• Title/Summary/Keyword: Audience Effect

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Representation Strategy for Participatory Spectatorship in Silence (<도가니>의 참여적인 관객성을 위한 재현전략)

  • Ghe, Woon-Gyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.85-92
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    • 2014
  • This study analyzes what kind of representation strategies make popularity in Silence. As audiences come together in cyber public sphere, 'participatory spectatorship' is made. Its sources are classical narrative mode and collective memories which are the devices to goad audience to anger. Silence reveals self-reflexivity because fact-based film has effect on allowing the audience to be aware of the reality constantly. However, the devices which maximize audience's anger aroused ethical controversy. Silence's unethical expression is the strategy for representing the popularity and the methodology for social ethics.

The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory (이용과 충족이론에 기반한 e스포츠 직접관람자가 관림만족과 행동의도에 미치는 영향 분석)

  • Quan, Lihua;Yoo, Changsok
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.109-118
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    • 2022
  • The main objective of this study is to empirically analyze the relationship among the major variables of viewing motivation, audience satisfaction, and behavioral intention in the esports spectatorship based on the uses and gratification theory. Through the exploratory factor analysis, we have identified major motivation measures of esports. Regression analysis also showed key motivation factors on audience satisfaction and behavioral intention.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

From Contemplation to Participation: Empirical Study on Effect of Audience Participation on Aesthetic Experience (관조에서 참여로: 관객참여가 미적경험에 미치는 영향에 대한 실증연구)

  • Zhang, Cheng;Um, Myoung-Yong
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.287-296
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    • 2020
  • The purpose of this study is to explore the differences in aesthetic experience according to the level of audience participation. Flow experience and aesthetic distance were utilized as proxies for aesthetic experience. A total of 70 undergraduates participated in the experiments of this study. In terms of flow experience, active participation groups were found to have relatively greater flow experiences compared to contemplation groups and passive participation groups. However, there was no difference in flow experience between the contemplation groups and the passive participation groups. In light of aesthetic distance, which means psychological distance, people in active participation groups were found to have a closer psychological distance from artwork than those in contemplation groups and passive participation groups. Also, those who belonged to the passive participation group showed a closer psychological distance than the contemplation group. The results of this study provide artists and art organizations with implications for enhancing audience attraction as well as the completeness of artwork.

Analysis of Preservice Chemistry Teachers' Modelling Ability and Perceptions in Science Writing for Audiences of General Chemistry Experiment Using Argument-based Modeling Strategy (논의-기반 모델링 전략을 이용한 일반화학실험에서 글쓰기 대상에 따른 예비화학교사들의 모델링 능력 및 모델링에 대한 인식 분석)

  • Cho, Hye Sook;Kim, HanYoung;Kang, Eugene;Nam, Jeonghee
    • Journal of the Korean Chemical Society
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    • v.63 no.6
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    • pp.459-472
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    • 2019
  • The purpose of this study was to investigate the effect of science writing for different audiences on preservice chemistry teachers' chemistry concept understanding and modeling ability in general chemistry experiment activities using Argument-based Modeling (AbM) strategy. And we also examined preservice chemistry teachers' perceptions of modeling in different audience groups. The participants of the study were 18 university students in the first grade of preservice chemistry teachers taking a general chemistry experiment course. They completed eleven topics of general chemistry experiment using argument-based modeling strategy. The understanding of chemistry concept was compared with the effect size of pre- and post-chemistry concept test scores. To find out modeling ability, we analyzed level of model by each preservice chemistry teacher. Analytical framework for the modeling ability was composed of three elements, explanation, representation, and communication. The questionnaire was conducted to check up on preservice chemistry teacher's recognition of modeling. The result of analyzing the effect of modeling for different audience on the understanding of chemistry concept and modeling ability, the preservice chemistry teachers' were found to be more effective when the level of audience was low. There was no difference in the recognition of modeling between the groups for audience. However, we could confirm that the responses of preservice chemistry teachers are changed in concrete when they have an experience in succession on modeling.

