• 제목/요약/키워드: Awareness of Storytelling

검색결과 26건 처리시간 0.03초

역사테마파크 공간스토리텔링 구성인자가 이용만족도 및 재방문의사에 미치는 영향 - 군위 삼국유사테마파크를 중심으로 - (The Effect on Use Satisfaction and Revisit Intention of Spatial Storytelling Components in Historical Theme Park - Focused on Samgukyusa Theme Park in Gunwi-Gun -)

  • 김오연;안승홍
    • 한국조경학회지
    • /
    • 제52권2호
    • /
    • pp.64-78
    • /
    • 2024
  • 스토리텔링은 다양한 매체를 활용하여 이야기를 표현하고 전달하는 의사소통 기법으로 청자는 이야기를 수용하며 주제를 재해석하고 화자와 상호작용한다. 역사테마파크에 적용된 스토리텔링 기법에 대한 이용자의 중요도와 인지가 테마파크의 이용만족도와 재방문의사에 영향을 미칠 것이라 가정하였다. 본 연구에서는 역사테마파크 공간스토리텔링 구성인자를 도출하고 이용객의 인식과 구성인자가 이용자 반응에 미치는 영향을 파악하는데 목적을 두었다. 선행연구를 근거하여 테마성, 체험성, 비일상성, 교육성, 통일성, 표현성, 상호작용성, 흥미성의 역사테마파크의 공간스토리텔링 구성인자를 도출하였으며, 이에 대한 이용자의 인식을 조사하였다. 설문조사는 경상북도 군위군에 위치한 삼국유사테마파크 이용객을 대상으로 실시하였으며, EXCEL2020, SPSS 21.0 통계프로그램을 활용해 수집된 데이터를 분석하였으며 결과는 다음과 같다. 첫째, 삼국유사테마파크 주제 전달 방식으로 적용된 공간 스토리텔링 기법이 이용자의 만족도와 재방문 의사에 영향을 미치며 스토리텔링 구성인자에 대해 대부분 중요하다고 응답하였다. 둘째, 삼국유사테마파크 공간 스토리텔링 구성인자 중요도 인식 중 비일상성과 교육성 중요도가 이용만족도에 유의미한 영향을 미치며, 비일상성, 상호작용성, 교육성, 흥미성 중요도가 재방문 의사에 유의미한 영향을 미치는 것으로 나타났다. 셋째, 삼국유사테마파크 공간 스토리텔링 구성인자에 대한 이용자의 인지에 따라 흥미성, 테마성, 통일성 인지가 이용만족도에 유의미한 영향을 미치고 있으며, 상호작용성, 체험성 인지가 재방문의사에 유의미한 영향을 미치는 것으로 나타났다. 본 연구는 역사테마파크 특성 요인과 공간스토리텔링 구성인자를 탐색적으로 분석하고 역사테마파크 공간스토리텔링 구성인자를 도출하여 스토리텔링이 역사테마파크 이용자 반응에 미치는 영향력을 정량적 분석과 해석하여 그 의의가 있다.

브랜드명성수준에 따른 브랜드 스토리텔링의 효과 (The Effect of Brand Storytelling in Brand Reputation)

