DOI QR코드

DOI QR Code

절정-대미 원칙을 기반으로 설계된 유튜브 동영상 콘텐츠가 시청자 반응에 미치는 영향에 관한 연구

A Research on the Design of the Youtube Video Contents Based on the Peak-End Rule and Users' Responses

  • 투고 : 2021.03.19
  • 심사 : 2021.04.12
  • 발행 : 2021.04.30

초록

본 연구는 동영상 미디어 콘텐츠의 효과적인 설계 방안을 모색하기 위하여 수행되었다. 우리나라를 포함해 전 세계적으로 영향력이 가장 강한 플랫폼인 유튜브에 수록되어있는 동영상 콘텐츠의 구조적인 특성을 절정-대미 원칙에 근거하여 분석하였으며 4가지 카테고리에 속하는 국내 유명 유튜브 채널에 수록된 동영상 400개를 대상으로 절정의 위치, 동영상 길이, 조회수, '좋아요' 수, '싫어요' 수, 댓글 수 등의 데이터를 수집하였다. 전체 동영상, 그리고 각 카테고리 별로 나누어 분석을 시행하였으며, 절정-대미 구조로 설계된 동영상 콘텐츠와 그렇지 않은 콘텐츠 간 시청자의 반응에 차이가 존재하는지를 검증하였다. 우선 조사된 동영상 콘텐츠의 과반수 이상이 절정-대미 구조를 가지고 있지 않은 것으로 확인되었다. 분석 결과 절정-대미 구조를 가지는 콘텐츠가 더 많은 조회수를 가지고 있음을 전체 및 각 카테고리 레벨로 확인 할 수 있었다. 이러한 연구 결과는 동영상 콘텐츠의 구성에 대한 설계를 서비스 경영 이론에 기반하여 과학적으로 분석할 수 있다는 가능성을 시사한다.

This study was conducted to find an effective design strategy for online video contents. The structural characteristics of the online video content included in YouTube, the platform with the greatest influence in the world including South Korea, were analyzed based on the peak-end rule. Four categories are defined, and 400 contents were selected from some of the famous South Korean Youtube channels in those categories. The location data of the highlights, length of the contents, the number of viewers, the number of 'likes', the number of 'dislikes' and the number of replies were collected. More than a half of the contents were constructed not based on peak end rule. As a result of the analysis made in aggregate level and in category level, we found the significant improvement in the number of viewers in the contents based on peak-end rule. The result implies the possibility of the analysis of video contents design based on the theories in the service management.

키워드

과제정보

이 논문 또는 저서는 2016년 대한민국 교육부와 한국연구재단의 지원을 받아 수행된 연구임 (NRF-2016S1A5A8019542)

