• Title/Summary/Keyword: 오락.문화

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Mechanical Amusement Culture Phenomenon and the Context of Pre-Game Period in 1960s (1960년대 기계오락문화현상과 전(前)게임기의 맥락)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.111-120
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    • 2015
  • The purpose of this study is to understand the sociocultural context of the pre-game period, and how the context influenced on the identity formation of games. Games did not develop with the fixed and stable identities. Instead, games is the outcome which is conceived in the history of articulation of various discourses, technologies and social factors. The mechanical amusement devices was consumed for the urban entertainment, and made a strained relations with the society for the speculative and pathological characteristics. The mechanical amusement has extended to the electronic games in 1970s, and reached the present digital game culture.

A Study on the description of Puppet Performance History (인형연행사 기술의 새로운 모색)

  • Heo, Yong-ho
    • (The) Research of the performance art and culture
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    • no.19
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    • pp.379-418
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    • 2009
  • This study is a link in a chain which grope for the description of puppet performance history. This study imply my intention which is not a description of puppet performance 'history' but a description of 'puppet performance' history. Object materials of this study is materials connected with puppet performance from ancient times to Chosun dynasty. Object materials of this study include not only records but also remains and pictures. Discussion start with regulation of puppet performance materials and establishment of a classification criterion. As a result of that discussion, the age of puppet performance is as follows: 'the age of diverse use of puppet', 'the age of ritual puppet performance of worship', 'the age of play puppet performance of handling', 'the age of ritual puppet performance of display', 'the age of ritual puppet performance of expulsion', 'the age of ritual puppet performance of handling', 'the age of play puppet performance of display', 'the age of play puppet performance of handling and voice-acting'. According to the internal division of age, the description of puppet performance history which is spread chronologically is attempted. As a result of the description, I confirm that puppet performance reveal a one's unfolding process. And a distinct aspect from the general cultu! re history is found. The development process which is a changeover that is 'from ritual puppet performance to play puppet performance' is amended by a circulation of ritual puppet performance and play puppet performance'. And the development process which is a changeover 'from static puppet to dynamic puppet' is amended by a circulation of static puppet and dynamic puppet'. Like this the thing which is laid in the inside which is not a one sided changeover but is a circulation is said that from one age of puppet performance to other age of puppet performance is not a close of former puppet performance tradition. Unfolding from one age to other age, on the other hand former puppet performance reveal aspect which is a continuance and change with a one's vitality. And a relation of mutual influence is exist between the ritual puppet performance and the play puppet performance on a large scale, among the puppet performance types on a small scale. this also don't overlook in cas! e of a groping of puppet performance history.

The Suggestion for the Introduction of Game Culture to Museums (뮤지엄의 게임문화 수용을 위한 제안)

  • Kim, Young-Ae
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.47-60
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    • 2013
  • Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.

A Study on Factors Affecting Customer Satisfaction and Purchase Intention of Digital Cultural Contents (디지털 문화콘텐츠의 고객만족도 및 구매의도에 영향을 미치는 요인들에 관한 연구 )

  • Wang, Lu;Zhang, Xindan;Pang, Qiwei;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.333-346
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    • 2021
  • The purpose of this study is to examine the effects of digital cultural contents characteristics, perceived values and perceived risks on customer satisfaction and purchase intentions for Chinese consumers, and contribute to the development of digital cultural contents. In addition, a total of 328 valid samples were obtained through an online survey and empirical analysis was conducted. The analysis results of the study are as follows. First, except for creativity, which are characteristics of digital cultural contexts, entertainment and interactivity also have a significantly positive effect on both customer satisfaction and purchase intention. Second, perceived value has a significant positive effect on customer satisfaction and purchase intention, whereas perceived risk does not have this significant effect. Third, customer satisfaction has a partial mediating effect between the three factors(entertainment, interactivity, perceived value) and purchase intention. Therefore, to promote the development of digital cultural contents, we could promote consumers' purchase behavior by improving satisfaction through content entertainment, communication between content producers and service providers, and unity and value that customers actually feel during the consumption process.

