• Title/Summary/Keyword: 콘텐츠 이용 동기

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N Screen Service Users' Motivations for Use and Dissatisfying Factors (N 스크린 서비스 이용자의 이용 동기와 불만족 요인에 관한 연구)

  • Lim, Sohei;Lee, Yeong-Ju
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.99-108
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    • 2013
  • This research attempts to identify N-screen users' motivational and dissatisfying factors in relation to their willingness for continued future use of the service. An on-line survey was conducted (N=558) to reveal five major factors for N-screen use: Medium usability (interface usability and daily usefulness), Socialness (potential for social use with family and friends), Mobility (use without restraints of time and space), Contents (diversity of contents catalogue and related information search), and Habitual use. With exception of Contents factor, four of those factors were proven to be meaningful predictors of the users' willingness for continued future use of N-screen service. Meanwhile, two factors were extracted as the major source for N-screen users' dissatisfaction: Customer service (dissatisfaction associated with the service itself) and Contents (dissatisfaction relating to contents use). The effect of those two dissatisfaction factors was examined. The results show that Contents dissatisfaction, in comparison with Customer service dissatisfaction, was a more powerful predictor for discontinuing of N-screen service use.

A Study on Factors Affecting Use Motivation and Preference in TV Food Program Viewing (음식 콘텐츠 이용 동기와 선호도에 영향을 미치는 요인에 관한 연구)

  • Park, Shin-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.534-546
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    • 2020
  • The purpose of this study was to investigate the preference, use motivation about TV food program, and look into the relationship between these variables and tendency of eating alone, interest for food and empathy. The results of this study showed that five factors of motivation were extracted: ASMR pleasure, visual pleasure, emotional vicarious gratification, information seeking and time-spending. The interest for food effects all of five motivation. Tendency of eating alone had no effect on use motivation. The higher the motivation for visual pleasure, the more preference for mukbang entertainment show, TV food drama, internet mukbang. The higher the motivation for ASMR pleasure, the more preference for TV food drama and internet mukbang. As for high tendency of eating alone, preference for cookbang show and TV food drama was high. People with low empathy showed the preference for TV food drama.

A Study on Use Motivation, Consumers' Characteristics, and Viewing Satisfaction of Need Fulfillment Video Contents(Vlog / ASMR / Muk-bang) (욕구 충족 영상 콘텐츠(브이로그 / ASMR / 먹방) 이용 동기, 수용자 특성, 시청 만족도에 관한 연구)

  • Kang, Mee?Jeong;Cho, Chang-Hoan
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.73-98
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    • 2020
  • This study aims to redefine Vlog, ASMR, and Muk-bang contents as 'Need Fulfillment Video Contents,' which are emerging as major genres among the video contents. And this study explores the relationships between consumers' motives, viewing satisfaction, and consumers' characteristics such as demographic characteristics, big five personality traits, and individualism-collectivism tendencies in terms of uses and gratifications theory. Statistical analysis techniques such as factor analysis and hierarchical regression analysis were used to analyze 441 samples. As a result, age, income level, and collectivism were found to influence consumers' choice of Need Fulfillment Video Content genre. It was also found that the motivation of using Need Fulfillment Video Contents consisted of five factors: self-assessment and improvement, sensory stimulation and relaxation, entertainment, escapism and passing time, and following trends. Also, each usage motive influenced the viewing satisfaction in various ways. Based on the results of the analyses, the study concludes with discussion of the academic significance and practical implications for Need Fulfillment Video Contents industry development.

An Integrated Model for the YouTube 'Mukbang' Content use Motivation and Continuous Use Intention: Focusing on Uses and Gratifications Approach and Technology Acceptance Model (유튜브 '먹방' 콘텐츠 이용 동기와 지속이용의도 통합모델: 이용과 충족접근, 기술수용모델을 중심으로)

  • Gweon, Oh-Cheon
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.413-425
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    • 2021
  • This study examines the motivation for using YouTube 'mukbang' content by integrating the use and satisfaction approach and the technology acceptance model, and identified the determinants that affect the continuous use intention. A survey was conducted on 358 YouTube 'mukbang' content users, and major results were derived through exploratory/confirmatory factor analysis and path analysis using the SPSS 21.0 program and the AMOS 21.0 program. The main results are presented as follows. First, information seeking motive, stress relief motive, and time spending motive had a positive effect on perceived usefulness, and information seeking motive and time spending motive had a positive effect on perceived ease of use. Second, information seeking motivation, stress relief motivation, and time spending motivate had a positive effect on perceived enjoyment and perceived novelty. Third, perceived enjoyment did not have a significant effect on perceived usefulness. Fourth, both perceived enjoyment and perceived novelty had a positive effect on continuous use intention. Fifth, perceived ease of use had a positive effect on perceived usefulness, and perceived ease of use and perceived usefulness had a positive effect on continuous use intention. This study will have academic significance in that it elaborates a model that can identify the continuous use of YouTube 'mukbang' content by integrating the uses and gratifications approach, and technology acceptance model. Future follow-up studies should contribute to the refinement of models related to the determinants of the intention to continue using YouTube's 'mukbang' content through an attempt to integrate various models.