참고문헌

  1. Baumgartner, H., Sujan, M., and Padgett, D. (1997). Patterns of affective reactions to advertisements: The integration of moment-to-moment responses into overall judgments. Journal of Marketing Research, 34(2), 219-232. https://doi.org/10.1177/002224379703400203
  2. Choi, H. J. (2012). The Fair of Use Thumbnail Images, Law & Technology, 8, (2012): 59-74.
  3. Choi, J. W., (2019). The Effect of YouTube Travel Contents Features on Flow and Satisfaction. Tourism Management Research, 23(2), 193-211. https://doi.org/10.18604/tmro.2019.23.2.10
  4. Choi, J. Y. (2019, August 19) "What's Important abouTyouTube is 10 minutes'" | YES24 Channel Yes news. [online] ChannelYes. Available at: [Accessed 17 November 2020].
  5. Cutting, J. E. (2016). Narrative theory and the dynamics of popular movies. Psychonomic Bulletin & Review, 23(6), 1713-1743. https://doi.org/10.3758/s13423-016-1051-4
  6. Dasu, S., and Chase, R. B. (2013). The Customer Service Solution: Managing Emotions, Trust, and Control to Win Your Customer's Business. McGraw Hill Professional.
  7. Dixon, M. J., Victorino, L., Kwortnik, R. J., & Verma, R. (2017). Surprise, anticipation, and sequence effects in the design of experiential services. Production and Operations Management, 26(5), 945-960. https://doi.org/10.1111/poms.12675
  8. Do, A. M., Rupert, A. V., and Wolford, G. (2008). Evaluations of pleasurable experiences: The peak-end rule. Psychonomic Bulletin & Review, 15(1), 96-98. https://doi.org/10.3758/PBR.15.1.96
  9. Fredrickson, B. L., and Kahneman, D. (1993). Duration neglect in retrospective evaluations of affective episodes. Journal of Personality and Social Psychology, 65(1), 45. https://doi.org/10.1037/0022-3514.65.1.45
  10. Godovykh, M., and Hahm, J. J. (2020). Does the sequence of presentations matter for academic conferences? An application of the peak-end rule in event management. Journal of Convention & Event Tourism (pp. 1-24). Routledge.
  11. Grove, S. J., Fisk, R. P., and Bitner, M. J. (1992). Dramatizing the service experience: a managerial approach. Advances in Services Marketing and Management, 1(1), 91-121.
  12. Gutwin, C., Rooke, C., Cockburn, A., Mandryk, R. L., and Lafreniere, B. (2016). Peak-end effects on player experience in casual games. In Proceedings of the 2016 CHI conference on human factors in computing systems (5608-5619).
  13. Haq, I U., Muhammad, K., Hussain, T., Kwon, S., Sodanil, M., Baik, S. W., and Lee, M. Y. (2019). Movie scene segmentation using object detection and set theory. International Journal of Distributed Sensor Networks 15(6), 1-8.
  14. Hong, S. Y., and Cho S., (2016). The Effect of Brand Storytelling based on the Subject of Story. Journal of the Korea Contents Association, 16(7), 112-121. https://doi.org/10.5392/JKCA.2016.16.07.112
  15. Hwang, Y. C., Baek, H., and Yang, C. G. (2014). A Study on Social Media Market Competition based on User Gratification. Journal of the Korea Industrial Information Systems Research, 19(2), 105-117. https://doi.org/10.9723/jksiis.2014.19.2.105
  16. Kahneman, D., Fredrickson, B. L., Schreiber, C. A., and Redelmeier, D. A. (1993). When more pain is preferred to less: Adding a better end. Psychological Science, 4(6), 401-405. https://doi.org/10.1111/j.1467-9280.1993.tb00589.x
  17. Kim, E. Y., and Lee, G. M. (2018). Highlight Detection in Personal Broadcasting by Analysing Chat Traffic: Game Contests as a Test Case. The Korean Society of Broad Engineers, 23(2), 218-226.
  18. Kim, J. Y., and Kim, S. M. (2019). A Study on the Right Direction for Communication Design by a Case Analysis of Personal Media-Focusing on YouTube Channel Design. Journal of the Korean Society Design Culture, 25(4), 79-89. https://doi.org/10.18208/ksdc.2019.25.4.79
  19. Kim, J. W., and Kim, H. J. (2015). Improving Internet Ethics Understanding by Making Related UCCs). Journal of the Korea Industrial Information Systems Research, 20(3), 1-9. https://doi.org/10.9723/jksiis.2015.20.3.001
  20. Kim, K. B., and Kim, K. S. (2014). An Analytical Study on Visual Immersion of Music Videos on Youtube. The Korean Society of Science & Art, 18, 93-104. https://doi.org/10.17548/ksaf.2014.12.18.93
