• Title/Summary/Keyword: entertainment contents

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The Influence of Viewing Motivation of the Korean Wave Video Content on Viewing Attitude, National Image of Korea, and Behavioral Intention: Focused on the Chinese Online Video Platform, 'bilibili' (한류 영상 콘텐츠의 시청동기가 시청태도, 한국에 대한 국가 이미지 및 행동의도에 미치는 영향: 중국 영상 플랫폼 'bilibili'를 중심으로)

  • Wang, Yimin;Bae, So Young
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.762-772
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    • 2021
  • This study examined the influence of viewing motivation of the Korean wave video content on viewing attitude, national image of Korea, and behavioral intention among users of the Chinese online video platform, 'bilibili.' Using an online questionnaire, a total of 355 copies were collected. The data were analyzed using structural equation modeling. The findings indicate that the four items of viewing motivation (i.e., entertainment, information, relationships, and vicarious satisfaction) exerted a positive impact on the viewing attitude, while real-time discussion showed no significant impact on it. In addition, viewing attitude exerted a significant positive impact on the national image of Korea, which in turn showed positive influences on the behavioral intention (i.e., visit intention, WOM intention). This study contributed to expand the literature by discussing the Chinese major online content platform, Korean culture, and visit intention to Korea focusing on the Korea wave content. A series of theoretical and practical implications were discussed along with the directions for future research.

The Effect of Group Counseling Program Based on the Strength of Characters on the Happiness of Youth Popular Culture Artists (성격강점기반 집단상담 프로그램이 청소년 대중문화 예술인의 행복감에 미치는 효과)

  • Yoo, Hyun-Mee
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.487-494
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    • 2022
  • The purpose of this study is to construct a personality strength-based group counseling program that can have a positive effect on the happiness of pop culture and arts people and to verify its effectiveness. To this end, 16 artists from entertainment agencies and art high schools in Seoul and Gyeonggi-do were recruited and assigned to experimental and control groups, and pre- and post-examinations were conducted on both groups as personality strengths and happiness tests. In order to verify the effectiveness of the program, the experimental group conducted a total of eight personality strength programs once a week and 60 minutes per session, and the control group was ignored. As a result of the study, the personality strength and happiness of the group participating in the program were significantly improved compared to the control group, showing that training to strengthen personality strength can lead a happier life by promoting the happiness of youth pop culture artists. This is meaningful in that it has created a starting point for managing the mental health of pop culture subjects.

The Work Identity and Labor Experience of the Broadcasting Scriptwriters : Focusing on the Auto-ethnography that Reflects the Experiences of the Scriptwriters (방송 구성작가의 업무 정체성과 노동경험: 구성작가들의 체험이 반영된 자기기술지 분석을 중심으로)

  • Kim, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.645-661
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    • 2021
  • Scriptwriters have appeared in Korea's broadcasting production system for more than 40 years as a key producer. This study specifically investigated the work identity and labor experience of scriptwriters who have played countless roles from planning and organizing programs in various broadcast genres such as non-drama informative program, entertainment, news, and radio to script writing. As a result of examining the work identity and labor experience of the scriptwriters based on the auto-ethnography of the 20 scriptwriters working in the field, they felt that they had an " indispensable" program producer and a media culture producer and at the same time felt that they were taking on tasks that were unclear. They felt that the cause of this inequality was a problem of the production system and employment type, but they recognized that they could not be solved individually, and they were developing their own skills or building connections to get work, and expanding their areas unconditionally.

A Study on the Impact of Smart Tourism Application Service and Design Concept on the Intention to Continue Using (스마트 관광 애플리케이션 서비스의 효과와 지속 사용 의도를 위한 디자인 컨셉에 대한 연구)

  • Wang, Tuo;Dong, Hao;Zhang, Xindan;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.279-290
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    • 2022
  • The popularization of mobile Internet applications has accelerated the development of smart tourism industry. Based on TAM and VAM theories, this paper studies the influencing factors of tourism App users' willingness to continue using through complex network and data analysis methods. Through the research, it is found that the improvement of service level and design concept of smart tourism application can accelerate the aggregation of complex networks and improve user engagement. At the same time, reasonable price service experience value, convenience service experience value, interactive service experience value, emotional design perception, ease of use design perception, entertainment design perception and other factors can have a direct impact on users' intention to continue to use, and there is a significant correlation. The smart tourism App's convenience and price advantage are the root of its competitiveness. The design concept can affect users' emotional experience and perceptual experience, and help smart tourism App improve users' satisfaction.