Effect of Store Fit of Improved Signboard on Visit Intention to Store: Mediating Effects of Informativeness, Entertainment, and Irritation (간판 개선을 시행한 간판의 점포 적합성이 점포 방문 의도에 미치는 영향: 정보성, 오락성, 방해성의 매개효과)

  • Yesolran Kim;Se-Jin Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.29-35
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    • 2023
  • This study examined the effect of store fit perceived by consumers for improved signboards on visit intention to store, and the mediating effect of informativeness, entertainment, and irritation. The survey was conducted from November 7 to November 18, 2022 with 150 undergraduate and graduate students who had experience visiting areas where signboard improvement projects were implemented. The collected data were analyzed using SPSS 26.0 and PROCESS Macro 4.2. The results showed that store fit had a positive effect on visit intention to store by mediating informativeness and entertainment. This results suggest that practitioners of local governments and government agencies and store owners should consider store fit of signboards as important when participating in signboard improvement projects.

Determinants of Diversity in Cultural Consumption among People in their 20s (20대 문화 소비의 다양성 결정 요인에 대한 탐색적 연구: 문화 자본, 콘텐츠 장르 이용 특성, 인구사회 요인의 영향)

  • Kim, Seul Gi;Chon, Bum Soo
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.762-771
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    • 2016
  • This study examined determinants of diversity in cultural consumption among people in their 20s. The main results are following; firstly, this study explored determinants of diversity in nine cultural consumption. The results showed that diversity of cultural consumption was determined by three factors such as current interests in cultural fields, content preferences based on broadcasting genres, and income. Although current interests in cultural fields and content preferences based on broadcasting genres were positively correlated to cultural consumption, income was negatively correlated. Next, this study examined diversity in cultural consumption in terms of two separate orientations such as highbrow and mass cultures. The results showed that diversity of highbrow culture was determined by current interests in cultural fields, content preferences based on broadcasting genres and income. Also, diversity of mass culture was determined by current interests in cultural fields, content preferences based on broadcasting genres and education period for classic music including opera and chorus.

The Background and Present Situation of the Chinese Broadcasting Content (중국 방송 콘텐츠의 발전 배경과 현황)

  • You, Wenjing
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.149-155
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    • 2019
  • In order to let the world know a real China, China has been strengthening the cultural pursuit of radio and TV programs and accelerating the development of cultural TV programs. By developing cultural TV programs, we can maintain the characteristics of national culture, publicize Chinese traditional culture and introduce the time-honored Chinese civilization to the world. Television can not only keep people informed of current events and social issues, but also provide people with colorful cultural life and entertainment. It is an innovation to spread cultural programs by means of entertainment. TV programs convey relevant cultural contents to the audience through various forms so as to improve the audience's cultural literacy and social influence. This paper summarizes the development background and current situation of Chinese TV culture, and gives some thoughts on the development of current cultural programs, which can provide some references for the communication and development of Chinese cultural TV programs.

새해 저술의 흐름-사회학

  • Sin, Gwang-Yeong
    • The Korean Publising Journal, Monthly
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    • s.205
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    • pp.5-5
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    • 1997
  • 90년대 들어 사회학의 연구주제는 대중매체, 영화나 오락, 일상생활, 성 등 다양한 형태의 사회현상들에 주목하고 있다. 일상성의 문제는 한국사회를 이해하기 위해 범죄나 종교생활 등의 문제에도 접근이 필요하다. 세계화.정보화와 관련한 체계적인 연구도 활발해질 것으로 보인다.

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불황기, 왜 판타지 소설인가

  • Baek, Ji-Yeon
    • The Korean Publising Journal, Monthly
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    • s.252
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    • pp.17-17
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    • 1999
  • 이즈음 판타지 소설들은 베스트셀러 제조를 노리는 전략에 의해 독자의 말초적인 오락지향적 성격을 문학에까지 번지게 하고 있다는 점에서 우려된다. '허무맹랑한' 이야기를 순간적으로 즐기고 소비하는 데만 관심을 기울일 때 판타지 본래의 고유한 가치는 상실된다.

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