• Title/Summary/Keyword: 엔터테인먼트 경험

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Analyses of the Relationships among Soccer Media Involvement Experience, Purchase Intent and Continued Participation intent in Soccer Clubs (축구 동호회들의 축구 미디어 관여 경험에 관한 연구)

  • Choi, Eui-Yul;Kim, Kyoung-Hyun;Lim, Ki-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.207-216
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    • 2019
  • The purpose of this study was to analyze the relationships among soccer media involvement experience(SMIE), purchase intent(PI) and continued participation intent(CPI) in soccer clubs and provide basic data necessary for the sustainable growth of soccer clubs and related goods companies. In order to accomplish such study purposes, the study employed a survey method with a total of 327 amateur soccer players residing in G metropolitan city. The data from the survey questionnaires were validated through exploratory factor analysis and reliability test. The data were analyzed through descriptive statistics, correlation analysis and multiple regression analysis at the significance level of .05. Accordingly, following findings were derived from the current study. First, the level of interest was the highest among SMIE factors, followed by challenge and technology. Second, the level of alternative evaluation was the highest among PI factors, followed by purchase recognition, problem recognition, and information search. Third, technology factor in SMIE had a negative effect on PI. Fourth, technology factor in SMIE had a positive effect on CPI. Lastly, among PI factors, problem recognition had a negative effect and alternative evaluation had a positive effect on CPI.

A Study on the Recognition and Acceptance of Metaverse in the Entertainment Industry : Focusing on the Case of K-pop Idol 'aespa' Fandom (엔터테인먼트 영역에서의 메타버스 인식과 수용방식 연구 : 에스파(aespa) 팬덤 사례를 중심으로)

  • Kim, Soo-Hyun;Yoo, Ji-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.1-15
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    • 2021
  • With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.

Application Trends in Virtual Reality (가상현실(VR)의 국내외 적용 동향)

  • Chun, H.W.;Han, M.K.;Jang, J.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.1
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    • pp.93-101
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    • 2017
  • 가상현실(VR: Virtual Reality)은 사람들이 일상적으로 경험하기 어려운 환경을 직접 체험하지 않고서도 실제 주변 상황과 상호작용을 하는 것처럼 만들어주는 과학기술이다. 가상현실 기술은 HMD 단말을 중심으로 현재 (1) 게임, 영화, 테마파크 등 오락/엔터테인먼트 분야, (2) 광고, 유통.쇼핑, 관광.여행, 의료/헬스케어 등 서비스업 분야, (3) 교육, 미디어, 시뮬레이션 등 교육/미디어 분야, (4) 자동차, 제조업, 부동산/건축 등 산업분야에서 다양하게 적용되고 있다.

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Seamless User Experience for Mobile User :Co-Design between Handset Manufacturer and Carrier Service Operator (모바일 사용자를 위한 휴대폰 제조회사와 이동통신사의 통합적 사용자 경험 디자인)

  • Pan, Young-Hwan;Jeon, Sun-Ju
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.175-178
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    • 2006
  • 1990 년대부터 본격적으로 시작된 국내 휴대폰의 역사는 불과 10 년 사이에 전체 인구 중 3600 만명 이상의 가입자가 휴대폰을 사용하고 있는 모바일 강국으로 발전하였다. 국내 이동통신사들의 다양한 서비스 전략과 단말 제조사들의 다양한 기술의 발전으로 휴대폰은 단순한 전화기능만을 담당하는 커뮤니케이션 디바이스(Communication Device)에서 다양한 VOD, AOD 서비스들의 도입으로 엔터테인먼트 디바이스(Entertainment Device)로 발전했고, DMB, TV, MP3, 카메라 등 다양한 디바이스들이 결합된 컨버전스 기능성 기기(Functional Device)로 발전해 가고 있다. 이런 과정에서 사용자들은 휴대폰에서 다양한 경험을 하게 된다. 본 연구는 다양한 매체와 디바이스가 결합 된 모바일 환경 속에서 이동통신사와 제조사의 관점에서 분석한 자료를 바탕으로 하나의 통합된 경험을 사용자들에게 제공할 수 있는 방법을 고찰해 보고자 한다. 휴대폰을 만드는 제조업체가 수행하는 경험 디자인은 이동통신사에 상관없이, 자사의 경험 통일성(identity)을 강조하게 되고, 이동통신사는 제조업체와 상관없이 자사의 경험 통일성을 강조하게 된다. 통일성 뿐만 아니라 기능이나 직무(task)의 중요성도 다르기 때문에 경험 디자인을 위한 우선순위도 다르게 된다. 이것의 결과는 모두 사용자가 떠 앉게 된다. 즉 사용자의 경험이 복잡해지게 되고 이것은 장기적으로 제조업체 및 이동통신사 모두에게 불이익을 주게 된다. 본 논문에서는 제조사와 이통사를 위한 사용자 경험 모형을 세웠고, 각 요소별로 접근 방법의 차이에 대해 논의를 하였다. 사용자가 휴대폰 경험에서 혼돈을 적게 하기 위해서는 제조사와 이통사의 인터랙션은 서로 일관성이 있어야 하고, 스타일 부문에서는 서로간의 입장차이가 좁히기 쉽지 않으므로 둘 다 사용자의 선택의 폭을 넓혀주는 방향으로 진행을 한다. 기획단계에서 부터 협력을 함으로써 양사의 갭을 줄일 수 있다.