A study on the effect of flow factors on the continuous use of metaverse content and devices (메타버스 콘텐츠와 디바이스의 지속이용에 플로우(flow) 요인이 미치는 영향 연구)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.427-429
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    • 2022
  • Recently, metaverse technology is being used in various service industries such as games, entertainment, manufacturing, distribution, advertising, and education. Studies on the correlation between the continuous use of devices used in metaverse content are still insufficient. In order to be more immersed in the metaverse, it is necessary to develop a natural movement and an easy-to-use input device. Based on flow, this study was conducted on the topic of continuous use of metaverse contents and devices. The constituent factors of Flow, an independent variable, were set as sense of reality, immersion, and interaction. We intend to use the data of 500 male and female metaverse users for research through a survey institution. Among the flow factors that increase the continuous use of metaverse contents and devices, the factors that have the greatest influence were studied. Through the results of this study, it is intended to help establish the direction of the next-generation metaverse content and device industry.

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Analysis of Success Factors of OTT Original Contents Through BigData, Netflix's 'Squid Game Season 2' Proposal (빅데이터를 통한 OTT 오리지널 콘텐츠의 성공요인 분석, 넷플릭스의 '오징어게임 시즌2' 제언)

  • Ahn, Sunghun;Jung, JaeWoo;Oh, Sejong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.55-64
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    • 2022
  • This study analyzes the success factors of OTT original content through big data, and intends to suggest scenarios, casting, fun, and moving elements when producing the next work. In addition, I would like to offer suggestions for the success of 'Squid Game Season 2'. The success factor of 'Squid Game' through big data is first, it is a simple psychological experimental game. Second, it is a retro strategy. Third, modern visual beauty and color. Fourth, it is simple aesthetics. Fifth, it is the platform of OTT Netflix. Sixth, Netflix's video recommendation algorithm. Seventh, it induced Binge-Watch. Lastly, it can be said that the consensus was high as it was related to the time to think about 'death' and 'money' in a pandemic situation. The suggestions for 'Squid Game Season 2' are as follows. First, it is a fusion of famous traditional games of each country. Second, it is an AI-based planned MD product production and sales strategy. Third, it is casting based on artificial intelligence big data. Fourth, secondary copyright and copyright sales strategy. The limitations of this study were analyzed only through external data. Data inside the Netflix platform was not utilized. In this study, if AI big data is used not only in the OTT field but also in entertainment and film companies, it will be possible to discover better business models and generate stable profits.

Analysis of the use status of animation contents in Over The Top service (Over The Top 서비스의 애니메이션 콘텐츠 이용 현황 분석)

  • Sukyung Park;Teagu Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.445-450
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    • 2023
  • This study analyzed the factors that viewers consider when watching anime on Over The Top(OTT) service platforms and the characteristics of each type of preference, which are the components of anime preference. To this end, the survey data of 240 animation major students were used for analysis, and the conclusions drawn through frequency analysis and cross-tabulation of IBM SPSS Statistics 27 are as follows. Netflix is the OTT service platform that viewers use the most, and TV series are the most preferred for animation works. In addition, it was found that Netflix OTT original animation works were preferred over other platforms, and long-form animation preferred Disney+. Among the characteristics of each type of animation preference, it was found that the factors considered when watching animation in terms of narrative value, aesthetic value, and entertainment value respectively value the structure, screen production, and immersion of the storyline. It is hoped that this study will be used as useful data for producing animation contents with the OTT service platform.

Development of Contents for the Activities of Daily Living Training for Life Care - Korean Version (라이프케어를 위한 한국형 일상생활활동훈련치료 콘텐츠 개발)

  • Lee, Chun-Yeop;Park, Young-Ju
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.529-538
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    • 2020
  • This study aims to develop of contents for the activities of daily living training - Korean version that reflexes the domestic situation and can be applied to clinical practice. For contents development, a Delphi survey was conducted with 13 experts. In the first Delphi survey, 133 items of activities of daily living training are derived based on previous studies, and then the extracted items are asked to group of experts, and the derived items are answered for actual domestic clinical application. In the second survey, 118 items were added by excluding items with a low content validity ratio (CVR) including the results of the first survey, and adding items that can be derived from other opinions. In the 3rd survey, while presenting the 2nd Delphi survey items as they are, it provides an opportunity to change their opinions by presenting their 2nd response and the 2nd average score of other expert panels, and adding appropriateness and importance together. The data were analyzed to obtain the mean, standard deviation, interquartile range, CVR, convergence, and consensus. Finally, a total of 69 items were selected and 49 items were excluded so that 105 items for CVR 0.54 or higher, 111 items for convergence degree 0.50 or lower, and 70 items for continuity degree 0.75 or higher. Sexual activity, care of others, care of pets, and child rearing are difficult to apply socially and culturally, driving and community mobility cannot be performed within the clinical room, and home establishment and management may have different roles depending on gender, and religious spiritual activities and expression are so personal. For these reasons, these items were found to have low importance or suitability. This study can be usefully used as an indicator on the activities of daily living training - Korean version in clinic or community setting.