A Study on the Policy Implication on the Relation of Social Media & Movie industry : Focusing on Emotional Perception & Audience Trends (소셜미디어와 영화산업 관계의 정책적 함의 연구: 감성인식과 국내 영화 관객추세 분석을 중심으로)

  • Song, Myung Bean;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.295-303
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    • 2014
  • This exploratory study deals with the digital policy proposal through emotional perception of real name SNS and WOM effect. Research was based on the audience trends analysis of the movies having official SNS sites and the movies not having official SNS sites among the opened 90 movies in Korea from 2012 to 2013. Therefore, researchers confirmed that the representative real SNS, facebook was utilized as emotional marketing tools and tried to analyze the effectiveness of SNS critically. The research results are the follows. First, the movies to actively utilize facebook showed statistically significant differences in terms of daily, weekly audience and seat share (occupancy ratio). It is indirectly confirmed that real name SNS such as facebook is much effective in WOM marketing. Second, in the daily trends and weekly trends, the movies showed a similar pattern and above all, the movies to actively take advantage of facebook maintained their audience trends. Thus the government and the corporation have to understand the emotional WOM effect of real name SNS for policy effectiveness. Therefore this study gives the contribution practically for boost up the policy effectiveness through emotional ripple WOM effect of the strength of weak tie of real name SNS.

The Effect of Audience Attitude toward Product Placement on Product Attitude and Purchase Intention (PPL에 대한 수용자의 태도가 PPL된 제품 태도 및 구매의도에 미치는 영향)

  • Chae, Se-Ra;Han, Woong-Hee;Kim, Geon-Ha
    • Journal of Distribution Science
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    • v.13 no.1
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    • pp.71-81
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    • 2015
  • Purpose - This study aims to examine the effect of audience attitude toward product placement, or PPL, on product attitude and purchase intention. PPL has increasingly been prevailing in TV dramas since the revision of the Broadcasting Act in January 2010, and it is quite widespread in today's society. Therefore, this study intends to investigate how the audience would take a particular attitude toward PPL in TV dramas and how their attitude would affect their product attitude and purchase intention. Research design, data, and methodology - The sample for the current study was drawn from college students in Seoul in December 2013, as the main targets of the products and brands that were advertised by PPL are young people. The questionnaire for this study comprised nine parts, such as the knowledge of PPL, experience of PPL, TV drama watching time, impulsive buying propensity, celebrity imitating buying propensity, attitude toward PPL, attitude toward product, purchase intention, and demographic characteristics. The questionnaire items were measured by 5-point Likert scales. Whether the demographic characteristics and propensity to consume would affect PPL attitude was analyzed and how the PPL attitude would affect purchase intention through product attitude was analyzed as well. To analyze the relationship between variables, structural equation modeling analysis was performed with Amos 18.0. Results - The major findings of the study were as follows. First, whether the demographic characteristics and propensity to consume would affect PPL attitude was analyzed, and it is found that out of the demographic characteristics, only gender and knowledge of PPL exerted an influence on PPL attitude. In addition, celebrity-imitating buying propensity had an impact on PPL attitude. Second, whether PPL attitude would affect purchase intention through product attitude was analyzed by structural equation modeling. Consequently, it is found that PPL attitude impacted purchase intention through product attitude. Conclusions - The findings of the study had the following implications. First, in theoretical aspects, previous studies have proven only that attitude toward PPL influenced attitude toward product and purchase intention separately; however, the current study has investigated the mediated role of attitudes toward PPL. Second, regarding the practical aspects, as PPL attitude exercised an effect on purchase intention as well as product attitude, PPL should be utilized in a manner to stimulate the audience to take a positive attitude to it. Finally, gender, PPL knowledge, and celebrity-imitating buying orientation were identified as influential factors for PPL attitude. Specifically, female consumers showed a lower attitude toward PPL than males, and the consumers who have no knowledge showed a lower attitude toward PPL. The consumers who have celebrity imitating buying propensity expressed a higher attitude toward PPL. These factors should consequently be taken into account when PPL is planned and conducted. The current study has limitations such as the sample object, non- experimental method, and media biases. Therefore, future research should be conducted to address these limitations.