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The Influence of Mental Health Characteristics upon Drinking and Smoking in Adolescents of Capital Area and Non-capital Area (수도권과 비수도권 청소년들의 정신건강 특성이 음주, 흡연에 미치는 영향)

  • Kim, Hwan-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.175-188
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    • 2021
  • The purpose of this study was to grasp the influence of mental health upon the lifelong drinking experience in adolescents of non-capital area and capital area through using the 2019 Youth Health Behavior Survey Data. The research subjects included total 57,303 adolescents who participated in the survey among 60,100 adolescents at totally 800 schools with 400 middle schools and 400 high schools. Out of these, 29,384 middle school students and 27,919 high school students were selected. As a result of the research, the mental health that has significant influence upon the lifelong drinking and smoking experience in case of non-capital area appeared to be significant in the perceived subjective health (p<.01), cognitive stress(p<.001), relief from fatigue(p<.001), sadness & despair experience(p<.001), suicide ideation(p<.001), suicide plan(p<.01), and suicide attempt(p<.001). In case of capital area, the mental health of having a significant impact on the lifelong drinking and smoking experience was indicated to be significant in cognitive stress(p<.01), relief from fatigue(p<.001), sadness & despair experience(p<.001), suicide ideation(p<.001), and suicide attempt(p<.001). Based on this outcome, adolescents' drinking problem has influence upon mental health characteristic. Hence, an effort is needed for developing the intervention & education program aiming at the more effective youth drinking prevention through establishing direction and revaluing education program in consideration of mental health factors by region in adolescents of capital area and non-capital area.

An Analysis of Factors Influencing Preservice Early Childhood Teachers' Education Commitment - Focusing on Education Practicum, Teacher Efficacy, Emotional Intelligence - (예비 영·유아교사들의 교육헌신에 영향을 미치는 요인분석 - 교육실습, 교사 효능감, 정서지능을 중심으로 -)

  • Kim, Bo-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.385-395
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    • 2019
  • The purpose of this study is to cultivate the attitudes of preservice early childhood teacher's commitment by analyzing the effects of education practicum, teacher efficacy, and emotional intelligence on teacher's education commitment and analyzing the relationship between them. To this purpose, a total of 150 questionnaires were distributed to 75 preservice early childhood teachers of the metropolitan area from November 1, 2018 to March 2019. The results of the study were as follows: First, education commitment of preservice early childhood teachers was positively correlated with teachers' efficacy, emotional intelligence, and education practicum experiences. Second, education commitment increased when the emotional intelligence increased before the education practicum experience, and education commitment increased when the teacher's efficacy increased after education practicum experience. In light of these, It suggests that programs or content education that can strengthen emotional intelligence are effective before education practicum. and that programs or content education that enhance teacher efficacy capacity are more effective after education practicum.

A Study on Flow Experience Structures of Korean Wave Tourists: Focused on Effect Model of Flow (몰입경험구조 결정 요인연구: 한류 브랜드 몰입경험을 중심으로)

  • Lee, Tae-Hee;Yoo, Jae-Kyung
    • International Area Studies Review
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    • v.13 no.3
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    • pp.461-480
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    • 2009
  • In proposing the concept of flow which focuses on experiencing the sites visited by Korean wave tourists as induced by drama or movies, this paper investigated role of involvement variables for Korean wave tourists in influencing flow construct of film sites. The involvement of Korean wave was found to operate as a mechanism by which challenge, skills, focused attention on site might be more organized or more actively experienced. This recognizes that there is clearly a need for making the FIT sites exposed much by any mix of various media. This study showed that challenges and skills influence enjoyment as output factor of flow film site visitors are assumed to participate the roles of film characters, experiencing the places and atmosphere. The degree of visitors' reflections in the film optimizes awareness of flow experiences on the site. Therefore, it is necessary to provide more detailed experiential program on the film sites with the wide variety of flow-related contents in the film.

