led to the Great Reversal Success (삼중고 탈피 후 대역전의 성공을 이끈 걸 그룹'카라'의 차별화 전략)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.169-178
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    • 2021
  • The Korean girl group "Kara" has suffered the trilemma of its de facto failure to debut, the crisis of team breakup, and the CEO crisis of the agency. But the group has made an outstanding achievement in the history of Korean pop music after overcoming all odds. Their success strategy has never been disclosed by insiders involved in Kara's total music projects. This study has been carried out in the analysis of the strategy to provide academic implications and to honor the contribution of the late CEO Ho-yeon Lee and Kara's key member Ha-ra Gu. Therefore, between Nov. and Dec. 2020, we conducted in-depth interviews with managers, composers, stylists and Ha-ra Gu(Only in 2019, before her death) who took part in the project. The research model is set up by combining Porter's Competitive Advantage Strategy and the music value chain model into categories of "Product Innovation Differentiation (PD)" (producing, album production, performance activities) and "Marketing Differentiation (MD)" (market targeting, image specialization, promotion and communication). The analysis showed that the PD focused on complete rediscovered harmonization and revalued members' personality and sincerity with peppy songs and dainty dances as well as emission of "bright energy" which caused healing effects instead of mimicking other star singers recklessly. In terms of MD, they selected Japan's 10-20s as their main market, increasing intimacy with fans and media with the image of cute+pretty+classy+sexy. The result suggests that Poter's differentiation can function as a meaningful strategy frame in the fostering, hit, and revival of idol groups. In addition, it reaffirmed that spontaneous and passionate activities of early-stage or celebrity fan may serve as a valid catalyst for realizing differentiation, as Kara's caller of Japanese actor Gekidan Hitori caused a strong "priming effect" that drove Kara's unexpected wonderful success in Japan.

A Study on the Influence of Filmmaking Factors and Promotions on the Intention of Watching Movies (영화제작요소와 프로모션이 영화 인지 및 관람의도에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun;Kim, Hee-Goon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.87-98
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    • 2019
  • This study sought to identify the impact of scenarios, capital, manpower (directors, actors), media promotion, oral communication, and recognition on the intention of watching movies, and to present marketing and policy implications to film producers for ways to revitalize their films. Therefore, the implications of this study are as follows: First, if you watch a movie with a friend or introduce a movie, you should set up a marketing strategy to promote the movie as a oral message to the people around you through double points and free admission at the 10th movie. It will also require the promotion of the scenario to be strengthened so that people around them can recognize it naturally. Second, film production companies will have to improve the quality of their movies by readjusting the distribution of capital in the event of capital investment. In addition, the movie should be encouraged by the oral publicity that the huge amount of capital has enhanced the quality of the movie, as well as pre-experience events to help the audience recognize it. Third, filmmakers will have to choose directors and actors who can digest novel and experimental material over the director's or actor's reputation. Fourth, the movie promotion company should set up strategies to cater to visitors through a contest for ideas for promoting visitors, which can arouse interest among visitors. Fifth, movie promoters will have to set a sufficient promotional period for visitors to be aware of the film in advance. Finally, movie writers will have to create scenarios with a variety of materials that meet the needs of visitors. Also, movie officials will have to develop or create a mechanism for those who watch the movie to practice oral and cognitive skills.