• Title/Summary/Keyword: 광고콘텐츠

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Research on the Development of The Era and Social Theme of Chinese Media Industry C.M.G Group's Focus on (중국 미디어 산업에서의 시대·사회적 주제발전에 대한 연구 C.M.G 그룹의 <춘절연환만회>를 중심으로)

  • Liu, Zhang;Ahn, Sung-Hie
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.607-622
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    • 2022
  • The Spring Festival is the most important traditional celebration in China, and it has the important value of condensing the national spirit and emotion, inheriting traditional culture and customs, and showing the development and changes of contemporary China. As a kind of TV performance art and cultural media carrier, The Spring Festival Gala of China Media Group (C.M.G) has been broadcast for 40 years and has exerted a great influence on the development of China's media industry. These days, China's TV performing arts and Chinese media that represented by The Spring Festival Gala, are not only the main front of domestic propaganda, but also shoulder the historical responsibility of building the image of a great country and exporting Chinese remarkable culture to the outside world. Therefore this study had summarizes The Spring Festival Gala change trend in the past 40 years focus on the theme of The Spring Celebration, the development of multimedia, and the interaction between society and culture in different periods of Chinese social background, and also analyzes the current problems of the Spring Festival by combining relevant data and specific cases. so as to make forward-looking suggestions for the and how the Chinese media industry can further develop towards globalization.

A Study of Factors Affecting the Amount of Children's YouTube Use (어린이의 유튜브 이용량에 미치는 영향 요인 연구)

  • Joe, Su-San;Kim, Bong-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.45-57
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    • 2021
  • The purpose of this study is to identify what factors have impacts on the amount of YouTube viewing. In doing so, usage type, children's levels of self-control on viewing, parent's perception of media contents, and parental mediation style were investigated by age. The result of the study showed no significant differences of the amount of use by the different age groups. There were, however, significant differences in terms of subscription status(non subscription based vs. subscription-based viewing), level of self-control, perception of content, and parent's mediations (technology, supervision, and guidance). Given the amount of YouTube use, the subscription status and parent's supervision were significantly influential factors for the age group of 3-4 years old. For the age group of 5-6, subscription status, levels of self-control, and mediation of parent's supervision and guidance were influential factors. For the age of 7-9, subscription status, the level of self control, and premium service were significantly influential. Finding similarities and differences in meaningful variables by age group suggests that different strategies should be used to reduce the amount of children's YouTube use. In addition, it raises the need for a more detailed classification of children's YouTube usage methods, which have not been addressed so far, and the need for research on the influence of these methods.

Effects of Perceived Quality on Consumers' Intention to Use O2O Services: Focusing on Technology Acceptance Model Perspective (O2O서비스에 대한 지각된 품질이 소비자들의 O2O서비스 사용 의도에 미치는 영향: 기술수용모델 관점에서의 접근)

  • Je, Jiyeon;Kim, Mikyoung;Oh, Sangjin
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.126-146
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    • 2022
  • With the development of IT technology, consumers' shopping behaviors have diversified, and O2O services that remove the boundary between online and offline are increasing. With the development of O2O services, it is bringing about new changes in offline retailers that are facing limitations against the continuous growth of online. Drawing upon Technology Acceptance Model, this study investigates the effect of service quality perceived by O2O service users on consumers' intention to use O2O services. The result confirmed that the perceived quality, an external variable, affects the perceived usefulness and perceived ease of use, which are the main variables of the Technology Acceptance Model, and the perceived usefulness and perceived ease of use in turn have a significant effect on attitude and behavioral intention. In particular, it was found that the higher the perceived ease of use of the user, the higher the perceived usefulness and positive influence on the attitude. The results of this study suggest that in order to increase the utilization of O2O service by users, it is necessary to highlight the perceived quality of service and at the same time manage convenience and usefulness. This is expected to provide meaningful directions for companies attempting to advance O2O services.