Tangible Game Console: Physical Entertainment Media Using I/O Coupling Units (텐저블 게임 콘솔: 입출력 일체화 개체를 이용한 물리적 엔터테인먼트 미디어에 대한 연구)

  • Han, Kyung-Hoon;Lee, Woo-Hun;Yun, Wan-Chul
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.818-823
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    • 2006
  • 본 연구에서는 디지털 콘텐츠와 물리적 미디어가 유기적으로 결합할 수 있는 가능성을 모색하고자, 입출력 일체화 개체인 'I/O 셀(Cell)'과 그 집합체인 '텐저블 게임 콘솔(Tangible Game Console)'을 개발하였다. I/O 셀은 여러 종류의 센서와 액츄에이터가 하나의 물리적 노드 내에 통합되어 있는 개체로, 이 I/O 셀 다수를 집적하면 다양한 크기와 용도의 엔터테인먼트 미디어를 구성하는 것이 가능하다. 그 중 하나로 개발된 텐저블 게임 콘솔은 일종의 센서-액츄에이터 집합체로 셀들 사이의 연계를 통해 다양한 물리적 정보를 인식하고 표현할 수 있다. 텐저블 게임 콘솔은 기존 게임 콘텐츠의 주요한 표현 수단이었던 이미지와 텍스트 정보 대신에 물리적 정보를 통해 게임 콘텐츠를 구성하며, 조작대상과 조작수단이 일체화되어 있고, 또한 음악, 퍼즐, 액션 등 다양한 장르의 게임 콘텐츠가 적용 가능하다는 특징을 가지고 있다. 텐저블 게임 콘솔에서는 불, 바람, 물, 생명체 등의 물리적 현상을 형상/움직임/소리/빛 등을 통해 재현하며, 사용자는 이를 때리기/바람불기/흔들기/기울이기 등의 직접적인 조작을 통해 체험할 수 있다. 또한 물리적인 상호작용 과정이 일정한 게임 규칙을 가지고 구성되어 있어 지속성 있는 놀이 경험을 제공한다. 본 연구에서는 텐저블 게임 콘솔의 콘텐츠로 음악, 액션, 대전게임 등을 개발하였으며, 이 콘텐츠들의 놀이경험을 평가함으로써, 텐저블 게임 콘솔의 발전 가능성을 확인하였다.

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The Impact of Customer Experience on Customer Commitment and Behavioral Intention in Theme Park (테마파크에서의 체험요소가 방문객 몰입과 행동의도에 미치는 영향)

  • Li, XinTian;Peng, Peng
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.499-508
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    • 2015
  • The purpose of this paper is to examine the structural relationship between experience(4Es), customer commitment and behavioral intention based on experience of the theme park as a hedonic destination. To carry out this study objective, a survey targeted for theme park customers was conducted from May 10. 2014 to June 10. 2014. These data were processed using SPSS 18.0 and Structural Equation Modeling with Amos 18.0 to test proposed hypotheses. The results are summarized as followed. First, the decomposition of path analysis revealed significant positive effects on customer commitment by entertainment experience, education experience, esthetic experience. and escape experience. While, entertainment experience was shown to have the largest influence on customer commitment. Second, customer commitment had a positive effect on revisit intention and WOM. Third, experiences have an indirect influence on revisit intention and WOM through the mediation of commitment. From the findings, the theme park is necessary to plan and develop experience program for more variable and special.

An Exploratory Study on Acceptance of China Internet Entertainment Personal Broadcasting Contents (중국 인터넷 엔터테인먼트 개인방송 콘텐츠 수용에 대한 탐색적 연구)

  • Li, RuiXiang;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.907-916
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    • 2018
  • This paper is an exploratory study on the acceptance of Chinese Internet entertainment personal broadcasting contents. After analyzing the factors affecting viewer satisfaction, we analyzed the relationship between these factors and viewer satisfaction on reuse intention. As a result of the survey, first, the information system quality has a significant effect on the viewer satisfaction of internet personal broadcasting. Second, indirect experience, entertainment pursuit, and social relationship have a significant effect on viewing satisfaction of internet personal broadcasting. Third, viewing satisfaction of internet personal broadcasting has a significant effect on reuse intention. These results are expected to help establish the marketing strategy of the company operating the Internet personal broadcasting and prepare the requirements to be provided by the host.