• Title/Summary/Keyword: Comics Audience

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Methodology for Analysis of Comics Audience (만화수용자 분석을 위한 연구방법론)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.9
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    • pp.80-93
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    • 2005
  • This study analyzes current situation of Korean comics market, emphasizes the necessity of studying comics audience. Presenting the differentiated methodology for comics study, the alternative solution for Korean comics market is given. The theoretical foundation is based on the cultural approach for audience studies. This study aims to find out the changing environment of taking comics contents and using behavior of it. Most audience of comics make use of them in various ways and try to use them in new experimental method. To analyze the tastes and using behavior of comics audience is necessary for preplanning of comics production.

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Comics with Drama: New Communication in Wedia

  • Hu, Jia-Wen;Tsang, Seng-Su
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.4143-4159
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    • 2015
  • We-the-media (aka wedia) is a concept where the users of social networking sites, such as Facebook, turn into the broadcasters. This study used the popular application Bitstrips as the experiment tool. Facebook was used as the Wedia platform for publishing designed comics, then used the three elements of Goffman's dramaturgy model-role, scene and dialog-to analyze 265 comics created by 3 researchers and observe the audience's responses within 9 months. The results showed that people want to see a good story with positive dialogue, and prefer scene is school more than work. As all these elements are controllable, Wedia communication has the potential for more applications. We also found that including the elements of news, gambling and gift-giving tended to trigger greater response. Furthermore, We suggesting that such embedding of product information in web episodes (webisodes) with caricature could be a successful marketing strategy.

Personality and Behavior Analysis of the Characters in -With focus on Enneagram Type- (만화 <나루토> 속의 캐릭터 성격과 행동 분석 -에니어그램 유형을 중심으로-)

  • Liu, Si-Jie;Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.43
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    • pp.23-46
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    • 2016
  • Japanese "Manga" (Comics) and animation films are very popular among the audiences from many countries. Japan is creating various new cultural contents through comics and animation films, and it became one of the important economic growth driver. Japanese famous comic Naruto, which had been successfully concluded recently, have achieved great success and gained popularity globally. One of the reasons for the success of Naruto is the various characters in the comic. In, there are various characters with different personalities and characteristics. Characters are important factors that makes the story stands out and delivers the story. Furthermore, the characters in the story often reflect the author's psychology and mind. By analyzing the characters' behavior and personalities, the audience can follow the story more interestingly, and understand the author's message better. The objective of this study is to analyze the Naruto's main characters' personality and characteristics through enneagram. Furthermore, the report explains the success of by analyzing the different behaviors that results from different personalities, and the relationship between the characters.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

An Analytical Study on the Visual Innovation of the Animation <Spider-Man: Across the Spider-Verse>

  • Zhihui Chen;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.352-357
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    • 2023
  • This study focuses on the art style research of the 3D Animation <Spider-Man: Across the Spider-Verse>, exploring the film's innovation in art design. The article first analyzes how the movie skillfully blends American comics, watercolor painting style, Pollock drip painting, and ink painting, among other artistic techniques, to present a unique visual experience for the audience. By specifically dissecting the character design and scene composition in the movie, it explores the specific application of these art styles and their methods in digital image production. Ultimately, the paper emphasizes the contribution of <Spider-Man: Across the Spider-Verse> to 3D Animated cinema, particularly its innovation in the field of art design, as well as its inspiration and possibilities for the diversity of art styles in animated films. Overall, this study aims to provide in-depth academic insight into the field of animated film art design and to promote its development and innovation.

A Study on the Realism of Graphic Novel : Focused on Pascal Croci's (리얼리즘적 그래픽 노블: 파스칼 크로시의 『세슘137』)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.32
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    • pp.121-140
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    • 2013
  • This study takes a look at diverse artistic strategies is taking as a graphic novel of participation. Pascal Croci has used and combined the forms to convey the message he want as a writer of an inclusive graphic novel, image-text. It is linked with an intrinsic to the graphic novel as well as tradition of realism in a wide variety of genres. This study takes a brief look at the realism art in each genre and confirms in relation to the artistic characteristics of intrinsic to the graphic novel is taking as a graphic novel of participation. is consists of the process of covering a case and the form of a broadcasting report and a fictional format emphasizes the objectivity in contents to highlight the journalistic characteristics of the general narrative. uses various artistic languages of realism. The audience feels a realistic case through the experience and writer's message is convey effectively. shows the generic openness of the graphic novel.

