• Title/Summary/Keyword: 트랜스미디어 콘텐츠

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A Study of Transmedia Contents : Storytelling and Conceptualization (트랜스미디어 콘텐츠 연구 : 스토리텔링과 개념화)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.180-189
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    • 2010
  • Cultural contents refers to cultural and artistic contents that are saved, sold, and enjoyed in various digital media. In responding to rising content contents, OSMU has been utilized to make one content into various types of products. Recently, transmedia contents are replacing the role of OSMU. Transmedia contents builds up the united content with blending of various contents through plural media and they have emerged in the part of creating digital contents under the convergence paradigm. Transmedia contents becomes invasive and permeates fully the audience's lifestyle by developing content available across multiple forms of media. This study discusses the differences between OSMU and transmedia contents. It attempts to clearly define transmedia contents and to conceptualize the components of transmedia contents. In doing so, this study seeks a new method of storytelling utilizing transmedia contents. The discussions in this study should be useful for transmedia content developers to improve their work. Implications and directions for future study are discussed.

Concept and Properties of Transmedia Storytelling (트랜스미디어 스토리텔링의 개념과 특성)

  • Lee, Sang-Min
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.193-200
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    • 2009
  • Transmedia storytelling is that a number of contents based on various media platform establish a world, and refereed as newly appeared mode in the age of digital convergence. Transmedia storytelling, each different media organically creates and produce various meaning to create a world, makes alteration in not just only producer's area but also consumer's area. The first property of Transmedia storytelling is joint producing in creation and intelligence collectiveness for enjoyment. The second property is the differentiation of story through crossover and combination, which offer new experience and penetration to consumers. As last property, it is the process of collecting and transpiring story by making relationship to establish that world. Such properties of Transmedia storytelling will act as an analysing base for transmedia contents establishing through various media platform.

Characteristics of Transmedia Contents Textuality and Usage (트랜스미디어 콘텐츠의 텍스트 및 이용 특징)

  • Jeon, Gyong-Ran
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.243-250
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    • 2010
  • With the help of digital technology, contents production process has become flexible and transmedia situation has been in the rise. Transmedia contents is a new type of contents being based on the various media platform and establishes a consistent story world. They are newly appeared mode of contents in the age of digital convergence. Users reading and watching the several versions of story in the transmedia contents can create a comprehensive contents experience and deepen it. Developing their own aesthetics and meaning of media text, transmedia contents is changing the textuality of digital contents, contents production process and contents using behaviors and contexts.

A study on the combination of transmedia and gamification and the structure of game design (트랜스미디어와 게이미피케이션의 결합과 게임 디자인의 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.433-438
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    • 2020
  • With the rapid development of media environment and contents production technology, the era of multi-platform convergence transmedia has emerged, and communication method through trans media contents has attracted attention. Transmedia content refers to the concept of translating individual content into multi-platforms, which creates an expanded worldview of convergence. In addition, the interaction generated in this process is very important and difficult to control in the progress of the content. In this paper, we focused on the combination of transmedia content and gamification concept as a solution, and based on the 'MDA framework' which is a theoretical system of analysis and approach for implementing game design, We looked at the structure. It is expected that a review of the fundamental game design structure, which establishes a prediction system of value and fun experiences through the balance of technology and emotions, will be helpful as a basis for designing trans media contents.

Study on the meaning of Edi-curation in Trans-media era - Based on the comic(webtoon) and publishing content - (트랜스미디어 시대에서 에디큐레이션의 의미에 대한 연구 - 출판 및 만화 콘텐츠를 중심으로 -)

  • Park, Se-Hyeon
    • Cartoon and Animation Studies
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    • s.44
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    • pp.235-261
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    • 2016
  • Media consumers in the context of the Internet and digital media are using the same content to a variety of platforms. As such, the content of various genres is converted to the form of a new content through the process of fusion, combination, transformation, differentiation, reproduction, etc on the basis of digital media. That is referred to as trans-media. In order to create the successful content in trans-media era, it requires the work of Edi-curation. Edi-curation work is the act of editing and adding meaning to the curation work of curators. In that sense, this paper analyzed the definition and meaning for Edi-curation of publishing and comic(webtoon) content in trans-media era. Edi-curation process induces the changing role of consumers and producers of content in the digital media experience. In process of Edi-curation, consumers(producers) will soon lead to a media producer(consumer), namely proconsumer / produser. Diversification of digital platforms and devices, digital 1 person (or SNS) appeared in the media, etc. are also required to Edi-curation of content and comic(webtoon) published in a variety of ways. Depending on the intention of media producers (or consumers), content through the process of replication, montage, disassembly, dismantling, hypertext, compression, and reconstruction births to new content. The work of Edi-curation has the significance that it affects the way the media producers work in creative process, as well as the reading content of the media consumers. In the publishing content, Edi-curation work is the logicality destruction of a chapter or a paragraph, a sentence of colloquialisms, card news, the deformation of the utilization of video and media content. Meanwhile in the comic(webtoon) content, we mention the destruction of cut(frame), the various modifications of speech bubbles, onomatopoeia, and mimetic word.

