• Title/Summary/Keyword: Audience Behavior

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Movie Audience's Ego (영화 <사도> 관객의 '자아')

  • Kim, Guyl-Hun
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.233-243
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    • 2016
  • The movie offers a chance to observe the social signifier and the sensitivity of audiences who feel sympathy with the tragic history of crown prince Sado. While watching the movie, the audience halts between ideas whether to go back to "primary ego", or to play the unconscious hypocrisy or the ingrained social behavior which is to resolve the internal conflicts while they face two contrary opinions; one is the obedient subject to obey fatherness, as a symbol of historic value and convention in a society, and the other is the resistant body to break the bond of convention. The audience may feel some ambivalent feelings of the moral values between the paternal authority and the existential philosophical value of 'self'. This study will observe the audience's response of Sado toward the moral norms of the society when they face the signifier of father in the movie with experience the conflict between their resistant ego and madness. Also the study will discuss that the social landscape such as norms, order, and legal system is ever-changing and open to be subverted by the future even though audience hope that the present moral value with which we are content ever-last.

The Effect of Smoking Scenes in Films on Audiences' Attitudes, Beliefs, and Behaviors on Smoking: A Systematic Review (영화의 흡연 장면이 관객의 흡연 태도, 신념, 행동에 미치는 영향: 체계적 문헌고찰)

  • Choi, Go-Eun;Cho, Hye-Lim;Yoon, Ji-Hye;Jung, Minsoo
    • Korean Journal of Health Education and Promotion
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    • v.30 no.5
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    • pp.1-13
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    • 2013
  • Objectives: While many studies have been conducted on whether smoking scenes in films actually affect audience members' smoking, a comprehensive conclusion has yet to be derived. This study systematically reviewed the effect of smoking scenes in films on audience members' attitudes, beliefs, and actions. Methods: We analyzed a total of 146 studies searched on PubMed and PsycINFO (41 qualitative studies, 72 cross-sectional studies, 20 longitudinal studies, and 13 experimental studies). Results: Whereas qualitative studies have only demonstrated that audience members tend to perceive smoking scenes in films not as negative information but as positive information, cross-sectional studies have reported a significant association between smoking scenes and smoking behavior notwithstanding the problems of classifying the groups studied and measuring the degree of exposure. Through follow-up observations, longitudinal studies have reported that such media exposure can serve as a predictor of future smoking. Finally, with exposure and confounding variables under control, experimental studies have confirmed that smoking scenes in films indeed affect audience members' attitudes, beliefs, and actions regarding smoking. Conclusions: Scenes of actors and actresses smoking can be imitated or learned through audience members' immersion and identification and reproduce positive images that may render smoking socially acceptable.

Investigating the Determinants of Online Consumer Engagement on Multiplex Social Network Sites: A Value Exchange Perspective

  • Zhu, Zong-Yi;Kim, Hyeon-Cheol
    • Journal of Information Technology Applications and Management
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    • v.26 no.6
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    • pp.139-157
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    • 2019
  • This study is intended for demonstrating the impacts of different factors on the formation of online consumer engagement behavior of young Chinese moviegoer in Korea. Based on Value-Exchange Model [Itani et al., 2019], we build research model to reveal the relationships among perceived enjoyment, perceived movie information value, multiplex-audience relationship quality, multiplex usage satisfaction, and online consumer engagement through experiments on valid data we collected from 186 participants who had lived in Korea and experienced the multiplex pages of top 3 movie theaters, where Smart PLS 3.0 is the tool used for statistical analysis. The experimental results show that both perceived enjoyment and perceived movie information value positively correlate to multiplex-audience relationship quality, and multiplex audience relationship quality significantly influences multiplex usage satisfaction and online consumer engagement. In addition, it is found that relationship quality plays the role of mediator between perceived enjoyment and satisfaction. The findings from this study offer both academic and managerial implications for movie distributors who are interested in developing potential Chinese consumer market in Korea.

Design of Hot-spot generator for inserting content-based interactive advertising on DMB broadcasting

  • Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.11 no.12
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    • pp.1765-1774
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    • 2008
  • Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.