A Study on the Delusional Characters and Their Narratives of Love in Cartoon Works of Jungae Lee and Shijin Yoo (이정애, 유시진 만화에 나타난 망상형 인물과 연애서사 연구)

  • Kim, Hye-Bin;Ahn, Sang-Won
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.640-650
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    • 2016
  • This study analyzed the narratives of love of "delusional" characters in the works of Jungae Lee and Shijin Yoo, whose cartoon creations were prominent in the 1990s and the early 2000s. Their delusional characters can be characterized by excessive obsession with their objects of love, rejection of realistic logic, madness, and extreme selfishness. They make a type of characters whose traces have disappeared not only in the South Korean society of the 21st century, where love and dating are included in the discourse of self-development and dramatic pathos is regarded as the waste of feelings, but also in creative works. It is still, however, needed to pay attention to the selfishness and collapse of those delusional characters that reject the order of the world and focus only on their love because they make the audience betray the sentimentality of melodramas stimulated by the popular culture and reconsider the concept of "love" itself. While Jungae Lee displays the progress of delusional characters and their narratives of love toward collectivized compulsion with the Messiah motif of Christianity, Shijin Yoo presents a narrative of delusional characters with lost memories reacting to hysterical fantasies and eventually choosing their collapse. Their two narratives are significant in that they propose the archetype of personal desire eliminated by the narratives of love in melodramas.

About the Multi-layered Communication of Princess Pari on the Webtoon Platform of Daum -Focusing on Analysis of Narrative Structure and Comments (Daum 웹툰 <바리공주>를 통해 본 고전 기반 웹툰 콘텐츠의 다층적 대화 양상 -서사구조와 댓글 분석을 중심으로)

  • Choe, Key-Sook
    • Journal of Popular Narrative
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    • v.25 no.3
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    • pp.303-345
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    • 2019
  • This article analyzes the multi-layered communication in the Webtoon Princess Pari, released on the Daum portal site, created (written and illustrated) by Kim Naim, through analyzing the narrative structure and comments with the qualitative / quantitative methodology. The webtoon Princess Pari is structured in an omnibus style in which unit narratives are intermittently articulated, multi-lined, and interconnected. As integrated narratives which link with unitary narratives, Pari's growth story as a shaman and a romance narrative are structured. The classical original story of the shaman was used as a prehistory corresponding to the prequel of the webtoon through a preview, and the writer restructured the narrative to overcome the contradictions of the gender asymmetry and the patriarchal ideology of the original text. The viewer then creates a conversational space by giving critical and reflective comments. According to a statistical analysis conducted through sampling, the types of comments can be classified as follows: Appreciation and criticism of the contents ≫ Emotional response ≫ Intuitive overall review ≫ Knowledge and reflection ≫ Comments on comments. In the process of creation and acceptance of the Webtoon, a multi-layered dialogue between classical and modern, content and audience, acceptance and creation has been at play. In the creation dimension, the writer used a device to fill the gap of mythical symbols of the contents. At the level of the audience, they formed a culture of sharing information, knowledge, and reflection about tradition/folk/culture through comments. This corresponds to classical and modern dialogue through the webtoon. The viewers form a sympathetic bond, attempt hermeneutical coordination, supplement the information, and search for a balanced angle through controversial conversation. In addition, by commenting on attitudes, views, and perspective, the commentators showed a behavioral pattern corresponding to meta-criticism in literature. The viewers' comments acted as feedback on the creation of the webtoons, so that the creation and acceptance itself influenced the production of the content of the webtoon. The webtoon Princess Pari, which was based on Korean classical narrative, has been reorganized onto 'moving and dynamic' content, which leads to sense, thinking, criticism and reflection through the formation of various dialogues.