  21. Kim, M. S. (2002). The Fundamental Study on the Plot Types in Korean Modern Plays-Through the Classification, Search and Use of the Thematic Topics. The Learned Society of Korean Drama and Theatre, 16, 311-334.
  22. Kim, Y. J., and Kyung Ho Kang. (2020). The Interaction Effects between YouTube Branded Contents' Ending Types and Product Involvement on Consumer Responses. The Korea Contents Society, 20(3), 10-17.
  23. Korea Creative Content Agency(2016). Current Status and Activation of Web Contents for Broadcasting Video. Korea Creative Content Agency(KCCA), 1-188.
  24. Korea Creative Content Agency(2019). Analysis of Domestic OTT Service Utilization Focusing on YouTube. Korea Creative Content Agency (KCCA), 1-10.
  25. Lee, J. H. (2018) Building an Crawling System Using Python. Journal of the Korea Industrial Information Systems Research, 23(5), 61-76. https://doi.org/10.9723/JKSIIS.2018.23.5.061
  26. Lee, K. Y., and Sung, D. K. (2018). Factors influencing on the Flow and Satisfaction of YouTube Users. Journal of the Korea Contents Association, 18(12), 660-675. https://doi.org/10.5392/JKCA.2018.18.12.660
  27. MK Economic News. (2020). The retail price is the "Media Commerce" war...Youtube people, please. One-click!, https://www.mk.co.kr/news/business/view/2020/08/792124/(Accessed on March. 09th, 2021)
  28. MK Economic News. (2019). [Korea 5G Era] Not just a video, but a 5G video...The content I haven't seen so far is pouring in, https://www.mk.co.kr/news/it/view/2019/04/212745 (Accessed on March. 09th, 2021)
  29. Park, J. H. (2019). Changes and Implications of the Content Industry in the 5G era. Industrial Economic Analysis. Korea Institute for Industrial Economics & Trade(KIET), 44-53.
  30. Richardson, B., Phalen, J., and Rabinowitz, P. (2002). Narrative dynamics: essays on time, plot, closure, and frames. Ohio State University Press.
  31. Robinson, E., Blissett, J., and Higgs, S. (2011). Peak and end effects on remembered enjoyment of eating in low and high restrained eaters. Appetite, 57(1), 207-212. https://doi.org/10.1016/j.appet.2011.04.022
  32. Scheibehenne, B., and Coppin, G. (2020). How does the peak-end rule smell? Tracing hedonic experience with odours. Cognition and Emotion, 34(4), 713-727. https://doi.org/10.1080/02699931.2019.1675599
  33. Seo, S. H. (2016). The Influence of Brand Story telling Types on the Structural Relationships among Brand Consciousness, Brand Identification, Image Elaboration, Brand Image, Attitude Toward Brand. Korean Association for Advertising and Public Relations, (108), 31-63.
  34. Shimono, A., Kakui, Y., & Yamasaki, T. (2020, June). Automatic YouTube-Thumbnail Generation and Its Evaluation. In Proceedings of the 2020 Joint Workshop on Multimedia Artworks Analysis and Attractiveness Computing in Multimedia (pp. 25-30).
  35. Shin, Y. S. (2019). Information Deliver Effect of Thumnails on Mobile Video Cotent, MA Degree. Thesis, Graduate School of Ewha Womans University, Seoul, Korea
  36. Stoll, M., Hamann, G. F., Mangold, R., Huf, O., & Winterhoff-Spurk, P. (1999). Emotionally evoked changes in cerebral hemodynamics measured by transcranial Doppler sonography. Journal of neurology, 246(2), 127-133. https://doi.org/10.1007/s004150050319
  37. Thompson, K. (1999). Storytelling in the new Hollywood: Understanding classical narrative technique. Harvard University Press.
  38. Tsai, C. M., Kang, L. W., Lin, C. W., and Lin, W. (2013). Scene-based movie summarization via role-comm unity netw orks. IEEE Transactions on Circuits and Systems for Video Technology, 23(11), 1927-1940. https://doi.org/10.1109/TCSVT.2013.2269186
  39. Voorhees, C. M., Fombelle, P. W., Gregoire, Y., Bone, S., Gustafsson, A., Sousa, R., and Walkowiak, T. (2017). Service encounters, experiences and the customer journey: Defining the field and a call to expand our lens. Journal of Business Research, 79, 269-280. https://doi.org/10.1016/j.jbusres.2017.04.014
  40. Yun, H. Y. (2018). A Study on the Ending Type of Movie Plot from the Viewpoint of Problem Based Storytelling: Focusing on Story Helper, Korean Cartton and Animation Studies, 187-214.