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Audience Awareness of Virtual Advertising and Product Placement (가상광고와 간접광고에 대한 수용자 인식)

  • Lee, Hee-Bok;Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.91-102
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    • 2012
  • Virtual Advertising and Product Placement which had been brought up to strengthen the competitiveness of the contents and vitalize the Advertising Industry, especially broadcasting advertising were finally adopted. This is a study to review what the background and the current condition of the virtual advertising and product placement are, identify what their current and potential problems are, and discuss how to settle the issues and make improvements. It also presents an empirical study on audience awareness. As a result of the study, audience tends to show high awareness of virtual advertising and product placement, to accept them more positively and show higher reliability of them than any other advertising. Moreover, it appears that they pay more attention to them, express their favor on them, and regard them convincing. This is an important point to both academic field and industry, which is likely to give suggestions to establish policy for virtual advertising and product placement and to develop broadcasting advertising in the future.

The Intelligent Determination Model of Audience Emotion for Implementing Personalized Exhibition (개인화 전시 서비스 구현을 위한 지능형 관객 감정 판단 모형)

  • Jung, Min-Kyu;Kim, Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.39-57
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    • 2012
  • Recently, due to the introduction of high-tech equipment in interactive exhibits, many people's attention has been concentrated on Interactive exhibits that can double the exhibition effect through the interaction with the audience. In addition, it is also possible to measure a variety of audience reaction in the interactive exhibition. Among various audience reactions, this research uses the change of the facial features that can be collected in an interactive exhibition space. This research develops an artificial neural network-based prediction model to predict the response of the audience by measuring the change of the facial features when the audience is given stimulation from the non-excited state. To present the emotion state of the audience, this research uses a Valence-Arousal model. So, this research suggests an overall framework composed of the following six steps. The first step is a step of collecting data for modeling. The data was collected from people participated in the 2012 Seoul DMC Culture Open, and the collected data was used for the experiments. The second step extracts 64 facial features from the collected data and compensates the facial feature values. The third step generates independent and dependent variables of an artificial neural network model. The fourth step extracts the independent variable that affects the dependent variable using the statistical technique. The fifth step builds an artificial neural network model and performs a learning process using train set and test set. Finally the last sixth step is to validate the prediction performance of artificial neural network model using the validation data set. The proposed model is compared with statistical predictive model to see whether it had better performance or not. As a result, although the data set in this experiment had much noise, the proposed model showed better results when the model was compared with multiple regression analysis model. If the prediction model of audience reaction was used in the real exhibition, it will be able to provide countermeasures and services appropriate to the audience's reaction viewing the exhibits. Specifically, if the arousal of audience about Exhibits is low, Action to increase arousal of the audience will be taken. For instance, we recommend the audience another preferred contents or using a light or sound to focus on these exhibits. In other words, when planning future exhibitions, planning the exhibition to satisfy various audience preferences would be possible. And it is expected to foster a personalized environment to concentrate on the exhibits. But, the proposed model in this research still shows the low prediction accuracy. The cause is in some parts as follows : First, the data covers diverse visitors of real exhibitions, so it was difficult to control the optimized experimental environment. So, the collected data has much noise, and it would results a lower accuracy. In further research, the data collection will be conducted in a more optimized experimental environment. The further research to increase the accuracy of the predictions of the model will be conducted. Second, using changes of facial expression only is thought to be not enough to extract audience emotions. If facial expression is combined with other responses, such as the sound, audience behavior, it would result a better result.

An Analysis of the Relationship Between Quality of Service and the Audience Attitude Variables of the Korean traditional opera Performance (창극공연의 서비스품질과 관객태도 변인 간의 관계 분석)

