• 제목/요약/키워드: movie medium

검색결과 46건 처리시간 0.022초

Previous Satisfaction and Positive Word-of-Mouth Communication as Antecedents to Purchase Intention in Transmedia Storytelling

  • Park, Bong-Won;Ahn, Jae-Hyeon
    • International Journal of Contents
    • /
    • 제6권4호
    • /
    • pp.90-100
    • /
    • 2010
  • As the reuse of content becomes a strategy for the entertainment industry, managerial insight on customers is needed to be cultivated in order to run a successful business. This study analyzes the impact of previous satisfaction on consumption intention for content in another medium. To do this, two data sets are collected: cases of movie-to-TV series and TV series-to-movie and analyze them using a structural equation modeling approach. The results of our analysis show that satisfied viewers of a movie tend to communicate their positive feelings via word-of-mouth communication and demonstrate repurchase intention of another medium afterward. However, satisfaction does not automatically lead to repurchase intention in another medium. While satisfied viewers of a TV series show a statistically positive repurchase intention for a movie, satisfied viewers of a movie do not show a direct repurchase intention for a TV series. This result demonstrates an asymmetric relationship between satisfaction and repurchase intention across media, and its strategic implications are further discussed.

Expression of Fashion Illustration on the Costume of the Movie Genre

  • Kang, Kyung-Ae;Lee, Eui-Jung
    • 패션비즈니스
    • /
    • 제9권6호
    • /
    • pp.141-159
    • /
    • 2005
  • Targeting a film that is the medium of having powerful influence upon the masses, the present study examined about a role and characteristics in the movie costume, and a role of costume designers, which are shown in process of being changed the film costume. There are many designers who were in charge of the film costume, but the present study examined centering on designers who participated aiming to create the image of a character from the stage of manufacturing a movie. It presented and analyzed visual materials by dividing four genres such as a historical drama movie, a horror movie, a fantasy movie, and a modern-play movie, and by selecting a typical work. A Historical drama movie needs to be investigated costume by the historical background in a movie, but inside it was shown clothes that were elaborately reproduced and newly created. A horror movie plays a role of medium that reflects the human society and the internal mentality of a human being along with the attribute of entertainment. As a genre that requires much costume, make-up and special effect aiming at dramatic effect, a role of film costume possesses great weight. As a fantasy movie is a field based on 'fiction' of a writer who creates a work, it is a field that requires creativity of a costume designer most. As a modern-play movie is what reproduces reality, it best reflects the phases of that time, and is the field that is influenced by costume or fashion trend. Costume needs to be designed in a bid to allow spectators to be inspired the wholly united and harmonious mood with leading a story of a movie, and the individual image.

동영상과 책자를 이용한 교육이 환자의 입원생활 이해도와 만족도에 미치는 영향 (The Effect of In-patient Guide Movie and Booklet Programs on Understanding of Hospital Life and Satisfaction with the Programs)

  • 정현철
    • 간호행정학회지
    • /
    • 제14권1호
    • /
    • pp.45-50
    • /
    • 2008
  • Purpose: This study was intended to determine how an in-patient guide movie enhanced the understanding of hospital life. Method: A non-equivalent control group post-test design was used for the study. The experimental group was allowed to watch the in-patient guide movie. The in-patient guide booklets were given to the control group for reading. The understanding and satisfaction of the respective programs were surveyed with questionnaires. The data was analyzed using SPSS. Result: The movie watching experimental group had better understanding on the hospital life than the booklet reading control group. The movie watching group had more satisfaction with the guide program than the booklet reading group. The understanding of the hospital life and satisfaction with the program had relevance. Conclusion: This study suggests that the in-patient guide movie would help the would-be in-patients understand and adapt to the hospital life better. Therefore, the in-patient guide movie is considered to be a useful medium to educate in-patients for their hospital life.

  • PDF

영화속에 나타난 미래 의상 (Future Costume through Movies)

  • 이상례
    • 복식
    • /
    • 제48권
    • /
    • pp.133-150
    • /
    • 1999
  • In future what kind of costume do we wear\ulcorner We can guess it is in advance through movie. Movie is a comnipresent medium and a mode of expression that reflect a distintive feature of the times like fashion. In many case costume design which belongs to a special era is based on the historic costumes but ostume design for future movie depends on the creativity of costume designer and director. Therefore it is interesting to research how costume designer get his/her design concept for future ccostume in movie how he/hse express his/her design concept through his/her costume and can we convince the design comes true practically in future. In this study I analyze the costume design of masterpieces among SF Film: (Metropolis/1926) (2001: A Space Odyssey/1968) (Star Wars/1977) (Blade Runner/1982) (The 5th Element/1977) Because this study is analyzed not through the original article but just through movie it has some limitation in exact materials or color.