  • 최수아;정효선;황윤용
    • 유통과학연구
    • /
    • 제12권4호
    • /
    • pp.55-63
    • /
    • 2014
  • Purpose - Brands and products often play key roles in enabling consumers to experience a good attitude, resulting in mentally enacting a specific prototype and reliving the experience by retelling a specific story. Brand storytelling can function as an important tool for managing the brand. To successfully apply a firm's brand storytelling, it is important to prove the effectiveness of storytelling. Therefore, by utilizing the research of Escalas (1998) and Fog et al. (2005), a list of measurements for storytelling component quality (SCQ) was applied. In addition, customer attitudes toward brand storytelling were tested. In particular, if customers encounter a dynamic and interesting story, although the brand is not widely known, they can be in communion with the brand and establish an emotional connection (Hill, 2003). Thus, brand reputation was divided into two levels (high vs. low), and the difference in effectiveness between storytelling component quality and consumers' advertisement attitude, brand attitude, and purchasing intention was examined. Research design, data, and methodology - By using the measurement list used in Choi, Na, and Hwang (2013), 12 categories in the level of message quality, conflict quality, character quality, and plot quality were measured. In addition, categories of brand reputation, advertisement attitude, brand attitude, and purchasing intention were measured. The study was based on 181 final survey samples targeting undergraduate and graduate students in Gwangju Metropolitan City. Results - Consumer responses toward storytelling were researched in the context of brand characteristics or product attributes, such as brand reputation, differentiated from extant simple effects of storytelling. Some brands with high reputation enjoy a halo effect due to prior learning, while other brands with comparatively low reputation have trouble generating positive responses despite attempts to enhance the level of reputation or induce favorable attitudes. Although not all due to the component quality of storytelling, the case of brands with low reputation exerted more positive impact on consumer attitudes than did brands with high reputation. As mentioned earlier, consumer evaluation of the component quality of storytelling was categorized into advertising attitudes, brand attitudes, and purchase intention for this study; this provides managerial implications in other ways. The results imply that an effective application of storytelling could be an important emotional tool for the development of both brands with low brand awareness and of well-known brands. Finally, this study serves to increase consumers' understanding and ability in interpreting brand stories that marketers tell about themselves, as well as to highlight differential experiences with products by level of brand hierarchy. Conclusions - This research aimed to provide an objective guideline for storytelling component quality while considering brand awareness. Thus, brand reputation was considered for proving the baseline effectiveness of storytelling, and this study provided directions for strategic establishment of storytelling. Based on this, we conclude that in further studies, it will be necessary to systematically manage brand story by considering other situation variables and various story patterns, and studying their differences.

백제 유물 진묘수(石獸)를 활용한 스토리텔링 문화상품 제안 (A proposal for storytelling cultural products using Baekje Relic Jinmyosu (Guarding animals in tombs))

  • 라선정
    • 한국의상디자인학회지
    • /
    • 제22권4호
    • /
    • pp.17-24
    • /
    • 2020
  • Storytelling, a medium that arouses the customers' purchasing need by playing on their emotions, is the best content that can be used as it can increase the value of goods using information. This paper's significance is that it suggests cultural products that can be used by using Baeke relic Jinmyosu (Guard Animals) as a motif. The purpose was to present the possibility of high value-added cultural products using storytelling techniques. This study developed storytelling by adding the meaning of Jinmyo and Beoksa, who calm protected their masters from evil forces with horns and wings, and has the meaning of ascending into heaven and guiding the soul on the right path. That image gives a glimpse of originality and differentiation to Baekje. This study proposed 4 cultural products as 'Keeper Stone Mason' and 4 'Stone Mason Teller.' The proposed cultural products can help to give correct awareness of Baekje culture through a correct understanding of the historical significance of the Baeke relic, Jinmyosu. Moreover, it will help promote the originality and excellence of Baekje culture around the world by enhancing the value of Baekje culture. This study is expected to be used as a guideline for further research on developing cultural products that can create added value in various fields.

공동체 라디오를 통한 다문화 인식개선과 스토리설계 방안 (Improvement of Multicultural Awareness and Story Building by Community Radio)

  • 홍숙영
    • 한국콘텐츠학회논문지
    • /
    • 제15권5호
    • /
    • pp.98-107
    • /
    • 2015
  • 본 연구는 공동체 라디오인 관악FM의 다문화프로그램인 '굿모닝 세상의 아줌마들'을 중심으로 이야기를 분석하였다. 이와 함께 제작진과 출연진에 대한 심층 인터뷰를 진행하여 공동체라디오가 생산하는 콘텐츠 및 제작자들이 인식하는 다문화 이해 증진을 위한 콘텐츠, 그리고 다문화 이해 증진을 위한 미디어 스토리텔링의 설계 방식에 대해 고찰하였다. 그 결과 이주여성들은 자국의 문화, 기후, 풍습 등에 대해 대표성을 갖고 대체로 공적인 담론을 펼치고 있었으며, 한국 제작진들은 프로그램을 통해 이주여성의 문화에 대한 이해와 소통, 사적 경험의 공유를 원한 반면 이주여성들은 자국 문화에 대한 이해와 존중, 차별의 철폐 등을 바라는 것으로 나타났다. 따라서 다문화 인식 개선을 위한 스토리텔링은 공적 담론을 전제로 한 사적담론이어야 하며, 한국과 이주민 문화를 모두 경험하고 잘 아는 매개자의 활용이 필요함을 알 수 있다. 또한 매체에 적합한 이야기의 기획과 구성, 전달을 위해 이주여성들에 대한 교육과 제작 지원이 필요하다는 것을 제시하였다.