A Conceptual Study on Transmedia (트랜스미디어에 대한 개념적 고찰)

  • Yun, Hye-Young
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.644-652
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    • 2019
  • This study recognizes the problem of terminology surrounding the concept of transmedia and attempts to arrange and examine the concept by applying the syntagmes theory of linguistics. In transmedia, the prefix 'trans' means transversal, transformation, and transcendence. This versatility of the word transmedia itself provides a starting point for recognizing the concept of transmedia as an incomplete syntagmes with the verbal paradigm of transversal, transformation and transcendence. Depending on who is the subject of media content, such as media companies, creators, and users, syntagmes of transmedia is linked to terms such as transmedia franchise, transmedia storytelling, and prosumer. The purposes of the three subjects in the discourse of transmedia are different, using IP, expanding the story world, and enjoying the work. However, the common desires of 'repeat', 'extension', 'secure' and 'connection' are found in the purpose of three subjects. If terms like transmedia franchise, transmedia storytelling, and prosumer are 'parols' of the transmedia concept, then repetition, extension, securing and linking are the 'langues' of the transmedia concept.

A Study of Trans-media in Fantasy Genre - Focusing on the Game of Thrones - (판타지 장르의 트랜스미디어 연구 -왕좌의 게임(Game of Thrones)을 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.48
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    • pp.173-197
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    • 2017
  • The purpose of this study is to investigate the extensibility of transmedia contents of fantasy genre, and then to examine the characteristics of trans-media contents and analyze how the contents of fantasy genre have become trans-media. The definition and characteristics of the trans-media are distinguished from the existing theories such as One Source Multi Use (OSMU) and Crossmedia. At the same time, this study analyzes the extensibility of the trans-media contents applied to the fantasy genre and it compares with other medias such as novels, videos, games, etc. This shows that the game of the throne was more like to the second order adaptation through video adaptations that succeeded in success compared to the original novels that in expanding into trans-media compared with existing fantasy genre contents represented by the Lord of the Ring. The difference is that although the game of the throne is a fantasy genre content, it does not inherit the existing database genre elements, and it has been found that it has a different aspect from the existing customary form from the role of the character to the whole narrative. The analyzes presented in this study are equally valid for single content, not just for transmedia specific elements.

A Study of the Trans-Media Storytelling in Brand Marketing (브랜드 마케팅의 트랜스 미디어 스토리텔링에 관한 연구)

  • Kim, shin youp
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.135-136
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    • 2015
  • 트랜스 미디어 스토리텔링은 이용자의 적극적인 참여를 기반으로 디지털 컨버전스 시대에 새롭게 등장한 텍스트 유통 관습이자 미디어 경험 양식으로 영화, 드라마, 애니메이션 등의 콘텐츠 사업의 경우 다양한 트랜스 미디어 스토리텔링 시도가 활성화 되고 있지만 기업 브랜드의 경우 아직 기존의 OSMU의 범주를 크게 넘어서지는 못하고 있는 실정이다. 그러나 본 연구에서는 OSMU의 범주를 넘어 커뮤니케이션했던 브랜드의 트랜스 미디어 스토리텔링의 대표적 사례인 모닝케어 레이디 티안나걸스(T-ANNA Girls)의 사례를 통해 디지털 컨버전스에 적응하며 새로운 부가가치를 창출할 수 있는 브랜드 커뮤니케이션의 발전적 방안에 관해 논의코자 한다.

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미디어 콘텐츠의 메타버스 플랫포밍 유형화 및 미래 전망

  • Song, Min-Jeong
    • Broadcasting and Media Magazine
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    • v.27 no.1
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    • pp.27-37
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    • 2022
  • 본 고는 미디어 산업 관점에서 미디어 콘텐츠의 메타버스 플랫포밍(Platforming)에 관심갖는다. 이에 트랜스미디어 프랜차이징이 가능한 콘텐츠가 메타버스 플랫폼에서 서비스될 수 있음을 전제로 하여 콘텐츠의 메타버스 플랫포밍을 유형화해 설명하고, 향후 미래를 전망해보고자 한다.

DOOH media; Suggestion of using transmedia storytelling approach (옥외광고, 매체로서의 외연 확장을 위한 트랜스미디어 스토리텔링 전략 활용)

  • Kim, Yoon Jung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.81-90
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    • 2024
  • The purpose of this study is to examine the possibility of combining DOOH advertising, which has fully met the functional requirements of a standalone digital medium, with transmedia storytelling as a expansion of a new advertising area. This researcher examined the concept of transmedia storytelling used in various fields and its application cases in dramas, movies, and webtoons, and analyzed examples of transmedia storytelling approaches in the field of advertising. As a result of the analysis, it was analyzed that although OOH advertising has brought many changes in the way of content implementation with the advent of digital signage, DOOH advertising needs to be approached in a more diverse way in a situation where the boundaries that were considered to be the unique domain of each content are blurring. In particular, it has been analyzed that it can not only fulfill its role as an independent medium but also expand the scope of DOOH advertising by combining it with transmedia storytelling enthusiasts. These results suggest the need to incorporate DOOH advertising with transmedia storytelling strategies.