• Title/Summary/Keyword: 엔터테인먼트 경험

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A Phenomenological Study of Music Therapist's Experiences of Using Voice (음악치료사의 목소리 사용 경험에 대한 현상학적 연구)

  • Shin, JinHee;So, HyeJin
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.155-167
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    • 2019
  • The aim of this study was to examine the experiences of music therapists in using their voice clinically. The researcher conducted in-depth interviews with seven music therapists who were able to explain their experiences in using voice. Each interview was analyzed using the phenomenological method of Amedeo Giorgi. The data analysis yielded 9 sub-categories and 6 components: "promotion of various feelings due to clinical use of voice", "voice use depending on the therapist's personality", "voice use for therapy", "positive musical experiences with clients in using voice", "difficulty in using voice as a tool for music therapy", and "attempt to change unsatisfactory voice". The result showed that the music therapists had both positive and difficult experiences with their clients in using their voice. Their instances of perceived unsatisfactory voice prompted them to develop themselves personally and professionally. This study is intended to provide a general understanding of voice use by music therapists and offer a solid basis for music therapists to study voice in the future.

Study of Korean-Content Development Strategy -Focusing on Netflix and Watcha Play- (K-콘텐츠 발전 전략 연구 -넷플릭스와 왓챠플레이를 중심으로-)

  • Moon, Da-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.399-404
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    • 2019
  • This study proposes a strategy for developing Korean entertainment video service by studying the current status of user's experience of OTT(Over the Top, online video streaming service), mainly Netflix and Watcha Play. Firstly, as case study research, I investigated the features of domestic video streaming services and that of foreign services and K-content service needs. Secondly, I interviewed eight Netflix and Watcha Play users to understand the user experience and the demand for K-content video streaming service. As a result, I was able to derive two points about the strategy. First, isolated channel strategy. Second, content diversification and personalization strategy. This study is meaningful that it presented a strategy for the direction of the Korean entertainment industry. I hope that the follow-up study will help improve the Korean entertainment industry and help develop Korea's entertainment strategy.

A Focus Group Interview(FGI) on Experience During Clinical Fieldwork of Students in Occupational Therapy (작업치료과 학생들의 임상실습 경험에 대한 포커스그룹 인터뷰)

  • Kang, Jin-Ho;Nam, Young-Ok;Oh, Myung-Hwa
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.299-309
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    • 2019
  • The purpose of this study was to investigate about student's experiences in occupational therapy through clinical fieldwork, such as the change in perception of occupational therapy, the stress that students experience, and the satisfaction of clinical fieldwork. We conducted a focus group interview with 10 participants to see what they experienced during the clinical fieldwork. The contents of the interview were recorded and conducted, and the meaning was analyzed according to the focus group interview procedure through repeated listening. Components were psychological experience, professional experience, environmental experience, changes of values, and behavioral changes. In psychological experience, he experienced anxiety and burden. Experiential experience was the connection of theory and clinical experience and realization of major knowledge. In the environmental experience, we experienced clinical guidance management system, and the change of values experienced change of perception of occupational therapy and change of perception of disabled person. Finally, behavioral changes have experienced an active response through clinical practice experience. Clinical fieldwork is a basic element that prepares students to become occupational therapists. It affects the role of occupational therapist and perception performance through various experiences in new environment. It is thought that the efforts of the institution are needed. The results of this study will help occupational therapists to direct clinical fieldwork in the right direction in clinical fieldwork.

A Phenomenological Study on the Emotional Change of the Elderly Aged 65 and older who Experienced COVID-19 Social Situation (코로나-19 사회적 사태를 경험한 65세 이상 노인들의 정서적 변화에 대한 현상학적 연구)

  • Lee, Na-Yun;Kang, Jin-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.171-179
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    • 2020
  • This study was conducted to explore the experience of emotional change among senior citizens aged 65 and older experienced COVID-19 social situation. COVID-19 not only directly affects the elderly as a high-risk infectious disease, it also causes social isolation and depression caused by social distinctions, decreased cognitive skills, and worsened chronic diseases, and has indirect effects. As a result of the study, one component and four sub-components were derived, and the components were emotional changes. As the elderly experienced COVID-19, fear of spreading, fear of increasing the number of deceased and dead, and social distance I experienced depression, tightness, and anticipation for ending due to self-control. No matter how hard you try 'technical prevention', without 'psychological prevention', the anxiety of the elderly will inevitably increase. In this study, mediators for negative emotions experienced by the elderly are provided by providing accurate information to prevent the spread of fear caused by COVID-19 and proving emotional support programs such as 'psychological prevention' as well as 'technical prevention'. I think it will be necessary.

A Study on the Direction of City Marketing Policy Based on Mobile Advertisement Characteristics (모바일 광고 특성에 따른 도시마케팅 정책 방향 연구 : 제주를 중심으로)

  • Kim, Yun-Jeong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.363-372
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    • 2019
  • Mobile advertising applying various contents is being activated with the specificity of the mobile environment. In terms of not only products but also City Marketing, advertising strategies that are beyond the limits of traditional advertising are needed. However, related advertising in the region is mainly carried out on the basis of industry promotion. Therefore, in order to distribute goods through local industry, it is urgent to link with industry through city marketing for the region. The purpose of this study is to present the direction of city marketing policy through the process that Mobile advertising characteristics building up experience and feeling for the city brand. For this purpose, we selected mobile advertising characteristics to strategically use mobile advertising in the region, and examined the effects of Jeju city brand experience and city brand feeling. We also confirmed the moderating effect of communication experience with mobile advertising. The result of this study will be able to contribute to the policy direction of advertising for Jeju city marketing.