스토리텔링을 활용한 대통령기록관 전시에 관한 연구 (A Study on Exhibition of Presidential Archives Using Storytelling)

  • 이재나;유현경;김건
    • 한국기록관리학회지
    • /
    • 제15권3호
    • /
    • pp.87-114
    • /
    • 2015
  • 대통령기록관은 대통령의 국정 운영 기록 및 대통령과 관련된 역사적 기록물을 수집하고 관리하여 국민에게 제공함으로써 국민의 알권리를 충족시키는 특수기관임에도 불구하고, 대통령기록관에 대한 국민의 인지도 및 관련 연구는 미흡한 편이다. 또한 기록관의 현 과제는 보존과 관리도 중요하지만 그에 못지않게 공유 활용 확산에 대한 서비스 제공에 초점을 두어야 할 시점이다. 이에 본 연구는 국민들에게 대통령기록관을 보다 효율적으로 활용하고 홍보할 수 있는 다양한 서비스를 개발할 필요성에 천착하여, 오늘날 각광받고 있는 스토리텔링 전시방법을 제안하였다. 이를 통해 대통령기록관에 대한 긍정적 인식을 제고하고, 유아 및 초등학생들의 단체 방문을 유도할 수 있으며, 향후 기록물 수집정책이나 전시기획에도 도움이 될 것이다.

영상 콘텐츠를 통한 포스트모던과 스토리텔링의 융합관계성에 관한 연구 (A study of Convergence Relationship between Post-Modern aspects and storytelling from Imaging Content Production)

  • 정의태;정경희;송호진
    • 한국융합학회논문지
    • /
    • 제7권6호
    • /
    • pp.177-184
    • /
    • 2016
  • 스마트 테크놀로지 시대의 디지털 콘텐츠 주 소비자층의 연령대가 과거에 비해 확대되어가고 있다. 소비자는 다양한 형태로 콘텐츠의 생산과 배포에 주도적으로 참여하고 있으며 그 중심에는 매개체로서의 Personal Digital Device, 콘텐츠 그리고 생산과 소비, 이야기 하는 자와 듣는 자의 경계를 무너뜨린 포스트 모던한 사회 구조와 공간이 존재한다. 세상에 똑같은 것의 존재를 거부하는 콘텐츠 주 소비 계층의 성향과 이를 관통하는 포스트 모던적 스토리텔링의 제공은 다양한 형태의 콘텐츠로 거대한 산업 군을 형성한다. 본 연구의 수행을 위해 영화와 게임, 광고 등의 사례를 통하여 소비자가 주도적으로 참여하며 일반성을 배제하고 그들만의 독창적 스타일로 콘텐츠의 중심을 개인으로 옮겨가는 모습들을 추적하는 방식을 따랐다. 연구결과 현재의 시점에서 광고와 영상, 사용자 주도형 게임 콘텐츠의 경향을 통해 관계성을 되짚어보고 콘텐츠 제작 분야의 다양한 융합 가능성에 대한 인식의 변화를 가져왔다.

향토음식 연구경향 분석 - 국내 식품영양학분야 학술지 게재논문을 중심으로- (Analysis of Trends in Research on Native Local Foods - Focused on Domestic Thesis -)

  • 이규진;박은주;박재희
    • 한국식생활문화학회지
    • /
    • 제32권2호
    • /
    • pp.75-88
    • /
    • 2017
  • The purpose of this study was to systematically analyze relevant research and examine research trends through metaanalysis of 154 theses related to native local foods published in a representative food and nutrition journal. As subject regions, Gyeongsang-do was the most common (70), and especially, Andong had 19 theses. Regarding the research topic, until the early 2000s, most research focused on 'native local foods itself'. After 2005, there was a remarkable increase in research on people's 'perception/use' of native local foods as well as on 'development/application' based on native local foods since 2010. Among theses on native local foods, there was a lot of research on 'quality characteristics' mainly using the quantitative research method, and most research was on desserts. Among theses on perception/use, there were lots of theses on 'awareness, satisfaction, and preference' focusing on questionnaires targeting local residents. Among theses on development/application, the noticeable research trend of 'tourism commercialization of native local foods' was the active development of food and menus using storytelling.

