• Title/Summary/Keyword: 엔터테인먼트 기업

Search Result 93, Processing Time 0.021 seconds

A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.9 no.3
    • /
    • pp.107-119
    • /
    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

  • PDF

Analysis for Survival Factors in the Cultural Contents Industry (문화콘텐츠산업의 생존요인에 관한 분석)

  • Kim, Tae-Hun
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.2
    • /
    • pp.255-264
    • /
    • 2012
  • This paper analyzes the survival rate of small & medium size-cultural contents industry, which includes printing, broadcasting, advertising, entertainment, other manufactures, and so on, by using survival analysis. In this article, after testing significance among characteristic factors and survival rate and hazard rate were estimated The results of the analysis are as follows: There are some significants differences among industries in details. Also there are some significants differences by region, by the number of employees, by financial status, and working periods of CEOs. The contribution of this study is to apply the method of survival analysis to the cultural contents industry in Korea.

Influence Factors of Use Intention of Chatbot by Applying Components of Experience-based Communication and Context-based Communication (체험 기반 커뮤니케이션 및 상황 기반 커뮤니케이션 구성요소를 적용한 챗봇 이용의도 영향요인)

  • Park, You-Young
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.3
    • /
    • pp.149-162
    • /
    • 2020
  • This paper applied components of experience-based communication in terms of experience theory of Burnd H. Schmitt and context-based communication in the messenger platform environment through the scenario-based survey method, in order to study the influence of individual experiences, shared experiences, ubiquitous connectivity, and contextual usefulness on the perceived value and use intention of chatbot. Through this, the study is to provide companies in various service industries with practical approaches to further promote the use of chatbot. The implications of this study are as follows. First, as most chatbots still do not exceed the human planning level of designing them, it is necessary to consider how to design individual experience elements functionally according to the customer's intention to speak when developing the chatbot. Second, the chatbot should be designed not only from the perspective of completing specific tasks at any real time in anywhere, but also from the overall perspective of enhancing the quality of interaction, including the situation to which the customer belongs. Third, since the chatbot is likely to be anthropomorphized by users, it is important to be cautious about determining the chatbot's 'persona' and 'tone and manner' when developing the chatbot. Customer satisfaction is the most important criterion for the success of chatbot development. In other words, the quality of planning and data rather than the quality of artificial intelligence algorithms determines the utilization of chatbot. This is why companies are trying to make interactions with chatbot as close as possible to human interactions.

Analyzing Brand Community Members' Desired Value : Focusing on Case of BTS and ARMY (브랜드 커뮤니티 구성원의 추구가치 분석 : 방탄소년단과 아미 사례를 중심으로)

  • Lee, Min-ha
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.3
    • /
    • pp.89-99
    • /
    • 2021
  • A brand community refers to a group of people who have a passion and loyalty for the brand, and is attracting attention as an effective marketing strategy to increase brand equity because it actively tends to support and promote the brand without expecting compensation. The objective of this study is to identify factors that are needed for sustainable brand community management. Existing studies on brand community management have mainly been conducted by quantitative methods measuring consumer satisfaction and dissatisfaction towards brand community activities, however, this study applied qualitative methods using means-end chains and laddering approaches in order to deeply identify a consumer's desired value on brand community activities. An in-depth interview of 41 members of BTS ARMY, a representative example of brand community, has been conducted and analyzed. The result of this study is as follows. In order to encourage active brand community activities, it is important to provide brand community members with a variety of high-quality brand-related content for a unique aesthetic experience, and a forum where all members can interact and exchange information and ideas to enhance brand value and experience. Finally, to nurture a strong brand community as a partner to co-create brand equity, rather than just a fan community, it is needed to build an environment that fosters opportunities for brand community members to increase self-respect and fulfillment through their brand community activities.

