• Title/Summary/Keyword: Chinese Broadcasting

Search Result 68, Processing Time 0.026 seconds

An Exploratory Study on the Influence of Imports of Korean Entertainment Program Formats on the Chinese Broadcasting Industry: Focused on In-depth Interviews with the Production Staff of HUNAN TV and ZHEJIANG TV Stations in China (한국 예능 프로그램 포맷 수입이 중국 방송 산업에 미친 영향에 관한 탐색적 연구: 중국 후난 방송국과 저장 방송국 제작진에 대한 심층인터뷰를 중심으로)

  • Gao, Menglu;Seo, Sangho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.3
    • /
    • pp.27-32
    • /
    • 2020
  • This study analyzed the influence of the format import of Korean entertainment programs on the Chinese broadcasting industry. To this end, an in-depth interview was conducted with the production staff of Chinese broadcasting stations. As a result of the analysis of this study, it was found that the format and production method of Chinese entertainment programs began to change from the time the format of Korean entertainment programs was imported.

Competition among Chinese Broadcastings, CCTV1, Hunan and Gangso Satellite Broadcasting : The Programming Niche Dimension (중국 방송사들의 프로그램 자원의존 전략에 관한 연구 -CCTV1, 후난 위성방송, 강소 위성방송의 편성행위 분석을 중심으로-)

  • Yu, Sae-Kyung;Gu, Yang
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.10
    • /
    • pp.116-126
    • /
    • 2015
  • The purpose of this study is to analyze the change of programming strategies of chinese broadcasting as competitions intensify in the niche dimension. Specifically, the niche breadth which indicates the diversity of program genre and way of program production, the niche overlap which indicates the degree of competition among the channels, are investigated. The results show, as the competition has intensified, three chinese television pursued different programming strategies; CCTV1 maintained programming strategy without big change, while Hunan and Gangso pursued change of programming strategy. However the change of programming strategies of Hunan and Gangso showed different direction; Hunan has tended narrows niche breadth of program genre and the way of progrm production, while Gangso broadens niche breadth. In overall, Chinese broadcastings have found the way of co-exist pursuing different programming strategy. And the programming strategy of Gangso satellite broadcasting which broadens niche breadth has showed better performance in rating and advertising revenue.

Characteristics of Postmodernity in Chinese Animation Films

  • Cao Yijun;HyunSeok Lee
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.1
    • /
    • pp.297-306
    • /
    • 2024
  • At a specific juncture in industrial development, animation emerges as a product imbued with discernible features characteristic of the mechanical replication era. Through the integration of technology, it continually gives rise to postmodern cultural traits. Notably, the trajectories of postmodernism in China and Western Europe exhibit divergence. Following the reform and opening up, both postmodernism and modernism found acceptance and became interwoven. Chinese animated films, influenced by postmodernism, actively challenge traditional animation norms, exemplifying postmodern characteristics such as deconstruction, intertextuality, indeterminacy, collage, and diversity. This article endeavors to delve into the discourse surrounding postmodernism in both Western and Chinese contexts. It aims to scrutinize the manifestation of postmodern features, particularly with regard to ethnic elements, traditional mythological texts, and gender representations in Chinese animated films. Consequently, it becomes imperative to contemplate the affirmative adaptation and independent development of postmodernism within the unique Chinese milieu. Building upon an analysis of noteworthy traditional animated film genres and developmental trends in China, this study focuses on animated films from the 21st century, specifically Monkey King: Hero is Back, Big Fish & Begonia, Dahufa, White Snake and Nezha: Birth of the Demon Child. The paper seeks to explore the overarching characteristics of postmodernity reflected in the linguistic environment of postmodernism in China.

A Study on Uses and Gratifications to the Viewing of Famous Celebrities' Internet Personal Broadcasting: Focused on Chinese Viewers' Motivation and Satisfaction (유명 연예인 인터넷 개인 방송 시청에 대한 이용과 충족 연구: 중국 시청자의 시청동기와 시청만족도를 중심으로)

  • Xia, Pingping;Seo, Sangho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.4
    • /
    • pp.53-58
    • /
    • 2020
  • Many stars are delivering various contents such as real time talks through Internet personal broadcasting to communicate with fans. For stars and entertainment companies that expect the effect of communicating with fans through Internet broadcasting, it can be said that it is important to grasp viewers' viewing motivation and satisfaction. Thus, we analyzed the viewing motivation and satisfaction of Chinese viewers' Internet personal broadcasting of famous celebrities based on the uses and gratifications approach. To this end, an online survey was conducted, and as a result, 'emotional motivation' and 'functional motivation' were found as Chinese viewers' motivation for viewing Internet personal broadcasting of famous celebrities. In addition, it was found that viewers' satisfaction increased as the viewers' 'emotional viewing motivation' increased. From the results of this study, it seems that a strategy of subdividing programs by reflecting the audience characteristics such as age and occupation is needed. It can be a way to expand the number of viewers and the intended broadcasting effect by designing and producing programs for personalized celebrity internet broadcasting by segmenting audiences.