  • PDF

노인을 대상으로 한 입원생활 안내 동영상의 효과 (The Effect of a Hospital Life Guidance Movie for Elderly In-patients)

  • 정현철;성거미;전미양
    • 기본간호학회지
    • /
    • 제17권2호
    • /
    • pp.142-148
    • /
    • 2010
  • Purpose: This study was done to determine how a hospital life guidance movie enhanced the understanding of hospital life by elderly in-patients. Method: A non-equivalent control group post-test design was used for the study. The experimental group watched a movie on guidance for hospital life while an in-patient control group read corresponding guidance booklets. The understanding and satisfaction from the respective programs for the two groups were surveyed with a questionnaire. The data were analyzed using SPSS. Results: The group which watched the movie had a better understanding of hospital life than the group which read the booklets. The patients who watched the movie also expressed more satisfaction with their guide program than the patients who only read the booklets. Understanding of hospital life had relevance to satisfaction with the given program. Conclusion: The results of this study suggests that a movie on hospital life provides better guidance which helps the prospective patients understand and adapt better to their hospital life. Therefore, this type of movie is considered to be an effective medium to provide guidance to elderly in-patients.

영화정보 프로그램 연동형 데이터서비스의 DVB-SI 기반 부가정보 전송 방법에 관한 연구 (A study on DVB-SI based additional information transmission method of data service linked with movie information TV program)

  • 고광일
    • 융합보안논문지
    • /
    • 제22권2호
    • /
    • pp.91-98
    • /
    • 2022
  • 영화는 경험이 중요한 문화 상품의 성격을 갖고 있기 때문에 전문적인 영화정보 프로그램을 통해 영화의 간접적 경험을 제공함으로써 시청자를 영화 관객으로 전환하기 위한 홍보 전략을 사용하고 있다. 이처럼 영화정보 프로그램이 시청자들의 영화관람 의도를 높이는 전략적 홍보 매체임을 고려할 때, 영화정보 프로그램과 연동되어 시청자에게 유용한 부가정보를 제공하는 데이터서비스에 관한 연구는 의미가 있다. 이에 본 연구는 영화정보 프로그램 연동형 데이터서비스 개발에 있어서 핵심 연구 주제인 영화정보 프로그램의 부가정보를 정의하고 부가정보를 데이터서비스로 제공하기 위한 디지털방송 국제표준 DVB-SI 기반의 부가정보 전송 방법을 고안하였고, 이를 바탕으로 KBS의 <영화가 좋다> 프로그램의 데이터서비스 프로토타입을 구현하였다. 본 연구는 데이터서비스의 응용 분야를 영화정보 프로그램으로 확장하며 COVID-19 사태로 심각한 타격을 받은 영화산업에 새로운 홍보 전략을 제시한다는 점에서 의의가 있다.

만화 <타짜>와 영화 <타짜>의 비교: 서사구조를 중심으로 (Comparison of the Cartoon "Tajja" and Movie (The War of Flower): With a Focus on Narrative Structure (Plot))

  • 최성규;이화자
    • 만화애니메이션 연구
    • /
    • 통권19호
    • /
    • pp.89-112
    • /
    • 2010
  • 현재 여러 국가가 문화기술 산업을 고부가가치 산업으로 판단하여 문화콘텐츠에 집중적으로 투자하며 양성하고 있다. 문화기술 산업에서는 하나의 원작을 다양한 매체의 콘텐츠로 제작하여 고부가가치를 창출해내는 OSMU(One Source Multi Use)의 비즈니스 구조가 주목을 받고 있다. 한국에서도 최근 만화매체가 영화나 드라마로 매체 전환되는 사례가 증가하고 있다. 만화는 원천 소스로서 최근 가장 빈번하게 활용되고, 이 과정에서 작품의 2차적으로 재생산 및 재창조가 이루어지고 있는 실정이다. 이러한 원작의 재창조 과정에서 주요한 변수로 작용하는 것은 매체적 특성이고, 각 매체가 가지고 있는 개개의 세밀한 정보(형식) 특성에 의해 이야기가 새롭게 재생산되는 현상을 보이고 있다. 그럼에도 불구하고 매체 전환된 작품의 비교 연구는 그 제작 수에 비해 활발하게 이루어지고 있지 못하다. 그러므로 구체적인 비교사례가 더욱 활성화되어야 하는 실정이다. 본 논문은 매체 전환에 따르는 원작과 2차적으로 재창작된 작품을 비교한 연구로서, 만화매체와 영화매체를 비교하여 각 매체가 가지고 있는 세밀한 정보 특성의 공통점과 차이점을 기술한다. 그리고 이것을 바탕으로 한 구체적인 예를 제시하기 위해서 만화매체에서 영화매체로 전환되는 만화 <타짜>와 영화 <타짜>의 작품사례를 '서사구조 전환' 중심으로 분석한다.

