• Title/Summary/Keyword: 위기스토리텔링

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The Structure and the Effect of Crisis Storytelling (위기상황에서 스토리텔링의 구성방식과 효과에 대한 분석)

  • Hong, Sook-Yeong;Cho, Seung-Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.683-693
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    • 2014
  • This research examines a storytelling of a crisis presented in news coverages about Asiana Airline accident happened at San Francisco airport on July 6th, 2013. and investigate how the storytelling affects public's image toward an organization. To answer the research questions, qualitative content analysis of news articles (n=101) and survey (n=125) were employed. The subjects for the content analysis were Chosun Daily Newspaper and Hankyoreh Daily Newspaper, and the period of news articles is range from June 6th, 2013 to June 12th, 2014. The results showed that 10% out of total news articles was positive description toward stewardess who handled the crisis well in emergence situtation. The major expressions of depicting the stewardess's heroic activities in the news articles were tears, composure, hero, quick response, sacrifice, sorry, and so on. The online survey was conducted from Nov. 15, 2013 to Feb. 14, 2014 and found that the stewardess heroic activity influenced positively public's evaluation on Asian airline's crisis management and image of the company.

A Study on Shortform Content Storytelling in YouTube Channel Entertainment Program : Focusing on the Comparative Analysis of Storytelling with TV Entertainment Programs (유튜브 채널 예능 프로그램에 나타난 숏폼 콘텐츠 스토리텔링 연구: TV 예능프로그램과의 스토리텔링 비교 분석을 중심으로)

  • Jiran Zhou
    • Journal of Industrial Convergence
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    • v.21 no.8
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    • pp.13-21
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    • 2023
  • The purpose of this study was to compare storytelling with TV entertainment programs to find out which elements of web entertainment affected the shift of viewers' interest, and to identify the characteristics of web entertainment storytelling. To this end, each of the web and TV entertainment programs were selected for storytelling analysis, and storytelling analyzed the contents of each item by dividing them into images, backgrounds, stories, and characters. As a result of the analysis, unlike TV programs, web entertainment storytelling allows viewers to immerse themselves in content through a composition that runs directly from the beginning to the crisis, and is characterized by a clear formation in a short video through a clear ending narrative. These research results hope that short-form web entertainment programs produced in the future will be able to identify strategies for viewers' immersion and storytelling strategies.

Development of an Information-oriented Content on the Endangered Species of Banana based on Storytelling Method (스토리텔링 기법을 활용한 멸종위기의 바나나 정보 콘텐츠 개발)

  • Na, In Young;You, Si Cheon
    • Smart Media Journal
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    • v.7 no.3
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    • pp.51-56
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    • 2018
  • Banana is the eighth most important crop in the world designated by the United Nations Food and Agriculture Organization (FAO). In terms of production, it is the fourth most harvested crop following wheat, rice, and corn, considered to be a promising food source for mankind as it is not only scrumptious but also rich in nutrients. However, abnormal cultivation methods that mankind has invented to breed bananas is currently pushing them to the state of extinction. The aim of this study is to develop information-rich digital contents that can easily and intriguingly convey information about steadily but certainly increasing risk of banana extinction. The end-users are middle and high school students who are assumed to be aware of the agricultural revolution through their school curriculum. The linear storytelling method was meant to encourage the end-users to be interested in the causes and processes in which banana has become endangered. For generating a natural interaction between the content and the end-users, a parallel, upper-lower structure was used, in which the relationship between the stories comprising several stages and the information graphic supporting each story is represented. This paper can support an information campaign about the endangered species.

A Case Study on World of Warcraft Storytelling's Positive Emotion-inducing Effects (World of Warcraft의 정서유발스토리텔링 사례연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.97-106
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    • 2015
  • Game is the latest type of Gesamtkunstwerk encompassing humanistic and engineering creativity. Nevertheless, Korea's game industry faces a crisis. The purpose of this study is to consider positive emotion-inducing effects as a way to deal with it. Among others, storytelling of , one of the most representative MMORPG games in the world, was selected for the study on various positive emotion-inducing effects. In the story of , the view of the world, characters and incidents are vital to the game and the study is focused on their emotion-inducing effects among the users based on actual examples. As a result, it was confirmed that the positive emotion-inducing storytelling would provide a possibility to reduce negative sentiment towards games, address crisis Korea's game industry faces, and interact with gamers in a positive direction.

A Study on Direction of Convergence Education through The Crisis of The Humanities Majors (인문학 전공자의 위기를 통한 융합교육의 방향성 고찰)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.207-216
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    • 2015
  • Recent statistics revealed that with the crisis of humanities, the unemployment rate of the students majoring in this field of study is very high. Considering the seriousness of current situations, the government announced 'Plan to Help Students Majoring in Humanities Find Job.' This study confirmed that the government's policy for those from the department of humanities is valid and reasonable. However, the convergence of humanistic imagination and engineering thoughts could generate some side effects. Therefore, this study suggested a direction for humanistic convergence education to help these students get the career they want. In this study was investigated methodology which can maximize the efficiency of digital storytelling through microscopic convergence instead of macroscopic convergence. In addition, this study proposed that an inter-disciplinary convergence system-based project would be the best solution to nurture convergence-oriented talents in humanities.

