• Title/Summary/Keyword: entertainment culture

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The Influence of Positive Emotion Induced by Cultural Marketing on Customer Satisfaction and Customer Citizenship Behavior (기업의 문화마케팅 활동이 긍정적 감정을 통해 고객만족과 고객시민행동에 미치는 영향)

  • Ahn, Tae-Hyuk
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.35-46
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    • 2019
  • In this study, we conducted an empirical analysis to examine the effects of corporate cultural marketing activities on customer satisfaction and customer citizenship behavior through positive emotion variables. For this study, we conducted a survey on customers who have experienced cultural marketing activities of companies. The results are as follows. First, among the four factors of culture marketing activities, 'sponsorship','synthesis','style', and other factors excluding 'sales' factors influenced positive emotion. Second, positive emotion have a positive effect on customer satisfaction with products and services. Third, positive emotion affect voluntary customer citizenship behavior. As a result, it can be seen that the marketing activities of companies practicing cultural activities, differentiation of products and services based on culture, and formation of corporate culture emphasizing culture lead to positive emotion of customer. In addition, positive emotion are likely to lead to customer satisfaction with products and services, and furthermore, in order to create common value, it is sometimes possible to lead to customer citizenship behavior that voluntarily perform the same role as the company's spokesperson have. Based on the results of this study, it is necessary for domestic stakeholder to engage in innovative perspectives and ongoing activities based on the essential concepts of cultural marketing to secure customer and build competitive advantage.

Adolescents' Clothing Culture in the Ubiquitous Era - Focused on Receptiveness about UFC(Ubiquitous Fashionable Computer) Fashion Products - (유비쿼터스 시대의 청소년 의복문화 - UFC(Ubiquitous Fashionable Computer) 패션 상품에 대한 수용 가능성을 중심으로 -)

  • Chun, Jae-Hoon;Ha, Ji-Soo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.2 s.161
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    • pp.319-330
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    • 2007
  • The purpose of this study is to improve ubiquitous fashion design which adolescents can be satisfied with. The methods of this study are documentary research of previous studies, survey research and deep interviews. For this study 371 students are selected as samples of survey. As a result of this study, we could know that the adolescents of the 21st century are enjoying actively the culture of consumers and the culture of information era. Domestic adolescents have much knowledge and interest in information and in UFC fashion products. So we can predict that domestic adolescents' interest and desire of UFC fashion products will increase gradually. As for using occasions, adolescents will use UFC fashion products for 'mobile', 'exercise', 'social followship', and as for using purposes, they will use UFC fashion products for 'listening to music', 'playing games', 'communication', 'search for information', etc. So when we develop UFC fashion products for adolescents, we'd rather develop the products for entertainment than for studying. To satisfy the various tastes of adolescents, UFC fashion products must also consider the design factors like styles, colors, materials, etc. In conclusion all UFC fashion products for adolescents must have not only the basic qualities like functions and conveniences, but also the qualities of designs.

Characteristics of Hanfu Street Snaps on TikTok (틱톡에 나타난 한푸 스트리트 스냅의 특성)

  • Zhang, Luyue;Yim, Eun-Hyuk
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.519-529
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    • 2022
  • This research analyzed the characteristics of Hanfu street snaps in the Chinese version of TikTok to determine the development and meaning of Hanfu. Based on grounded theory, this study selected 102 representative cases by sorting Hanfu street snaps on TikTok according to popularity. Subsequently, through open coding, the cases were organized and summarized into five main categories. The findings are as follows: 1) The national cultural pride has enabled a greater number of Hanfu fans and groups to upload short videos promoting the Hanfu movement on TikTok to expand the influence of the activities and popularize cultural knowledge. 2) The users attempted cross-cultural communication by participating in cultural festivals in Western countries wearing Hanfu. 3) The 'See now buy now' function of TikTok enables numerous Hanfu merchants to upload short videos about Hanfu products to promote their products and boost sales. 4) As 'gamification' affects everyday life, computer game enthusiasts among them wear Hanfu in the form of role-playing. 5)As a unique "meme" phenomenon on TikTok, wearing Hanfu to make interesting videos has also become a form of entertainment. Thus, although the characteristics of Hanfu street snaps on TikTok originated from the transmission of Hanfu culture, the culture has now been transformed through social media into symbolic consumption and play culture.

