• Title/Summary/Keyword: Contents factors

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Study on Evaluation Factors Determining Satisfaction and Revisiting of Broadcasting Contents Market (방송콘텐츠마켓 만족도와 재방문에 미치는 평가요인: 부산콘텐츠마켓(BCM) 사례를 중심으로)

  • Gu, Jong-Sang;Lee, Wan-Soo;Lee, Jin-Ro
    • Korean journal of communication and information
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    • v.52
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    • pp.111-134
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    • 2010
  • This paper explored satisfaction and revisiting of participants on Busan Contents Market(BCM) programme in 2009. Specifically, this study conducted regression analysis for finding satisfaction and revisiting factors on main events, broadcasting-telecom convergence forum, broadcasting business marketing forum, world culture contents forum and BCM academy. Results show as following. Firstly, Participants satisfied on comfortable lodging and possibilities as international events, but not satisfied on facilities, managements, public relations, contents and service. In particular, regional attraction and interpretation service are one of factors for revisiting in BCM main events. Secondly, one of competition factors for revisiting intention in BCM main events is production and investment. Thirdly, contents, theme and qualities of presenters and discussants are main factors for revisiting in BCM. Fourthly, satisfaction degree on education contents and lectures in BCM academy is high and contents, time, line up of lectures analyzed as determined factor for revisiting. Fifthly, documentary planning, production and marketing with international investors drive to induce revisiting BCM. We discussed motivation and utility values for revisiting of broadcasting contents market.

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A Study of Relationship with User Characteristics and Paid Contents Consumption on IPTV Services (IPTV 서비스 이용자 특성과 유료 콘텐츠 구매의 관련성에 대한 연구)

  • Sawng, Yeong-Wha;Kim, Juil;Kim, Myung-Jung;Park, Sun-Young
    • Journal of Information Technology Applications and Management
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    • v.21 no.2
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    • pp.15-29
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    • 2014
  • This study analyzes the influence factors of IPTV users on the purchase of paid contents. This study carries out a web-log analysis of the actual users of the service provided by the domestic IPTV providers and classifies the influence factors on the purchase of paid contents largely into VOC, switching barriers, and content consumption pattern to conduct an empirical analysis. As analysis procedure, first, this study analyzes the preceding researches related to the core influence factors and content-purchasing patterns, and second, conducts a basic statistics analysis of the distribution of basic characteristics of the logs used, as presented in the above. Third, this study carries out a multiple regression analysis as an estimating equation of the number of purchasing the paid content depending on switching barriers of IPTV service, VOC, and content consumption pattern. As a statistical package, Stata version 11.2 was used. Through the empirical analysis, this study found that of the service use logs, VOC and content consumption pattern had a multi-dimensional impact on the purchase of premium contents. On the other hand, this study also found that the impact of switching barriers such as combination state with other products and current status of holding a point did not have a significant impact on the purchase of paid contents.

An Exploration of Factor's of Service Quality influencing at User's Satisfaction and Distribution Channel of the Digital Contents (디지털 콘텐츠 사용자의 만족에 영향을 주는 서비스 품질 요인 및 유통 채널 탐색에 관한 연구)

  • Suh, Jung Han;Bae, Soonh Han;Kim, Young Gook;Choi, Jae Young
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.183-198
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    • 2011
  • With the recent development of IT technology, the existing contents have been digitalized through various distribution channels. Accordingly, a lot of studies have been done in order to figure out the distribution and features of digital contents, In these studies, however, categorical characteristics of digital contents were not considered ; most of the previous researchers saw digital contents as only a single item or focused on some contents within particular part such as movie, music, etc. So, this study divides digital contents into movies, music and texts. I was going to study which factors affect Customer Satisfaction in relation with the kind of contents. With SERVQUAL as independent variables, which affect the Customer satisfaction, I used five factors :Design Quality, Information Quality, Security Quality, Communication Quality and Transaction Quality. As for the detailed items, I corrected them with Open-End Question and Pre Survey Research, which are more fit into the features of digital contents. This research conducted Principle Component Analysis, Reliability Test, Correlation Analysis and Regression Analysis. I verified that each factor of Service Qualities has a positive effect on Customer Satisfaction. Moreover, the factors of the effect are different according to the kind of digital contents. This paper was added Exploratory Study to find the best distribute channel. For the study, I search the possible distribute channel in each digital contents and their characteristic.