A Study on the Brand-imprinting Effects of Utilizing Interactive Media Installation -Focusing on interactive marketing targeted at consumers in their 20s and 30s- (설치형 인터랙티브 미디어 활용을 통한 브랜드 각인효과에 관한 연구 -20~30대 소비자를 대상으로 한 인터랙티브 마케팅을 중심으로-)

  • Moon, Ha Na;Choe, Jong Hoon;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.1
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    • pp.47-61
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    • 2015
  • Along with the advent of the digital era, the media environment in which an informant would convey information one-sidedly has evolved more towards engaging customers to actively participate and produce contents themselves. This change in content consumption behavior has brought about the new marketing paradigm. The new communication strategy is interactive marketing, which enhances brand-imprinting Effects, and has been consistently proposed these days. This study aims to examine these brand-imprinting effects through an empirical study and to propose an application plan. Therefore, methods of approach for engaging customers' participation and the methods of experiences are categorized by types through the case analysis of various domestic as well as international interactive marketing techniques. In addition, in-depth interviews have been carried out in order to verify the influence of interactive marketing on brand-imprinting effects. Through the interview, potential needs of customers were found. Based on the findings, marketing strategies that utilize interactive media installation for brand-imprinting effects have been constructed. First, to utilize a space for a medium of communication between customers and advertising media. Second, using storytelling as a construct that focuses on the individual's situation. Third, to design interactions that are proper to the situation and context.

A Study on the Management of Manhwa Contents Records and Archives (만화기록 관리 방안 연구)

  • Kim, Seon Mi;Kim, Ik Han
    • The Korean Journal of Archival Studies
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    • no.28
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    • pp.35-81
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    • 2011
  • Manhwa is a mass media (to expose all faces of an era such as politics, society, cultures, etc with the methodology of irony, parody, etc). Since the Manhwa records is primary culture infrastructure, it can create the high value-added industry by connecting with fancy, character, game, movie, drama, theme park, advertising business. However, due to lack of active and systematic aquisition system, as precious Manhwa manuscript is being lost every year and the contents hard to preserve such as Manhwa content in the form of electronic records are increasing, the countermeasure of Manhwa contents management is needed desperately. In this study, based on these perceptions, the need of Manhwa records management is examined, and the characteristics and the components of Manhwa records were analyzed. And at the same time, the functions of record management process reflecting the characteristics of Manhwa records were extracted by analyzing various cases of overseas Cartoon Archives. And then, the framework of record-keeping regime was segmented into each of acquisition management service areas and the general Manhwa records archiving strategy, which manages the Manhwa contents records, was established and suggested. The acquired Manhwa content records will secure the context among records and warrant the preservation of records and provide diverse access points by reflecting multi classification and multi-level descriptive element. The Manhwa records completed the intellectual arrangement will be preserved after the conservation in an environment equipped with preservation facilities or preserved using digital format in case of electronic records or when there is potential risk of damaging the records. Since the purpose of the Manhwa records is to use them, the information may be provided to diverse classes of users through the exhibition, the distribution, and the development of archival information content. Since the term of "Manhwa records" is unfamiliar yet and almost no study has been conducted in the perspective of records management, it will be the limit of this study only presenting acquisition strategy, management and service strategy of Manhwa contents and suggesting simple examples. However, if Manhwa records management strategy are possibly introduced practically to Manhwa manuscript repositories through archival approach, it will allow systematic acquisition, preservation, arrangement of Manhwa records and will contribute greatly to form a foundation for future Korean culture contents management.

Study for the meaning of facade as media (디지털영상으로써 미디어파사드의 매체적 의미성 연구)

  • Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.31
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    • pp.209-226
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    • 2013
  • With rapidly changing multimedia environment, various artistic changes and digitalized up-to-date social infra, urban environment construction based on culture contents has been activated. The large image in front of urban building that is expressed as media-façade, increasing rapidly in a recent period, is not a new thing at all. In addition, IT technology molten in city space is testing the possibility of new media through the meeting with architecture. However, unlike its infra enlargement, the definition about media-façade is not clear so the system was constructed in a level of night lightscape or outdoor image advertisement. The purpose of this guideline is the regulation from the negative aspect rather than the possibility of various visual, artistic media expressions. Therefore, it could not show essential concept of media-façade. Moreover, most of companies or building owners focus on short-term profit and marketing effect rather than prepare various contents so they can not use constructed infra properly. After all, in many cases, they discolor the meaning of media-façade. This paper is a pilot study to grasp the current definition of media-façade to construct right guideline of media-façade. On the basis of this study, it will prepare academic definition of media-façade and construct the guideline for design evaluation.