The Impact of the Korean Wave (Hallyu) in a Global Business Context

  • KANG, Eungoo
    • Journal of Koreanology Reviews
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    • v.1 no.2
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    • pp.1-9
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    • 2022
  • Due in large part to the success of 'Korean Wave' (Hallyu) entertainment commodities, there was much discussion concerning the increasing recognition of Korean culture. With the government's help, South Korean pop culture has spread all over the globe, and Korean businesses have flourished thanks to their global competitiveness. The media in the surrounding areas were quick to catch on, and they all but declared the arrival of Hallyu. Despite a tragic and brutal history of invasions, wars, and dictatorships, South Korea has the 14th largest economy and is the 15th most significant country in terms of soft power. This is largely attributable to the country's leadership in technological and cultural revolutions. The enormous economic and political gains South Korea has experienced from its Hallyu phenomenon remain impressive and even threatening to other countries competing with it for cultural dominance. This is even though media figures in the country must constantly keep in mind new ways to maintain relevance and even enhance their favorability, as pop culture trends are transient and sometimes unpredictable. As South Korean culture spread to the West, Hallyu facilitated the export of several cultural artifacts, including classical music, theater, art, literature, and dance. The Baby Shark music video and song were both created by the Korean business Pink Fong.

A study into effect the terminological definition of cultural industry has on creativity of cultural contents - Based on comparative study between Korean Cultural Industry, US Entertainment Industry and UK Creative Industry - (문화산업의 용어적 정의가 문화콘텐츠 창의성에 미치는 영향에 관한 연구 - 한국 문화산업, 미국 엔터테인먼트 산업, 영국 크리에이티브 산업과의 비교를 통하여 -)

  • Yoo, Jun-Ho;Yoon, Sung-Gum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.1
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    • pp.1-18
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    • 2010
  • Cultural industry along with cultural content that forms the center of cultural industry is the field whose interest is continually increasing due to the increase of weight in the national economy and the strengthening of importance in future value. Cultural content, particularly, accounts for the essential position in starting a business around one-person business, which recently arouses high interest in a nation. However, it is true that the debates on the rapid growth and identity of cultural content in contrast to the reinforcement of its position, and the criticisms about the lack in development of material and cultural content in staring a business show the limitation of overall cultural content in Korea. This research examines recognition of cultural industry or cultural content through terminologies of definition as well as the relationships of configures in accordance with the outcome of cultural content. Findings demonstrate that cultural content in Korea revealed the highest cultural orientation which is the same as existing interpretations, and as comparison objects, entertainment industry in the U.S. and creative industry in the UK contained the highest part of entertainment and creativity respectively. It reflects that mythical elements of language that has been discussed from the structuralist perspectives are projected in the relevant field. In conclusion, the conceptual definition of cultural content has the structure to project advantages and disadvantages of existing culture, and this limitation needs to be overcome in securing the items and business value in starting a business.

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Characteristics of Chinese Cultural Industry Shown in an IP Martial Arts Stage Play 'Seongeomgihyeopjeon' (IP무술무대극 선검기협전(仙剑奇侠传)에 나타난 중국문화산업의 특징)

