• Title/Summary/Keyword: <프렌즈>

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Relation between Narrative Construction in Sitcom Friends and Mechanism of Humor-focusing on Viewers' Narrative Understanding on Binge Watching Environment (시즌제 시트콤 <프렌즈(Friends)>의 내러티브와 유머 효과 : 몰아보기(Binge Watching) 시청 방식과 관련하여)

  • Seo, Eun-Hye
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.141-149
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    • 2020
  • In this paper, I studied the relation between narrative construction (especially focusing on motif) and humor mechanism based on binge watching environment. Several motif theories such as B. Tomachevski, Horst and Ingrid Dämmrich and S. Chatman are used as a basic study method in chapter II. In popular sitcom , sometimes kernels(according to S. Chatman's term) in certain season's story are changed into satellites(according to S. Chatman's term) in other season's stories. The motif of Ross and Rachel's conflict is a representative example for this switching process. Especially on binge watching environment, as the interval length is much more shortened, viewers tend to reflect their own emotional memory into characters less strongly than segment watching environment. As a result, the possibility 'heavy' stories such as seperation are quickly changed into 'light' humorous matters is increased. This kind of hierarchy variation of repeated motif make the viewers laugh, because they can feel sudden liberating energy by eliminating psychological pressure. It means the characteristics of sitcom's humor on binge watching environment can also be explained by the theory of 'laugh as a eliminating tension', which I. Kant representatively said.

A Case Study of Line Friends Character TransMedia Branding ('라인 프렌즈' 캐릭터의 트랜스미디어 브랜딩 사례연구)

  • Chang, Hyo Jin;Kim, Young Jae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.153-166
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    • 2015
  • This paper proposes a trans-media branding for the trans-media-based cultural content marketing strategy. Trans-media brand analytical framework is proposed with previous studies. And mobile messenger Character 'Line Friends' is analyzed for the text. Trans-media branding is accessible through a multi-platform in the technological environment. Consumer culture, as well as participate include business models to generate revenue also as brand equity. While the character elements that make up the story from the perspective of cultural content storytelling act as an independent cultural goods. Character is segmented elements. Therefore, trans- media branding of the characters are more meaningful. 'Line Friends' trans-media branding can be summarized as follows: First, it takes advantage of the characteristics of the existing Information-Technology-based mobile. Second, it puts consistently found the content of the attributes of Mobile Messenger 'communication' and 'friendship'. And third, while the content of each platform is constantly linked with other platforms, the brand is positioned inside the window effect.

A Study on the Use of Communication Functions in Mobile Messenger Emoticons - Focus on Line Messenger - (모바일 메신저에서 이모티콘 캐릭터를 통한 플랫폼 비즈니스 확장에 관한 연구 - 카카오 프렌즈와 라인 프렌즈를 중심으로 -)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.151-158
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    • 2020
  • SNS on the mobile platform is an essential element and tool for communication and has become a part of life for many people. Having been accustomed to non-face-to-face communication, people today have chosen to use emoticons instead of text to express their feelings and the use of emoticons is constantly growing. This is because the emoticons in various styles of drawings and movements can evoke emotional and sentimental reactions in users and express their tastes in addition to feelings. The current study was conducted to analyze the use of initial emoticon characters released by two most leading SNS platforms in Korea--Kakao for Kakao Talk and Naver for Line--and their expansion to various platform businesses. Based on the cases of the two companies, it discussed the development and goals of Korea-made emoticons in the future as cultural contents.

A Study of the Influence of Online Digital Character Experience on Offline Related Products Purchasing Intention -Focused on Kakao Friends O4O(Online for Offline) Product Portfolio (온라인 디지털 캐릭터 경험이 오프라인 연관상품 구매의도에 미치는 영향에 관한 연구 -카카오프렌즈의 O4O(Online for Offline) 제품 포트폴리오를 중심으로)

  • Son, Jae-young
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.296-304
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    • 2019
  • The Amazon Go was the catalyst of O4O era. O4O is an advanced business model from O2O, which is the integration of offline service to online, especially through smart phone network. We also find the O2O strategy of digital contents companies such as Kakao and Line. This study examined the relation between online character experience and offline purchasing intention on related character products. The SEM was designed on the former study that based on the theory of user experience and brand attitude. The result of this study shows that the users' online experience have influence on the purchasing intention of offline related products and there exist the mediating routes of satisfaction of user experience, brand preference and brand reliability. There are no statistical support to the relation between satisfaction of user experience and purchasing intention. These points illustrate what marketers better to focus on transmedia strategies.