  • Kim, Su-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.317-328
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    • 2018
  • The purpose of this study is to examine the effect of the quality of performance on audience satisfaction, and to verify the mediating effect of service value and traditional image in this process. The subjects of this study included 211 male and female adults who experienced the Korean opera performance in Seoul, Korea in October. Collected data was used as a model of path coefficients obtained through analysis of covariance structure and hypothesis test. As a result of verification, program quality, physical environment quality, and quality of the stage performance perceived by the audience showed a statistically significant positive correlation with performance experience attributes. The path coefficient between performance attribute and service value, performance experience attribute and traditional image were also positively and statistically significant. Further, the path coefficient between performance experience and audience satisfaction showed a positive relationship. The service value and traditional image, service value and audience satisfaction, and the path coefficient between traditional image and audience satisfaction were statistically and positively significant. Finally, all hypotheses were adopted and study results confirmed the effect of service quality and experience attributes on audience satisfaction for the popularization, modernization and marketing strategy of the Korean opera. In this process, it is meaningful to verify the role and function of service value and traditional image.

Do High Ratings Signal a Good Movie? An Empirical Investigation of Signaling Effectiveness (좋은 평점이 항상 영화의 성공을 가져오는 것일까? 잠재 성장 모형을 응용한 Signaling 효과성에 관한 연구)

  • Kim, Juhee;Nam, Dae-il
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.3
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    • pp.113-124
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    • 2018
  • The objective of this study is to examine the effectiveness of signals and advancing our understanding of the relationship between ratings and audience decisions based on the signaling theory. Though many studies argue that information asymmetry affects decision making, few studies have examined two key signaling factors: its potential to have multiple sources and the effect of time on its effectiveness. This study examined how experts' and the general audience's ratings affect decision making. We also considered change patterns in ratings to explore how time effect on ratings affect selection behavior. We tested our hypotheses using the latent growth model based on signaling theory and behavior approaches. The results show that a general audience's ratings is perceived as more credible than are those of experts and that audience members are significantly affected by upward patterns in ratings. The findings suggest that general audiences play a critical role as signal providers. Thus, market participants such as producers should pay more attention to the general audience's ratings in order to increase revenues. They should also consider the time effect of signaling, such as upward trends in ratings.

A Study of Aleksandr Vampilov's Play and Film (알렉산드르 밤필로프 희곡의 영상화 연구 《9월의 휴가》를 중심으로)

  • Ahn, Byong Yong
    • Cross-Cultural Studies
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    • v.29
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    • pp.7-24
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    • 2012
  • "Duck Hunting" is the most psychological play with unique structure written by Aleksandr Vampilov. The play describes protagonist hero's furious behavior with psychological instability, therefore, this play tends to be recognized as serious and complicated one. After the death of Vampilov, "Duck Hunting" was reproduced as a film, titled as "Vacation in September." This study is designed to shed light on the play's psychological-dramatic factors by focusing on the structure of narrative and spatial-temporal objet. Also, this study compared the screenshots of the play with their textual meanings, then concentrated on main character's psychological features. By focusing on protagonist hero's mind, this study tries to look into the features of the play and its meanings for modern period. The film's plot is a kind of story telling structure based on main character's memory. The short stories of main character represents that Jilov(main character's name)'s losing his own life. The audience can acknowledge that Jilov's life as a duck hunter who is cynical, ideological, lazy, and self-interest oriented person. This play provokes the audience to compare their life to Jilov's one because such comparison helps the audience recognize their lives as surplus style of life with nihilism. Jilov as a character represents one of Soviet's generation with the feeling of great loss in 1960s.

Determinants of SNS Photo Sharing Behavior of Teenagers at an Outdoor Music Festival in China

  • Zhu, Zong-yi;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.129-139
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    • 2020
  • This study aims to understand the determinants and effects of SNS photo sharing on festival satisfaction among teenage festivalgoers, to derive strategies that festival organizers could employ to maintain long-term relationships with their audience. In this paper, we followed the festival attribute and SNS photo sharing behavior approaches for developing measurement constructs, by investigating previous related studies. Statistical analyses revealed that festival attributes positively impact consumer perceptions of festival value, which in turn influences SNS photo sharing behavior and festival satisfaction. In addition, SNS photo sharing behavior has a significant mediation effect on the process. Moreover, the differing intensities of SNS usage among the festivalgoers resulted in consumers presenting significantly different SNS photo sharing behavior. Our findings offer insights for marketers in the festival business who are interested in gaining a better understanding of the behavior of teenage festivalgoers.