  • Jiao, Shan
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.31-45
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    • 2020
  • The objective of this study was to understand the characteristics of Chinese cultural industry shown in the analysis of a successful IP martial arts stage play 'Seongeomg ihyeopjeon' that applied martial arts as Chinese traditional culture. The cultural industry of Chin a has modified the relevant legislation since China's reform and opening up in 1979, and the term 'intellectual property rights(IP)' was used in the Chinese laws for the first time in 2008. Thus, transcending the instrumental scope for maintaining the regime in the past, the culture was regarded as an economic profit industry and a representative industry for strengthening the soft power of traditional culture. The results of analysis on the stage play are as follows. First, the Chinese cultural industry has been developed by support policies for strengthening the soft power of Chinese-characteristic traditional culture and overseas expansion through the state-led modification of relevant legislation. Second, the Chinese cultural industry is including its unique traditional cultural factors, and the succe ssful marke ting results could be obtained only when the high awareness and many fans are secured. Third, for the inflow of audiences through the work advertising, it would be preferentially needed to analyze various opinions of fans through active SNS communications with them instead of the existing advertising such as TV, radio, and newspaper, and also to reflect the national cultural industry policies and producers' opinions.

Reading Cognitive Culture by Intentional Instruction and Convergence Analysis in Advertising Content Stories (광고콘텐츠 스토리에 담긴 의도적인 지시체와 융복합적 해석소에 의한 인지적 문화읽기)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.37-45
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    • 2019
  • The This study aimed at clarifying that the cognitive interpretation code is essential for college students to read the correct culture while discussing the producer's story production system for creative advertising content and the process of interpreting the meaning of advertisers and the formation of principles and beliefs. The production of advertising content aimed at persuasion should first identify anachronistic reason system based on the target audience's perception principle. A concise analysis of the experiment found key clues that confirmed that a sample of the producer's intended story would be inconsistent with the clues of information that a college student could remember. I have tried to organize a semantic analysis tool that combines these key clues and as a tool for reading culture of the right time for college students. As a result, university student inmates were able to identify one side of positive communication: reading a new cognitive symbol culture based on their subjective experience and beliefs, rather than analyzing cross-sectional analysis of the primary language and non-verbal expressions of their advertising contents. In the future, if an advertising content story producer works to identify such a process in advance, it will help persuade inmates.

Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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A Study on the utilization of Service Areas in Multiplex cinema (멀티플렉스 영화관의 서비스 공간 사용실태에 관한 연구)

  • Seo, Hye-Suk;Lee, Sang-Ho
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.158-164
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    • 2006
  • Multiplex have many screen in one place and provide customer Multiple Entertainment Option. Today multiplex cinema is a new culture place for the public to approach most easily in Korea. It also gave a chance to recognize how important a popular culture place is. but it has a problem that this space wasn't designed for customer and don't have even a rest area for them as they focused only on economic growth. therefore, in this study, it point's the utilization of Service Areas problems and provide basic data of interior design for customer.

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A Study on Star-Contents to Entertainment Management Industry (연예매니지먼트 산업의 스타콘텐츠 분석)

  • Oh, sang-baek;Kim, sang-heon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.407-408
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    • 2011
  • 문화산업 내 연예매니지먼트 산업은 콘텐츠의 활용 가능성이 매우 높은 고부가가치 산업으로 대중문화 및 미디어의 시대가 도래 하면서 나타난 주요한 현상 중 하나로 스타를 들 수 있다. 스타는 대중 매체에 반복적으로 등장하면서 수많은 수용자가 미디어를 소비하며 발생한 21세기의 중심적인 문화현상으로 문화 상품으로의 스타, 스타와 팬덤의 소통현상, 이러한 현상은 연예매니지먼트사의 스타의 콘텐츠화로 이어지고 있으며 다양한 마케팅으로 이익을 창출하고 있다. 하지만 이러한 마케팅이 아직까지 급변하는 기술 및 미디어의 발전에 발맞추어 나가지 못하고 있는 실정으로 앞으로의 스타콘텐츠 마케팅은 어떤 정보전달 매개체보다 강력한 수단인 휴대전화, 즉 스마트폰의 떠오르는 고부가가치 산업인 애플리케이션을 활용하여야 할 것이다. 이러한 측면에서 애플리케이션을 활용한 마케팅이 미치는 영향을 사례로 연예매니지먼트 산업의 스타콘텐츠 마케팅의 방향이 애플리케이션을 활용한다면 더욱 효과를 이룰 것이다.

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