A Digital TV Data Service Design Guideline considering Viewer's Modality (디지털 TV 시청 행태에 부합하는 데이터 서비스 기획 가이드라인)

  • Ko, Kwang-Il
    • Journal of Digital Contents Society
    • /
    • v.13 no.1
    • /
    • pp.61-66
    • /
    • 2012
  • As a digital TV has outstanding features of being the most influential device in the living room and having the wide spectrum of users, several internet services has been ported on the digital TV platform (in the form of data services) in order to enhance their brand powers. Most of the services, however, failed to get a satisfactory results as the data services are defeated by the broadcasting contents in the competition for the viewer's interests. In the paper, the design guidelines that make data services not to compete with the broadcasting contents are proposed and a prototype of a data service that accommodates the guidelines is introduced.

전자상거래시 고객유지를 위한 인터넷 쇼핑몰 운영 방안에 관한 연구

  • Kim, Yong-Man;Sim, Gyu-Yeol
    • Journal of Global Scholars of Marketing Science
    • /
    • v.6
    • /
    • pp.143-166
    • /
    • 2000
  • 본 연구는 전자상거래의 여러 유형 중에서 최근 논의의 필요성이 더욱 부각되고 있는 인터넷상의 양방향 소매업을 기업과 소비자간 전자상거래를 중심으로 하여 문헌조사를 통해 인터넷 쇼핑몰의 사이트특성 요인과 인터넷 쇼핑몰의 고객 만족, 고객신뢰, 고객관계몰입에 대해 살펴보았고, 실제 종합 인터넷 쇼핑몰에서 엔터테인먼트제품을 구매한 경험이 있는 고객들을 대상으로 하여 설문조사를 실시하여, 인터넷 쇼핑몰 사이트 특성의 각 차원이 고객만족에 미치는 영향을 연구하고자 하였다. 그 결과 제품제시를 제외한 모든 요인들 즉, 시스템 성능, 보장, 고객배려는 인터넷 쇼핑몰 고객만족에 영향을 미침을 실증분석 결과 알 수 있었다. 또한 인터넷 쇼핑몰 고객특성 중 다양성 추구성향이나 소비자혁신성은 쇼핑몰 고객의 만족에 영향을 미치지 않지만, 자기실현성과 정보지향성은 인터넷 쇼핑몰의 고객만 족을 향상시키는 유의적인 결과를 확인할 수 있었다. 그리고 인터넷 쇼핑몰의 사이트 특성 이 신뢰에 미치는 영향을 살펴본 결과 고객배려를 제외한 모든 변수가 유의적이지 않은 것 으로 나타났는데 이는 쇼핑몰의 사이트특성은 만족을 매개로 하여 인터넷 쇼핑몰에 대한 전반적인 신뢰에 영향을 주는 것으로 보는 것이 더욱 타당하다고 할 수 있을 것이다. 또한 기대한 가설과 일치하게 만족과 신뢰는 몰입에 유의적인 영향을 미치는 것으로 실증분석 결과 나타났다 이미 포화상태에 들어간 인터넷 쇼핑몰에서 진정으로 새로운 고객을 창출 하고 고객을 지속적으로 유지하고자 하는 노력은 관계마케팅의 개념을 실제 쇼핑몰에서 적 용 시켜야 할 것이며 고객만족, 고객신뢰 및 고객관계몰입은 이러한 마케팅 노력의 핵심 개념임을 실증분석결과를 통해 확인할 수 있었다.

  • PDF

Design Concept and Architecture Analysis of Cell Microprocessor (Cell 마이크로프로세서 설계 개념과 아키텍쳐 분석)

  • Moon Sang-Gook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2006.05a
    • /
    • pp.927-930
    • /
    • 2006
  • While Intel has been increasing its exclusive possession in the system IC semiconductor market, IBM, Sony, and Toshiba founded an alliance to develop the next entertainment multi-core processor, which is named CELL. Cell is designed upon the Power architecture and includes 8 SPE (Synergistic processor Element) cores for data handling, and supports SIMD architecture for optimal execution of multimedia, or game applications. Also, it includes expanded Power microarchitecture. In this paper, we analyzed and researched the Cell microprocessor, which is evaluated as the most powerful processor in this era.