Measuring the Performance of World Friends IT Volunteers (월드프렌즈 IT봉사단의 성과평가 연구: 개별 봉사단원의 특성과 역량, 인성, 인적 네트워크부문 성과지표를 중심으로)

  • Lee, Soo-Yeon;Lee, Hee-Jin;Yoon, Jeong-Won;Kwon, Goo-Soon
    • Informatization Policy
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    • v.24 no.2
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    • pp.68-86
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    • 2017
  • This research aims to analyze the changes in participants' capacity (problem-solving ability and self-leadership), humanity (self-efficacy), and global network (intercultural sensitivity) as performance indicators and the 'effectiveness of personal characteristics' of the World Friends IT Volunteers program. To do this, the study conducted a pre-test and a post-test on 364 participants of the World Friends IT Volunteers program. The collected data is investigated through ANCOVA using covariates, driven from the prerest results. The results of this study represent that meaningful improvements have been identified in problem-solving ability, self-leadership and intercultural sensitivity since the operation of the program. Regarding the personal characteristics, performance in the female group improved more than the male group in terms of intercultural sensitivity, whereas the male group showed better performance on self-efficacy than the female group. In addition, the group with a high level of English proficiency showed more progress on intercultural sensitivity and self-leadership than the English-beginner group. Besides, the group who had an experience of short-term stay overseas showed moderate improvement on problem-solving ability and intercultural sensitivity when compared to other groups. The group who had lived overseas for a long-term showed better indicators on intercultural sensitivity. Also, self-efficacy of the leader group was more noticeable than that of the member group.

A Study on The Effects of Spokes-Character Characteristics on Perceived Quality and Brand Attitude (캐릭터의 특성이 지각된 품질과 브랜드 태도에 미치는 영향)

  • Sun, Min-Jae;Kim, Joon-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.15-26
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    • 2020
  • Many companies are increasing the use of characters to enhance brand image and brand value. The use of characters in the certain industry is active, however, the research on characters in academia is insufficient. The purpose of this study is to investigate how characteristics of characters affect on consumer's brand attitude and to suggest the guideline companies to concern on brand characters, in especial on designing or licensing them. The results showed that all characteristics of character positively influenced on brand attitude. Among nine characteristics of the character, trust was the most impact and nostalgia was the least impact on brand attitude, respectively. Perceived quality was mediated on in relations between the brand character and brand attitude. In indirect effect, familiarity was the most impact on brand attitude. In sum, we suggested that trust and familiarity of the character are the most weighted characteristics on brand character design strategy.

Screening of Tomato Cultivars Resistant to Bacterial Canker by Seedling Test (유묘검정법을 이용한 궤양병 저항성 토마토품종 선발)

  • Han, You-Kyoung;Han, Kyung-Sook;Lee, Seong-Chan;Kim, Hyung-Hwan;Kim, Su;Kim, Dong-Hwi
    • Research in Plant Disease
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    • v.16 no.3
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    • pp.290-293
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    • 2010
  • Bacterial canker, caused by Clavibacter michiganensis subsp. michiganensis, is a very damaging disease to tomato (Lycopersicon esculentum) farm in Korea. It infects tomato, spreads through the xylem and causes bacterial wilt and canker. Selection of resistant cultivar is the best way to prevent or reduce the occurrence of the disease. Thirty-nine tomato cultivars, twenty-one cherry tomato cultivars and thirteen rootstock tomato cultivars were inoculated with Clavibacter michiganensis subsp. michiganensis, to evaluate tomato cultivarspecific resistance against bacterial canker. In the evaluation of 73 major commercial cultivars, 'Sunmyung', 'Sweet', 'Akiko', 'Dadaki', 'Match', 'Magnet', 'Friend', and 'Greenpower' were found to have a high level of resistance to bacterial canker of tomatoes.