A Study on Cultural Planning Based on the Characteristics of Domestic Cultural Archetypes: Focusing on the Jeju Folktale 'Seolmundae Halmang and Obaek General' (국내 문화원형 특징을 기반으로 한 문화 기획 연구: 제주 설화 '설문대 할망과 오백장군'을 중심으로)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.259-269
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    • 2021
  • This study examines the legend of 'Grandmother Seolmundae and Five Hundred Generals', the cultural archetypes of Jeju, and analyzes the characteristics of its contents. After analyzing the feasibility of using the analyzed cultural prototype as cultural contents such as games and animations, based on this analysis, we tried to suggest a cultural planning approach based on the cultural prototype to the cultural agency. Therefore, the implications of this study are as follows. First, among the cultural prototypes in Korea, 'Grandmother Seolmundae and Five Hundred Generals', which represent the legends of Jeju Island, are being organized centered on many historical researchers and Chaerokga, but there is no precise establishment of the exact timing of the legend and how it arose. Therefore, when planning and developing content based on the cultural prototype, it is most important for cultural agencies to develop a story after researching historical evidence and opinions of local residents to identify a consistent point of view. Second, although the contents of the cultural archetype are arranged slightly differently by historians and recorders, the main contents and characteristics of the story are found to have a similar form. Therefore, cultural agencies should focus on finding the point of view and characteristics of a story, even if a story is written differently by different people when doing a cultural prototype. Third, when planning a game based on the cultural prototype, the main elements such as the elements to be expressed in the game and the fun elements should be found and presented. In particular, because fun and rules are the most important parts of games, if this part cannot be derived from the story of the cultural archetype or cannot be made, it is difficult to transform the cultural archetype into a game. Therefore, it can be seen that it is important for cultural agencies to set their game plan intentions in consideration of story expression and fun, even if it is the core or non-core of the entire story of the cultural archetype. Lastly, although the cultural prototype 'Grandmother Seolmundae and Five Hundred Generals' was presented as animation content, it is important to develop it considering the story, characters, media, and audience. Therefore, cultural agencies should be able to derive the elements such as stories, representative and auxiliary characters, and viewers that can be adapted from the cultural prototype as much as possible. It will be an important part of raising.

A Study on Korean Wave and Its Negative Feelings: Focusing on Chinese Netizens (키워드를 중심으로 살펴본 중국 네티즌의 반한류 유발 요인과 제언: 티엔야논단(天涯論壇)을 중심으로)

  • Lee, Seung Jae
    • Korean Journal of Communication Studies
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    • v.25 no.5
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    • pp.81-101
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    • 2017
  • The purpose of this paper is two folds: Korean media contents, which has led the Korean Wave in China in 1990s will be reviewed, and the causes of the negative feelings of Korean Wave that have occurred among Chinese netizens will be factored out in order to suggest the solutions to this conflict situation. The reviews and comments on the China's major portal site, Tienya were analyzed by the key words that causes the conflict between China and Korea. Of the total 340,000 responses, politics, history and entertainment are categorized by the keywords, and the largest portion of the netizen's comments are found to be political issues with 34%, particularly the issues related to the THAAD. This means that the negative feeling toward the Korean Wave is more closely related to politics rather than the media contents. Therefore, in order to overcome the negative feelings in China and maintain the stable relationship with the two countries in the midst of the changing US-China situation, it is necessary to lead the media business with high quality contents along with the mutual understanding and cooperation of the media content producers. It is also necessary to try to approach Chinese market in a cooperative and stable way through co-production or joint venture with Chinese media. In consequence, the excellence of Korean cultural contents and the cultural ties with Chinese media market will be identified with in-depth understanding of Chinese nationalism, Sinocentrism and Chinese culture.