  • PDF

A Study on the Present & Future for the One man Media UCC (1인 미디어 UCC의 현재와 미래 - UCC의 전반적인 통계를 중심으로 -)

  • Seo, Jungwoo;Choe, Bokhee;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.10a
    • /
    • pp.643-646
    • /
    • 2009
  • The reality is that forms and roles of media is changing as our society goes forward fast. There aren't any other noticeable media forms than one man media UCC(User Created Contents). Not only almost all of the house hold a camera at least one, but people can take a picture by using their mobile phone. Furthermore, people can produce a movie through taken pictures in this time. That is the beginning of UCC. It is possible to make use of private life, company, society, advertisement, shopping mall, and so on.

  • PDF

Effects of Large Display Curvature on Postural Control During Car Racing Computer Game Play (자동차 경주 컴퓨터 게임 시 대형 디스플레이 곡률이 자세 제어에 미치는 영향)

  • Yi, Jihhyeon;Park, Sungryul;Choi, Donghee;Kyung, Gyouhyung
    • Journal of the HCI Society of Korea
    • /
    • v.10 no.2
    • /
    • pp.13-19
    • /
    • 2015
  • Display technology has recently made enormous progress. In particular, display companies are competing each other to develop flexible display. Curved display, as a precursor of flexible display, are now used for smart phones and TVs. Curved monitors have been just introduced in the market, and are used for office work or entertainment. The aim of the current study was to investigate whether the curvature of a 42" multi-monitor affects postural control when it is used for entertainment purpose. The current study used two curvature levels (flat and 600mm). Ten college students [mean(SD) age = 20.9 (1.5)] with at least 20/25 visual acuity, and without color blindness and musculoskeletal disorders participated in this study. In a typical VDT environment, each participant played a car racing video game using a steering wheel and pedals for 30 minutes at each curvature level. During the video game, a pressure mat on the seat pan measured the participant's COP (Center of Pressure), and from which four measures (Mean Velocity, Median Power Frequency, Root-Mean-Square Distance, and 95% Confidence Ellipse Area) were derived. A larger AP (Anterior-Posterior) RMS distance was observed in the flat condition, indicating more forward-backward upper body movements. It can be partly due to more variability in visual distance across display, and hence longer ocular accommodation time in the case of the flat display. In addition, a different level of presence or attention between two curvature conditions can lead to such a difference. Any potential effect of such a behavioral change by display curvature on musculoskeletal disorders should be further investigated.

The Effects of Social Tourism Information Platform on Experience Value and e-Loyalty of Visitors to Tourism Information (관광정보 이용객이 지각하는 소셜관광정보플랫폼이 경험가치 및 e-충성도에 미치는 영향)

  • Yoon, Dae-Gyun
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.3
    • /
    • pp.15-26
    • /
    • 2020
  • This study examined the effects of a social tourism information platform on platform users' experiential value and e-loyalty and performed an empirical analysis with the aim to propose methods and implications regarding what strategies can enable practical application for sustainable growth in the operation of a social tourism information platform in the future tourism industry. The results of the analysis are as follows. First, the analysis supported the hypothesis that sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on experiential value. Second, the analysis did not support the hypothesis that the sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on e-loyalty. Third, the analysis supported the hypothesis that experiential value has a statistically significant positive effect on e-loyalty. Consequently, tourism companies should improve customers' experiential value by supplementing their existing platforms, considering the interactivity, information reliability, and usefulness of users based on these characteristics of social tourism information platforms. To increase e-loyalty to their social tourism information platforms, tourism companies should clearly and rapidly provide the information needed by users in addition to improving the visual design of such platforms. Moreover, to increase e-loyalty, the companies can incorporate their own killer content into platforms for users to have an enjoyable time, using platforms that stimulate their interest and give pleasure and fun, and this way, they can satisfy the users' needs for experiential value.