게임리뷰- 오디션

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.2 s.141
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    • pp.72-74
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    • 2005
  • 지치고 스트레스 쌓일 때, 간단하게 한 게임 하러 들어갔다가 오히려 스트레스만 더 쌓인 체 돌아온 경험이 누구에게나 있을 것이다. 하지만 신나는 음악과 화려한 춤들로 하루의 스트레스를 확실히 해소해 주는 온라인게임이 등장했다. T3엔터테인먼트에서 개발해 엠파스게임나라를 통해 서비스되고 있는‘오디션’이바로 그것이다. 현재 온게임넷 비비빅을 통해 방송되고 있기도 한 오디션에 대해 살펴봤다

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콘텐츠연재 / 디지털 콘텐츠, "마케팅에 죽고 마케팅에 뜬다"

  • O, Ik-Jae
    • Digital Contents
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    • no.7 s.122
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    • pp.136-140
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    • 2003
  • 콘텐츠 비지니스란 엔터테인먼트, 정보, 교육 콘텐츠를 창작하고 디지털로 개발해 디지털 상품화시켜 유통하는 비지니스이다. 콘텐츠 비지니스에서 마케팅이란 콘텐츠 비지니스를 하고자 하는 기업 또는 개인이 콘텐츠를 기획, 제작, 편집해 소비자에게 경험시키는데 관련된 모든 체계적 비지니스 활동이다. 문화산업에서 콘텐츠 마케팅은 문화 마케팅이다. 문화 마케팅은 마케팅으로 문화를 창출하는 것이며, 문화를 마케팅에 접목하는 것이다.

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Design of Avatar-based Game System for Immersion Improvement in Entertainment Space (엔터테인먼트 공간에서 몰입감 증대를 위한 아바타 기반 게임 시스템 설계)

  • Park, Myun-Jin;Park, Chang-Bum;Paik, Doo-Won;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.25-34
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    • 2010
  • The entertainment has been quite affected by the development of scientific technology, so that the kind of contents and the type of enjoyment entertained to the people has been versatile and changed. As this trend goes on, the expectation level of the entertainment becomes gradually increased for the people's point of view. The proposed system can be designated as a physically recognizable 3D dancing game in which the avatar resembling the participant dances as tracking the face of the game participant. By the result of the survey, it can conclude that the proposed game system would be expected as a new and fascinating game rather than the currently available games due to the fact that it will give more interests and self-involvement since augmented experience in entertainment is provided.

서비스실패에 대한 귀인지각과 서비스복구노력에 대한 공정성지각이 고객만족에 미치는 영향 - 복합엔터테인먼트 쇼핑몰을 중심으로 -

  • Kim, Jin-Gu;An, Gil-Sang
    • Proceedings of the Korean DIstribution Association Conference
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    • 2006.02a
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    • pp.187-227
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    • 2006
  • To attain competitiveness in the severe competition of retailing, retailing firm like Aekyung department store composites multiplex entertainment shopping mall with other firms as key tenants like LG supermarket, Books Libro, and CGV. But in multiplex entertainment shopping mall customers who have experienced a service failure in key tenant's shops usually ask a compensation of service failure to the lessor like department store. Even though customers of multiplex entertainment shopping mall know that key tenants use different service strategy, personnel management system and operation system and so on, they do not rare of it. Why they do that? How can we explain this situation? This study explains customer's complaining behaviors in multiplex entertainment shopping mall using attribution theory and justice theory. The study presents a comprehensive model about the effects of the perceived attribution and fairness on customer satisfaction and suggests practical implications for retailing firms composing multiplex entertainment shopping mall.

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Development of Learning Program using Chinese Whispers Game(Broken Telephone Game) for Systematic Assessment and Reporting of Patients and Exploration on Learners' Experiences (속삭임게임을 활용한 체계적 환자사정 및 보고 교육프로그램의 개발 및 학습자 경험탐색)

  • Jung, Hyun-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.143-153
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    • 2019
  • In order to save lives by recognizing the deteriorating changes of the patients, patient's assessment and reporting should be foundation, but this task is mainly delegated to nursing students or inexperienced nurses. A whisper game is a game in which the first person whisper selects a word, phrase or sentence and delivers it to the team member and finally confirms how many original message have changed during the transmit process. The purpose of this study was to develop a whisper game program to transmit the information of the children included in the DVD using in the pediatric advanced life support process. After four times of games, the experiences of 31 nursing students in the fourth grade were explored by analyzing the reflective journal. The results of the study showed three themes: learning motivation, metacognitive ability, and situated contextual learning. Repeated practice through a whisper game is expected to be widely used because it has been identified as a fresh and interesting learning method that enables nursing students to metacognize the process of assessing patients and conveying information in the contextual situation.