A Content-Based Synchronization Approach using Scene Keywords in Enhanced TV based on MPEG-4 (MPEG-4 기반 연동형 방송에서 장면 키워드를 이용한 내용 기반 동기화 기법)

  • Yim, Hyun-Jeong;Lim, Soon-Bum
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.6
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    • pp.737-741
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    • 2010
  • When implementing Enhanced TV services, the time synchronization between the video stream that forms the background and the data contents overlaid on audio/video is an important issue. Currently, however, the basic method of synchronizing the data in the MPEG-4 environment is based on absolute time values. For more efficient synchronization when developing Enhanced TV content, this paper proposes a content-based synchronization in which the data content varies depending on the video content. The proposed content-based synchronization method is implemented by defining BIFS nodes more widely, based on scene keywords, and then using the metadata of MPEG7.

A Design of Multimedia Content Recommendation for Mobile Synchronization on Distributed System(P2P) (분산 P2P 환경에서 모바일 동기화 서비스를 통한 멀티미디어 콘텐츠 추천 시스템의 설계)

  • Kim, Ryong;Kim, Byeong-Man;Kim, Young-Kuk
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10d
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    • pp.390-393
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    • 2007
  • 사용자들은 분산 P2P 환경을 통해 대량의 멀티미디어 콘텐츠를 쉽게 제공 밭을 수 있는 환경이 되었다. 또한 고용량 모바일 기기의 발전과 보급이 확산됨에 따라 사용자들은 사진, 음악, 동영상과 같은 멀티미디어 콘텐츠를 대량으로 휴대하며 이용할 수 있게 되었다. 그러나, 이러한 대량의 멀티미디어 콘텐츠 관리는 사용자 각자에게 맡겨져 있어 콘텐츠 관리를 어렵게 하고 있는 현실이다. 본 논문에서는 분산 P2P 환경에서 멀티미디어 콘텐츠의 공유와 추천을 통해 사용자에게 적합한 콘텐츠를 제공하고, 제공된 콘텐츠는 모바일 동기화 서비스를 통해 모바일 기기로 저장하고 관리되는 #분산 P2P 환경에서 모바일 동기화 서비스를 통한 멀티미디어 콘텐츠 추천 시스템#을 설계하고 실험하였다. 제안된 시스템은 사용자 선호 프로파일 정보로 협업 필터링을 통해 분산 P2P 환경에서 공유된 멀티미디어 콘텐츠 중에서 적합한 콘텐츠를 추천해 주고, 추천된 콘텐츠는 푸쉬 서비스를 통해 모바일 기기로 저장되며. 모바일 기기 사용자의 행동에 따라 모바일 동기화 서비스를 통해 사용자 모바일 기기의 콘텐츠를 관리한다. 이처럼 제안된 시스템은 콘텐츠 추천과 모바일 동기화 서비스로 능동적인 콘텐츠 관리를 제공하여 사용자에게 효율적인 콘텐츠 관리 기법과 활용 방법을 제공 할 수 있다.

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Exploring the Determinants of Continuous Usages of ASMR Content: Focusing on the Moderating Effects of Neuroticism (ASMR 콘텐츠 지속적 사용 영향 요인 탐색: 신경증의 조절효과를 중심으로)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.112-125
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    • 2019
  • ASMR are becoming a new consumption trend with wide prevalence of personal web-casting and video-sharing platforms. In this context, this research looked at what factors determine usage of ASMR contents. In greater details, demographic variables, sub-types of contents, usage motivations, neuroticism and subjective norm were considered as possible determinants in this study. And their influences on ASMR usage were empirically tested. The moderating effect of neuroticism was also examined. The findings showed that educational level as one of demographic variables, two sub-types of scratching and eating sound, three motivational factors including attention, relieving for sleep disorder and pleasure stress relief have positive influences on ASMR usage while motivations of curiosity trend and sexual pleasure have negative influences. The moderating effect of neuroticism was also empirically proven. This study has implications since it suggests that personal traits including neuroticism as influencing factors should be taken into account in understanding usage behaviors of ASMR contents with accuracy.