Humanitarian Documentary: A Comparison Study between VR and Non-VR Productions

  • Nunes, Thatiany Andrade;Lee, Hyunseok
    • Journal of Multimedia Information System
    • /
    • 제6권4호
    • /
    • pp.309-316
    • /
    • 2019
  • Virtual Reality is broadly recognized as an "empathy machine". This reputation is due to the feeling of 'presence' that it provides to users, which is the sensation of being bodily present in a space, even when that space is virtual. The possibility of complete immersion attracts many creators looking to induce empathy and awareness about the most diverse subjects. One of the first types of VR non-fiction productions to be released was in the morally sensitive humanitarian documentary genre. This research aims to explore how VR productions differ from non-VR productions with a focus on humanitarian communication. Rather than targeting mechanical aspects of VR technology, this article compares the visual and narrative storytelling characteristics in VR and non-VR media. First, humanitarian communication and its nuances are explained. Then, 360° video filming characteristics are analyzed, followed by a comparison table contrasting VR and non-VR non-fiction. After evaluating VR non-fiction empirical studies, a discussion is initiated over the betterment of VR non-fiction storytelling in a way that could help it generate more empathy, since many productions seem to purely rely on the technology as a production novelty, and end up lacking emotional depth and audience engagement through story.

남북한 향토음식에 관한 기호도 및 인지도 분석을 통한 향토음식 상품화 전략 - 서울·경기지역 소비자를 대상으로 - (Commercialization Strategy Based on Analysis of Domestic Consumers' Preference and Awareness on South and North Korean Regional Cuisine - Research on Consumers in Seoul and Gyeonggi Province -)

  • 백은진;홍완수
    • 한국식품조리과학회지
    • /
    • 제32권6호
    • /
    • pp.734-744
    • /
    • 2016
  • Purpose: This study investigated the preference and awareness of consumers residing in the capital area with respect to South and North Korean regional cuisine to provide baseline data for developing effective commercialization strategies. Methods: This survey was conducted among adults over the age of 19 years who were residing in Seoul and Gyeonggi province area, and data analysis was performed using SPSS WIN 18.0. Results: Analysis of the survey participants' preference for South and North Korean regional cuisine showed that Hwanghae province had the highest preference by $4.35{\pm}1.72$ points, whereas Gangwon province had the lowest preference by $3.75{\pm}0.66$ points. Factorial analysis on general characteristics of Korean regional cuisine resulted in 2 factors - 'locality' and 'health'. Cluster analysis showed that participants could be sorted into two clusters by their awareness of Korean regional cuisine - 'the lower cognitive group' and 'the higher cognitive group'. Cluster analysis on the tourism commercialization strategy for Korean regional cuisines showed that 'the higher cognitive group' had significantly higher awareness regarding the following 3 items: 'merchandising strategy', 'popularization strategy' and 'marketing strategy' (p<0.001). Cluster analysis of the world commercialization strategy showed that 'the higher cognitive group' had significantly higher awareness regarding all items of the 'R&D support strategy' and 'Food culture promotion strategy' categories than the 'the lower cognitive group' (p<0.01). Conclusion: Popularization strategies such as value perception based on the well-being concept, and standardization of recipes; merchandising strategies based on storytelling; and food and culture promotional strategies such as Korean cooking classes and food tasting events, were rated as effective commercialization strategies to increase the popularity of Korean regional cuisine.

Adopting Design Thinking for Website Innovation: Case Studies of Korean Award Winners

  • Kim, Yu-Jin
    • 감성과학
    • /
    • 제23권1호
    • /
    • pp.57-68
    • /
    • 2020
  • This research investigates how digital design agencies and client companies incorporate design thinking-a human-centered approach to solving difficult problems-into their website development processes. Based on a literature review on the design-thinking-driven web development process, multiple case studies of award-winning website projects were performed by in-depth interviews with key practitioners. Through analyses of these cases, their user-centered approaches for website innovation were identified according to the following four phases: web planning (discovery and defining phases) and web design and development (development and delivery phases). Moreover, distinct approaches of design thinking practices were identified according to two website types: a brand promotion website with a killer brand storytelling approach; and a service channel website with a strategic UI/UX-driven approach. Next, the key success drivers of these website projects were suggested in light of the typical themes of design thinking (i.e., human centeredness, research based, context awareness, and collaboration). Some practical limitations were also found in adopting the design-thinking-driven web development process, such as limited research methods and tools, and insufficient prototyping and experimentation. Along with these limitations, it was also discovered that current digital design agencies still face the following challenges in adopting the design-thinking-driven web development process: building a long-term, playful partnership with clients; leveraging decision-makers' design thinking awareness; and coping with limited resources (design thinking practitioners, budgets, and schedules).