A Study on Radio Cooking Program in Korea during the Japanese Colonial Period (일제강점기 라디오 요리프로그램의 특성과 내용)

  • Lee, Kyou-Jin
    • Journal of the Korean Society of Food Culture
    • /
    • v.32 no.6
    • /
    • pp.487-497
    • /
    • 2017
  • This study was conducted to examine the 2nd broadcasting cooking program of Gyeongseong Radio from April 26th 1933, when the 2nd broadcasting for Koreans started, to December 1941. From its opening date, there were continuously regular cooking programs such as 'Recipes' and introducing 'Japchae'. Analysis of names broadcasted in cooking programs included a total of 452 foods (328 types); specifically, 332 Korean foods, 71 Western foods, 24 Japanese foods, 18 Chinese foods, and seven other foods. Korean foods included 35 staple foods, 223 side dishes, 64 deserts, and 11 sauces. Western foods included seven soups, 25 main dishes, and 25 deserts. Main dishes included many deep-fried dishes, while diverse types of desserts were also introduced. In the case of Japanese food, there were many foods combined with Western food. Chinese food included many types of dumplings and fried rice, as well as many dishes using pork. Among people broadcasting cooking programs, there were 11 whose names were shown in the schedule, all of whom were recognized as the best cooking specialists and educators of the time.

A Study on the Elements of Chinese Animation IP (Intellectual Property) Development Based on the Pan-Entertainment Industry

  • Yan, JiHui;Lee, Byung Chun;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.1
    • /
    • pp.168-179
    • /
    • 2021
  • With the introduction of China's new policies, the Chinese animation industry has gradually formed a sustainable industrial structure chain, and the output value of the animation market is also in a state of continuous growth. Since 2013, domestic animation has been developing from "lower age" to "ageing" and "adults". At the same time, with the popularization of China's pan-entertainment industry model, the multi-domain symbiosis of the Internet and mobile Internet has been realized, creating a fan economy of star IP (Intellectual Property), and promoting the linkage of various industries under the same IP. This paper mainly analyzes the development of the animation IP market in China's pan-entertainment mode in recent years, and analyzes the cross-media operation mode of the animation industry. At the same time, it studies the application of self-media in animation.

News Avoidance during the COVID-19 Pandemic : Focusing on China News Users

  • LIYALIN
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.31-42
    • /
    • 2024
  • Today, news avoidance has become an inevitable trend, particularly exacerbated since the outbreak of the COVID-19 pandemic in 2020. To delve deeper into the shifting tendencies of news consumers towards news avoidance and unveil the motivations behind this avoidance, this study recruited 500 Chinese news consumers aged between 20 and 60 years old, employing survey questionnaires as the research method. Through an indepth examination of their news consumption behavior at different stages of the COVID-19 pandemic, we discovered that individuals' risk perceptions and efficacy beliefs significantly influence their patterns of news consumption. Furthermore, we identified negative emotions, information overload, and media distrust as the primary reasons for news avoidance among Chinese news consumers during the COVID-19 crisis. These findings Not only provide crucial insights into understanding the dynamics of news consumption behavior but also offer valuable reference points for the news industry to better fulfill its role and value during crises in the future.

Factors Influencing the Consumer Attitude toward Product Purchasing Related to Chinese Personal Internet Broadcasting Wang Hong (인터넷 개인 방송 왕홍을 통한 제품 구매와 관련된 중국 소비자 태도에 영향을 미치는 요인)

  • Zhang, Yining;Park, Hyun Jung
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.10
    • /
    • pp.1-10
    • /
    • 2018
  • This study investigates Chinese consumers who have recently purchased products through internet personal broadcasting of Wang Hong and explores how factors related to Wang Hong, broadcasting contents, and products affect purchasing satisfaction of consumers. The present study also examines whether this satisfaction affects the consumer loyalty to the shopping through the Wang Hong in the future. The results indicated that consumers' perception of the informational level rather than entertainment level of broadcasting contents had significant effects on the product satisfaction. The perceived uniqueness and credibility of Wang Hong were found to have positive impacts. In terms of products, the more consumers perceived the product to fit their images or values, and the higher the fit between the images of Wang Hong and the endorsed product, the higher the satisfaction with the product. Product satisfaction increased the customer loyalty, including the intention of repurchasing products endorsed by the Wang Hong.

Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.11 no.2
    • /
    • pp.67-75
    • /
    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.

A Study on the Adaptability of Shadow Puppet Elements to Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.12 no.2
    • /
    • pp.102-107
    • /
    • 2023
  • Chinese shadow puppetry is an ancient form of drama with a long history. Known as the "mother of Chinese folk opera", it has rich cultural connotations and artistic value. At the same time, as a classic video game genre, side-scrolling games have many loyal fans around the world. However, in recent years, some previous entertainment cultures such as shadow puppetry are slowly disappearing. In contrast, video games play an increasingly important role in people's entertainment. Combining Chinese traditional culture with video games can be a great way to promote the preservation of these cultures. By making traditional culture more accessible and engaging, developers can help to ensure that these cultures continue to be enjoyed by future generations.The side-scrolling game is a classic game type, and it has many similarities with shadow puppetry. This paper will analyze the similarities and differences between Chinese shadow puppetry and horizontal version games, and try to explore how to organically integrate the two, so as to promote the inheritance and development of traditional culture, and promote cultural innovation and the development of creative industries.