Browse > Article
http://dx.doi.org/10.17662/ksdim.2022.18.1.055

Analysis of Success Factors of OTT Original Contents Through BigData, Netflix's 'Squid Game Season 2' Proposal  

Ahn, Sunghun (동국대학교 연극학과)
Jung, JaeWoo (동덕여자대학교 디자인대학)
Oh, Sejong (한국외국어대학교 AI 교육원)
Publication Information
Journal of Korea Society of Digital Industry and Information Management / v.18, no.1, 2022 , pp. 55-64 More about this Journal
Abstract
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.
Keywords
OTT(Over The Top); Success Factors; Original Contents; Big Data; Squid Game; Netflix; Season2;
Citations & Related Records
연도 인용수 순위
  • Reference
1 Nielsen Media Korea Digital Data(Android OS,/iOS Mobile, 2021.08.16. 주간~2021.09.20. 주간.
2 이유진, 독일 언론이 분석한 <오징어 게임> 성공요인, 문화소식, 한국국제문화교류진흥원, 2021.10.11.
3 과학기술정보통신부, 유튜브와 넷플릭스의 추천 알고리즘, 2020.03.24., https://blog.naver.com/with_msip/221870532849
4 텍스톰, 전세계를 휩쓸은 추억의 90년대 놀이 '오징어게임', 2021.10.1., https://blog.naver.com/textom/222522928132
5 두일철, 오세종, 인공지능 시대의 문화기술, 초연결시대의 기술 발전과 사회변화, 한빛아카데미, 2022, pp.4-7
6 코리안클릭, 넷플릭스 '오징어게임' 초기 성과 확인, 2021년 10월 26일 제 319-2호
7 오세종, "기업 문화마케팅을 위한 소비자 가치 분석과 활용연구," 한양대학교, 박사학위논문, 2020, p.2
8 조태호, "텍스트 마이닝의 개념과 응용," 지식정보인프라, 제5권, 한국과학기술정보연구원, 2001, pp.76-77
9 강선경.이현창.신성윤, "비정형데이터 수집을 통한 드라마 시청률 연관어 분석," 한국정보통신학회, 제21권, 제8호, 한국정보통신학회, 2017, pp.1567-1574.   DOI
10 SeJong Oh,YoungJae Kim, IllChul Doo, "Study of profit model of Web-dramas on portal sites using big data, Focused on the Web-dramas with the K-pop singers as the lead casts 'Exo, Next Door and I Order you," Multimedia tools and applications, Springer Science + Business Media, Vol.76, No.4, 2017, pp.6104-6109.
11 코리안클릭, 넷플릭스 '오징어게임' 초기 성과 확인, 2021년 10월 26일 제 319-2호.
12 장유하, '오징어게임' 다시 전세계 1위 자리 탈환, 넷플릭스 사상 최장 1위 기록, 서울경제, 2021.11.11.
13 송미경, '심리'로 분석한 오징어 게임의 성공비결, 인문사회과학, 에듀진, 2021.12.02.
14 Sejong oh, Sunghun Ahn, Jungmin byun, "A big data study on viewers' Response and success factors in the D2C Era, Focused on tvN's web-real Variety 'SinSeoYuGi' and Naver Tv Cast," International Journal of Advanced Culture Technology, Vol.4, No.2, 2016, pp.12-17
15 김보영, 넷플릭스 CEO '오징어 게임' 유니버스 시작됐다. 시즌 2 공식화, 이데일리, 2022.1.21.