A Study on the utilizing parody and pastiche in Contemporary Art Works (현대 예술 작품에서 나타나는 패러디와 패스티쉬에 관한 연구)

  • Song, Ho-Jin;Jeong, Eui-Tae
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.201-212
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    • 2015
  • They insist that there is no more new stuff in modern art to change every circumstance rapidly. According to this situation, they recreate the works which are made with the existed idea or materials, and also transform creative concept which cites the existing functions with modern meaning. Furthermore they can look into any data everywhere from their daily routine using the internet. And this must become one of the general forms which they imitate others' works which are referred or chosen in modern art. These social complextion is called a parody and pastich is technique of the Post Modernism which is the existence of past. Using the new construction, the parody and pastich which can accomplish some better value and bring other meanings makes original recreation with the concept of copying and repeating. It keeps changing and is shaping up to be different aspect so far. Every field has a little different term using its own expression but it keeps empathizing each other a same essential meaning. Although it is like universal mode of expression, It is fact that the public cannot distinguish what is creation, imitation, or piracy. This thesis shows the concept of it and files for terms which is using like that. At last it selects some artist who worked with parody and pastich analyses and compares them and their works.

The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.

Use of the 20th Presidential Election Issues on YouTube: A Case Study of 'Daejang-dong Development Project' (유튜브 이용자의 제20대 대통령선거 이슈 이용: '대장동 개발 사업' 사례를 중심으로)

  • Kim, Chunsik;Hong, Juhyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.435-444
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    • 2022
  • There are three focuses in the paper. Firstly, the study identified what channels were most viewed by YouTube users to watch the 'Daejang-dong scandal,' which was the most powerful agenda to influence the candidate preference among voters during the 20th presidential election. Secondly, the study analyzed whether the political tone of the first videos was in line with that of the subsequent videos. Finally, we compared the sentiment of comments on the first and subsequent videos. The results showed that TBS 'News Factory' and 'TV Chosun News' represented liberal and conservative factions, respectively. Secondly, the political tone of channels that were viewed subsequently was neutral, but the conservative channel users left more negative comments and that was significant statistically. In addition, about 80% of the conservative and liberal channel users shared the same political tendency with the channel they watched first, and more than 90% of the comments left at the subsequent videos in line with that of at the first news. Based on these results, the study concluded that the voters tended to seek political news that was similar with their political ideology, and it was considered a sort of echo chamber phenomenon on the YouTube. The study suggests that the performance of high-quality journalism by traditional news outlet might contribute to decrease the negative influence of political contents on YouTube users.

Youtube Mukbang and Online Delivery Orders: Analysis of Impacts and Predictive Model (유튜브 먹방과 온라인 배달 주문: 영향력 분석과 예측 모형)

  • Choi, Sarah;Lee, Sang-Yong Tom
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.119-133
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    • 2022
  • One of the most important current features of food related industry is the growth of food delivery service. Another notable food related culture is, with the advent of Youtube, the popularity of Mukbang, which refers to content that records eating. Based on these background, this study intended to focus on two things. First, we tried to see the impact of Youtube Mukbang and the sentiments of Mukbang comments on the number of related food deliveries. Next, we tried to set up the predictive modeling of chicken delivery order with machine learning method. We used Youtube Mukbang comments data as well as weather related data as main independent variables. The dependent variable used in this study is the number of delivery order of fried chicken. The period of data used in this study is from June 3, 2015 to September 30, 2019, and a total of 1,580 data were used. For the predictive modeling, we used machine learning methods such as linear regression, ridge, lasso, random forest, and gradient boost. We found that the sentiment of Youtube Mukbang and comments have impacts on the number of delivery orders. The prediction model with Mukban data we set up in this study had better performances than the existing models without Mukbang data. We also tried to suggest managerial implications to the food delivery service industry.