Priority Analysis of Factors for Activating 3D Contents lndustry Using AHP(Analytic Hierarchy Process) (계층적 분석 방법을 활용한 3D콘텐츠 활성화 요인 중요도 분석)

  • Lee, Chang-Hyung;Park, Chang-Mook;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.401-410
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    • 2013
  • A big success of the 3D film 'Avatar' in 2009 opened a full-fledged 3D movie era. A new industrial possibility of 3D contents was predicted in Korea and then the support for 3D contents production took placed via various media platforms. Korean government also announced the new development policies with a focus on 3D content. However, the 3D content industry has not been activated. Therefore, in this study by applying AHP(Analytic Hierarchy Process) method we tried to grasp the reason of the deactivation of 3D content industry through analyzing the relative importance rate of three research factors(content aspects, technical aspects, and policy aspects) that were mainly considered to activate the industry. The results of this study showed that the relative importance rate of content aspects was higher than that of technical aspects and policy aspects. It means the lack of 3D contents is one of main reason causing the delay of 3D industrial activation. And it also showed that the relief of human factors such as visual fatigue evaluated as a sub-factors of technical aspects are challenges to be solved soon..

Analysis on the Factors that Affect the User's Intention of Reusing Mobile App-based Tourism Contents (모바일앱 관광콘텐츠 사용자의 재사용의도에 미치는 영향요인 분석)

  • Ko, Yung-Kwan;Kim, Keun-Hyung
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.844-855
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    • 2011
  • The purpose of this study is to identify factors on the user's intention of reusing mobile app-based tourism contents and the relationship among those factors. For those purpose, we expanded the existing TAM(Technology Acceptance Model) by introducing the variables such as characteristics of mobile app-based tourism contents, which are context, ubiquitous connectivity, service quality and perceived value as external variables of the TAM. The survey was conducted by users who have previously experienced mobile app-based tourism contents. Structural equation modeling was used to Investigate the relationships between the factors. The results showed that the ubiquitous connectivity and perceived value were found to have a positive impact on both perceived usefulness and perceived ease of use. The perceived usefulness were found to have a positive impact on the attitude. Finally, The attitude were found to have a positive impact on the user's intention of reusing.

Study of Planning of Contents for Optimal Experience on Tourism (최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구)

  • Kwag, KyoungHee;Kim, Kijeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.735-745
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    • 2013
  • Tour industry has been growing with increasing of people leisure time quantitatively as well as qualitatively. Especially, region tourist industry shows rapid growth because of the development of transportation and communication. Tourist contents that representing the region have been developing briskly. However there are many nominal tourist contents have just region differentiation with same attribute and composition. It has to be consider about tourist first not a contents provider or a developer. To be memorable tourist contents and to connect to consumption, understanding about tourist is needed. So 'Experience' will be standards when tourist contents is planned. In that sense, experience 4factors from Experience Economy and Challenge-skill model from Flow will be frames for giving shape to develop tourist contents. Experience 4factors from Experience Economy suggests 4factors for the superb enjoyment to tourists, and Challenge-skill model from Flow proposes balanced contents for understanding tourists. They will contribute to suggest planning frames for sustainable tourist contents and it lead to tourists' reinstation.

A Study on Factors of Reuse of Edutainment Contents - In the Context on Educational of Games - (에듀테인먼트 콘텐츠 재이용 요인에 관한 연구 - 교육용 게임을 중심으로 -)

  • Lee, Ji-Hun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.99-112
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    • 2010
  • The game for education should newly be newly recognized in the view of user and development to bring out the particularity of game for education combined with educational factors and interest is needed. This study is conducted to concretely look at the effects of factors to reuse edutainment contents and educational games on reusing of the service, and examine characteristic difference between the factors and the degree of importance and weight. In addition, by structurally analyzing the factors the influence of reuse factors of game for education can be observed to propose methods to activated industry of game for education. The purpose of this research is to propose marketable method to increase the rate of reuse and to sustain consistent use of game for education.