A Study on Storytelling Characteristic of Super-compressed Web Drama "72 seconds" (초압축형 웹드라마 <72초>의 스토리텔링 특성 연구)

  • Jung, Wonsik
    • Journal of Korea Multimedia Society
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    • v.20 no.7
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    • pp.1148-1155
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    • 2017
  • This study examined the storytelling characteristics of the super-compressed web drama "72 seconds". By analyzing all seasonal episodes of "72 seconds" and applying the various storytelling methodologies and related theories, this paper derived the main storytelling characteristics of "72 seconds" as follows. First, through the composition of the microscopic non-plot, the story value of empathy and fun is maximized, even though there is no dramatic composition compared to the general movie or drama. Second, by the specialization of everyday life, it leads to the transition from everyday experience to the new context. In other words, it provides a consensus through the cognitive expansion and interest by unfamiliarity of the ordinary experience to the audience. Third, based on the characteristics of super-compression and short theme, it utilizes fully stylistic narration like rapping. This makes the audience feel novel and further enhances the branding effect of content. And finally, based on various hybridity and variation, it uses remediation actively in all respects, especially comedy genre and comic factor.

Platform study for museum mobile portal service (박물관 모바일 포탈서비스 제공을 위한 플랫폼 구축 연구)

  • Doo, ll Chul;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.147-155
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    • 2014
  • The rapid increase in the penetration rate and diverse utility of smart devices opens an opportunity for a development in creating a user-oriented ubiquitous system. And it allows audiences to deploy the exhibition-helping contents regardless of the restriction of place and time with using the smart devices of audience themselves. Also it needs to build a mobile web-based portal system for the related services. To do this, Firstly, it needs the corresponding strategies on a smartphone-based environment such as technical competence, systematic preparation of exhibition with compatible mobile contents, and a compatible channel for interactivity. Secondly, it needs the differentiation of exhibition guide with the existing system: an adoption of augmented reality, panoramic technology and simulation effect aiming for an improvement in a sense of immersion and reality for audience, and building up additional contents with a diversity of formats of image, sound, and video for customer satisfaction.

The Effect of Representativeness in News Recommendation Mechanisms on Audience Reactions in Online News Portals (대표성 기반 뉴스 추천 메커니즘이 온라인 뉴스 포탈의 독자 반응에 미치는 영향)

  • Lee, Un-Kon
    • The Journal of Society for e-Business Studies
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    • v.21 no.2
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    • pp.1-22
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    • 2016
  • News contents has been collected, selected, edited and sometimes distorted by the news recommendation mechanisms of online portals in nowadays. Prior studies had not confirmed the consensus of newsworthiness, and they had not tried to empirically validate the impacts of newsworthiness on audience reactions. This study challenged to summarize the concepts of newsworthiness and validate the impact of representativeness of both editor's and audience's perspective on audience reactions as perceived news quality, trust on news portal, perceived usefulness, service satisfaction, loyalty, continuous usage intention, and word-of-mouth intention by adopting the representativeness heuristics method and information adoption model. 357 valid data had been collected using a scenario survey method. Subjects in each groups are exposed by 3 news recommendation mechanisms: 1) the time-priority news exposure mechanism (control group), 2) the reference-score-based news recommendation mechanism (a single treatment group), and 3) the major-news-priority exposure mechanism sorting by the reference scores made by peer audiences (the mixed treatment group). Data had been analyzed by the MANOVA and PLS method. MANOVA results indicate that only mixed method of both editor and audience recommendation mechanisms impacts on perceived news quality and trust. PLS results indicate that perceived news quality and trust could significantly affect on the perceived usefulness, service satisfaction, loyalty, continuance usage, and word-of-mouth intention. This study would contributions to empathize the role of information technology in media industry, to conceptualize the news value in the balanced views of both editors and audiences, and to empirically validate the benefits of news recommendation mechanisms in academy. For practice, the results of this study suggest that online news portals would be better to make mixed news recommendation mechanisms to attract audiences.