A Plan to Improve Storytelling through the Intermediary Potentials between Media in Game Designs (게임디자인의 미디어 간 매개 잠재력을 통한 스토리텔링 개선 방안)

  • Noh, In-Shik
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.35-42
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    • 2009
  • Analyzing the aspects of pattern in MMORPG that has been leading our domestic game industry to the climax, our game industry might be thought to orient the space narrative storytelling method containing the leading life in the virtual sociality to the nature of society. It is essential to have the convergence and linkage between media in describing the lifestyle in the virtual society, which should be operated in a very flexible manner. It is, however, true that we are lacking of the quantification of designing process until now, although the designing process should have the vivid academic functions between media in advance. In addition, the designing crossing over the MMORPG genre along with the game patterns in the MMORPG genre has close correlations with the spectrum of crises emerging recently in our domestic online game industry. In other words, this essay aims at raising an issue that the selective method to the lifestyle in the virtual society being settled down as characteristics inherent to the methods of our domestic online games might deliver the improving effects through the establishment of game designing jobs and compliant plans.

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Characteristics of research The Transmedia Storytelling in the Disney Marvel (디즈니 마블의 트랜스미디어 스토리텔링 특성 연구)

  • Kim, hui;Park, Sung-ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.159-179
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    • 2018
  • As digital media evolves, image changes have evolved from 2D to 3D. At the end of the 1930s when the US overcame the economic crisis and met the Second World War, people needed a hero to escape reality. In DC (Detective Comics), superhero comics started to become popular by making superhero series mainly with Super Man and Bat Man. Timely Comics, founded by Martin Goodman in 1939, also published Marvel Comics, the first comic strip in epochal comics on October 1 of the same year. From this point on, Marble has developed mainly in the cartoon industry. However, in the development of the times and the change of media, Marble boldly grasps the influence of Hollywood movies from the comic centered development system, and moves from the cartoon market to the movie market. Especially, the trans-media storytelling strategy was well reflected in the movie "Avengers" series, which Marvel produced after the merger with Disney. In this paper, When Marble Comics compares with the time when the comic book industry developed before the merger and the time when the movie industry was focused after the merger with Disney What kind of change and development, and The purpose of this study is to investigate the causes of these changes.

국내 MMORPG 게임산업의 성장방안 연구 - 게임디자인의 미디어 간 재매개 잠재력을 중심으로 -

  • No, In-Sik
    • 한국게임학회지
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    • v.6 no.1
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    • pp.44-47
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    • 2009
  • 분명한 것은 한국형 온라인게임의 특징적 원리들이 탑재되고 있는 방식과 현상은 점차 강화되고 있음에도 불구하고 게임사 주도적으로 전개되고 있는 산업의 성장모형은 평가기능으로 작동해야 할 조정 메커니즘의 원활한 흐름을 저해하는 길항관계에 있는 것은 사실이다. 이러한 문제를 인식하고 연구자는 게임연구의 활성화지점과 게임개발 테크놀로지가 가진 길항관계를 보완할 수 있는 디자인에 주목하고자 하였다. 게임디자인은 게임의 미적, 실용적, 경제적 가치를 창출하는 직무이면서 유관 콘텐츠산업과의 연계와 매개 가능성을 함의하고 있다는 측면에서 게임연구의 활성화지점의 매개로서 충분하다는 것이 연구자의 견해이다. 이 같은 주장의 전개를 위하여 국내에서 탄생한 온라인게임에 초점을 맞추고 국내 온라인게임의 전형이 되고 있는 핵 앤 슬래쉬(Hack & Slash) 방식과 허구적 공간에서의 게임화된 사회경험을 추구하는 스토리텔링 방식의 분석을 통해 국내형 온라인게임이 성취한 디자인 좌표를 검증하고, 이를 통해 국내 게임산업에 대두되고 있는 위기 스펙트럼과의 연관성은 어떤 것이며, 디자인은 어떠한 방향으로 매개되어야 할 것인지에 대한 의제로 접근하였다.

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Plans for Tourism Resources of Plant Natural Treasures -Concentrating on Sok-ri Mountain's Jungyeepoomsong- (식물천연기넘물의 관광자원화 방안 -보은 속리산 정이품송을 중심으로-)

  • Lee, Yk-Su
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.176-182
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    • 2007
  • The natural treasure is not only a product of nature and but also a heritage we need to protect. Among natural treasures, because an animal and a plant have lives, one of them are sure to be disappeared. The natural treasure, Sok-ri mountain's Jungyeepoomsong is unique. It is the only alive tree which secure a government position. Currently the Jungyeepoomsong gets into difficulty because of natural disasters and insect attacks. In addition, it is in a critical condition of dying old since the age of the tree is over 600 years. The purpose of this paper is to investigate plans for tourism resources of the Jungyeepoomsong. Because the Jungyeepoomsong is a rare variety, it can be commercialized as a plant resource. Also, it can be used as the method of creating income for local residents. To achieve research objective, this paper proposes the plans of a lineage certification using a genetic analysis technology, a genealogical table control system utilizing purebred preservation and storytelling, a database construction between producers, sellers, and owners, a tourism event, a method of building Jungyeepoomsong's brand and preserving its value.

Situating the Complex Social Functions of a Well-known Investigative Program through a Textual and Production Analysis (SBS <그것이 알고 싶다>의 역할과 성취 그리고 명과 암을 맥락화하기 텍스트 분석과 미디어 생산자연구를 통해서 조명하기)

  • Lee, Keehyeung;Hwang, Kyongah
    • Korean journal of communication and information
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    • v.75
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    • pp.83-144
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    • 2016
  • SBS's -also known as - is one of the most famous investigative programs in South Korean television sector. This program is well-known for its much detailed and tenacious investigation of unsolved crimes, various social wrong-doings, as well as public scandals through a mystery code and meticulous storytelling. As a result, generates much popular interests and responses from local audiences. This work both examines and contextualizes the multiple roles and implications of this program through a textual and production analysis. Especially, it critically pursues this program's achievements and limits in the context of the changing roles of investigative journalism and its unstable status at current juncture.

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