  • PDF

<바람과 함께 사라지다>의 복식 분석 - 여주인공 복식을 중심으로 - (An Analysis of The Costume in - In the Reference to Scarlett O'Hara's Costume -)

  • 서은주;한명숙
    • 복식문화연구
    • /
    • 제5권2호
    • /
    • pp.285-295
    • /
    • 1997
  • This dissertation aims to study a role and importance of clothing as a visual transmission system, with investigating the system and structure of a pragmatics in a cinema costume and analyzing what the meaning of a pragmatics is, depending on the circumstance on the circumstance on the basis of pragmatics. It examines as an objective the clothes of Scarlett, a heroine in 'Gone with the Wind's film originated from the novel written by Margaret Mitchell. As a result of this study, the movie costumes demonstrate a purposed transmission medium as a describing tool governing comprehensive circumstances in the process of drama. The costume plays a significant role in delivering a meaning of a movie showing historical backgrounds, social situations, and psychological description, status, characteristics, tastes of characters by means of their costumes in the movie.

  • PDF

영화 <방자전>에 나타난 욕망의 모방적 양상 연구 (Research on Mimetic Aspect of Desire in the Movie, "The Servant")

  • 손민영;정원식
    • 한국멀티미디어학회논문지
    • /
    • 제20권6호
    • /
    • pp.969-977
    • /
    • 2017
  • Through Rene Girard's theory of triangle of the desire, this research investigates the mimetic nature of desire as shown in the main character of the movie The Servant. This paper analyzes the structural transformation of desire in the character, which is revealed by the process of reinterpretation via the medium change and convergence from Chunhyangjeon, a classic oral novel in Korea, to The Servant, a movie created by director Dae-woo Kim in 2010. The Servant is a meaningful research subject as the transformation of the inner desire of the character is accomplished by boldly designating Bangja, who is supposed to be a minor character, as the protagonist. In particular, Rene Girard's argument on the indirectness of desire in the theory of triangle of the desire helps understand the point where the character' inner desire, which naturally occurred in the existing narrative, transforms into the mimetic desire by an intermediary. This indirectness of the mimetic desire of the main character suggests a similarity with modern men's vanity which is offered by the capitalist era. Through this, the modern meaning of the mimetic aspect of desire as revealed by the transformation from the movie The Servant to Chunhyangjeon can be understood.

SNS를 통한 구전 효과가 영화 흥행에 미치는 영향 -<써니>의 사례를 중심으로- (Influence of the Word-of-Mouth Effect through SNS on the Movie Performance -Focused on the Case of <Sunny>-)

  • 박선영
    • 한국콘텐츠학회논문지
    • /
    • 제12권7호
    • /
    • pp.40-53
    • /
    • 2012
  • 과거에는 영화 흥행을 좌우하는 요소로 감독, 스타 배우, 개봉 스크린 수, 온라인 평점, 배급사 등을 들었다. 그러나 구전 효과의 등장으로 이러한 공식에도 변화가 초래되었는데, 인터넷과 스마트폰이 널리 보급된 현 시점에서는 구전 효과의 영향력이 점점 더 강해지고 있다. 저자는 구전 효과가 이루어지는 매개체 중 하나인 SNS에 주목하여, SNS가 영화 흥행에 영향을 미친 실제 사례에 대하여 조명해 보려 한다. 작년에 크게 흥행했던 영화 중에서 SNS의 효과를 톡톡히 보았다고 일컬어지는 <써니>의 제작 및 상영 과정에 동반되었던 SNS 활동을 분석해 보는 것이다. 개봉 전, 개봉 초기, 성숙기로 시기를 구분하여 SNS를 통한 구전 활동을 살펴봄으로써, SNS 활동의 성공 사례를 통해 영화 흥행과 관련된 하나의 이정표를 제시하는데 이 글의 의의가 있다.