The Influence of Webtoon Usage Motivation and Theory of Planned Behavior on Intentions to Use Webtoon: Comparison between movie viewing, switching to paid content, and intention for buying character products (웹툰 이용동기와 계획행동이론 변인이 웹툰 관련 행동의도에 미치는 영향: 영화관람, 유료 콘텐츠 전환시 이용, 캐릭터 상품 구매의도의 비교)

  • Lee, Jeong Ki;Lee, You Jin;Kim, Byung Gue;Kim, Bo Mi;Choi, Sun Ryul;Koo, Ja Young;Koleva, Vanya Slavche
    • Korean Journal of Communication Studies
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    • v.22 no.2
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    • pp.89-121
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    • 2014
  • In order to suggest a strategy for continuous growth of webtoon, this article examined webtoon usage motivation and tried to make a prediction about culture content products and services connected with webtoon, including intention for viewing movies, based on webtoon; intention for switching to paid webtoon content, and intention for buying webtoon character products. From the point of view of Uses and Gratification Theory intentions for using webtoon and human sociocultural behavior intention are already predicted but with the usefulness of Theory of Planned Behavior Integrated Model this study extended the explanation power of prediction about webtoon related behavioral intention. Results found 5 motivational factors for webtoon usage i.e. 'seeking information', 'entertainment and access availability', 'webtoon genre characteristics', 'influence from a friend or acquaintance', and 'escapism and tension release'. Among them the ones that influenced the intention for viewing movies, based on webtoon, were found to be 'webtoon genre characteristics', 'escapism and tension release' and the 3 variables from Theory of Planned Behavior. 'Seeking information', 'entertainment and access availability', 'webtoon genre characteristics', and all the 3 variables from Theory of Planned Behavior were found to influence the intention for switching to paid webtoon content. The intention for buying webtoon based character products was affected by the motivational factors 'seeking information', 'escapism and tension release' and the behavior and subjective norms variables from Theory of Planned Behavior. Based on the uncommon results from the research several suggestions were made for the continuous growth of webtoon.

An Empirical Study on Motivation Factors and Reward Structure for User Created Contents (사용자 제작 콘텐츠의 제작 및 공유에 영향을 미치는 동기 및 보상 체계에 대한 연구)

  • Yang, Seung-Hwa;Lim, Seong-Tack;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.565-570
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    • 2008
  • 사용자들이 직접 콘텐츠의 제작 및 공유에 참여하는 패러다임의 변화로써 사용자 제작 콘텐츠(UCC)가 중요한 이슈가 되고 있다. 본 연구에서는 이러한 UCC의 제작과 공유 과정에 영향을 미치는 동기와 보상 요인을 살펴보고, 이를 바탕으로 보다 창의적인 콘텐츠를 제작, 공유하기 위한 UCC 서비스의 보상 체계를 구축하려고 시도하였다. 이를 위해, 보상과 동기에 관련한 광범위한 문헌 조사를 실시하였으며, 이를 기반으로 UCC 에서의 보상 체계에 대한 연구 모형을 수립하고 설문조사 방법론을 통해 이를 검증하였다. 총 133 명의 블로그 사용자들이 연구에 참여하였으며, 수집된 데이터는 구조방정식을 이용하여 분석되었다. 연구 결과 개별 보상 요인들은 사용자들의 UCC 제작과 관련한 내, 외재적 동기에 영향을 미치는 것으로 나타났으며 그러한 동기 요인들에 따라서 UCC의 창의성 수준이 달라질 수 있음을 확인할 수 있었다. 본 연구는 기존에 경영학 분야에서 주로 연구되어 온 보상의 개념을 보다 확장하여 UCC 라는 새로운 서비스에 적용하였다는 데에 그 이론적인 의의를 찾을 수 있으며, 또한 연구 결과를 바탕으로 UCC 서비스에서의 새로운 보상 체계에 대한 가이드라인을 제시하였다는 점에서 연구의 실용적 의의를 찾을 수 있다고 판단된다.

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Effects of YouTube Hair Beauty Content Usage Motivation and Reliability on Content Satisfaction and Continuous use Intention (유튜브 헤어미용 콘텐츠 이용동기와 신뢰도가 콘텐츠 만족도 및 지속이용의도에 미치는 영향)

  • Lee, Young-jo;Choi, Myo-Sun;Jung, Ki-bbeum;Oh, Seung-Hyun;Ma, Eun-Jung;Yun, Su-Mi
    • Journal of Convergence for Information Technology
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    • v.10 no.9
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    • pp.251-261
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    • 2020
  • The purpose of this research is to examine the relationship between motivation, reliability, satisfaction, and sustainability of YouTube content and suggest the implications needed for content consumption or production of beauty workers in the future as K-beauty's interest is increasing due to the global Hallyu craze, and beauty industry workers are also watching YouTube hair care content and exchanging the latest trends. The analysis methods included frequency analysis, factor analysis, reliability analysis, correlation analysis, and multi-recovery analysis. As a result, the correlation between the motivation for content use, reliability, satisfaction, and persistence was shown, the motivation for content use was statistically significant (+) and the impact of content reliability on YouTube content satisfaction and sustainability (a significant statistical+).