A Study on the Influential factors on Visitors' Satisfaction Level in Exhibition Space - Focused on the Seoul Living Design Fair 2005 - (전시 공간 디자인이 관람객 만족도에 미치는 영향에 관한 연구 - Seoul Living Design Fair 2005를 중심으로 -)

  • Choi, Jin-Hwa;Yoon, Ji-Young
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.255-264
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    • 2006
  • This study started from the premise that the satisfaction of visitors in large-scaled design-related fair has co-relation with the environmental and contextual factors such as contents, lighting, the number and location of rest area, crowdedness, ventilation and circulation. The research was made in Seoul Living Design Fair 2005. 102 samples from 132 who answered to the questionnaire with likert-scaled and open questions were selected for the data, which were statistically analyzed through SPSS 12.0 program to explore the co-relation between the environmental factors and the satisfaction level of visitors. The findings showed that overall satisfaction level was in the middle of the scale, which means satisfied nor unsatisfied. The visitors showed relatively high satisfaction in the two factors-the contents of the fair and lighting system compared to the other factors such as the number and location of rest area, sign system, ventilation crowdedness and circulation. Even though the visitors had difficulties in circulation and showed various types in circulation, it did not seem to have a significant influence on the overall satisfaction level because it might be offset by the contents of the fair. Also, the visitors showed similar satisfaction level regardless of the type of circulation. It can be concluded that the main factors mentioned above should be considered to achieve higher satisfaction level and provide better environment in the large-scaled fair.

A Hierarchical Evaluation for Success Factors of the Mobile-Assisted Language Learning Using AHP

  • Kim, Gyoo-mi;Lee, Sang-jun
    • International Journal of Contents
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    • v.13 no.3
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    • pp.25-31
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    • 2017
  • With tremendous advancement of information and communication technologies, mobile learning systems have been widely adopted in language learning contexts, and several frameworks have been developed for identifying and categorizing different factors of mobile-assisted language learning (MALL). However, pre-existing frameworks have limitations when evaluating the importance level of criteria. The purpose of this study is to develop a comprehensive hierarchical framework for identifying and categorizing success factors of MALL and prioritizing them according to the importance level. To do that, AHP method is used to quantitatively estimate weight values of MALL criteria. Results reveal that the priority of MALL criteria is ordered as follows: content, system, learner, language learning. Local weights of each criterion are also analyzed; for example, usefulness, accuracy, and authenticity are critical factors for improving MALL contents. Ease of use and mobility of MALL systems are also considered more critical than other systematic factors. In addition, availability of immediate feedback and self-directness has the highest weight values of importance. The findings of the study are discussed regarding hierarchical orders of MALL criteria and conclude that successful MALL implementation may be achieved if related elements are diversely measured and evaluated. Pedagogical implications and suggestions for further research are also presented.

The Influence of Service Quality of Festival Service Quality on Visitors' Emotion, Perceived Value and re-visit Intention -Focused on Goyang International Flower Exhibition Festival- (고양국제꽃박람회의 서비스품질이 참가자의 지각된 가치, 감정 및 재방문의도에 미치는 영향)

  • Kim, Ju-Yeon;An, Youn Ju
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.600-608
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    • 2016
  • This research has analyzed the influence of Goyang Flower Exhibition Festival's service quality on emotion, perceived value, satisfaction, and re-visit intention. First of all, the service quality scale was composed with four factors : subsidiary service, exhibition contents, guidance service, space convenience. As the results of influence analysis, four factors had significant influence on attendee's perceived value and positive emotion respectively. Among those four factors, space convenience and guidance service showed high impact. Toward positive emotion. exhibition contents showed most influence while four factors are significantly related. Three factors of exhibition contents, guidance service, space convenience had significant effect on negative emotion. Also, positive emotion and perceived value was analyzed to have significant influence on re-visit intention.