• Title/Summary/Keyword: Entertainment Agency

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Relationship between Content Characteristics, Immersion, and Customer Purchase Intention in Live-streaming Commerce

  • Bir Bahadur TRIPURA;Jae-Hyeon KIM;Sung Eui CHO
    • The Journal of Economics, Marketing and Management
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    • v.11 no.3
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    • pp.67-79
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    • 2023
  • Purpose: This study examines the relationship between content characteristics and customer viewing and purchase intention in live-streaming commerce. Research design, data, and methodology: For this purpose, seven independent factors such as entertainment, artistry, storytelling, informativity, interactivity, reliability, and technicality are extracted based on previous literature. The viewing intention and purchase intention are adopted as dependent factors. The role of 'immersion' is investigated as a mediating factor between the independent and dependent factors. Results: The results showed that entertainment, artistry, technicality, and reliability significantly affected immersion, and immersion affected viewing intention and purchase intention. Immersion was found to play a mediating role between content characteristics and consumer viewing and purchase intention. Conclusions: The results indicate that the content characteristics not only attract customers but also affect their immersion, viewing intention, and purchase intention directly or indirectly in the live-streaming commerce sector.

A Study on the Court's Recognition and Improvement of the Standard Contract Issues in the Media Entertainment Industry (미디어 엔터테인먼트산업의 표준계약서 쟁점 사항에 대한 법원의 인식과 개선방안에 관한 연구)

  • Park, Sung-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.323-335
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    • 2021
  • The purpose of this study is to organize issues of exclusive contracts for celebrities, which have been a major part of the existing industry, in preparation for various contract disputes in the media entertainment industry, and disputes in the media entertainment industry. According to the law case analysis conducted to achieve the purpose of the study, the court judged that the exclusive contract that did not conform to society's conventional wisdom was not effective, and that it was difficult to maintain the contract because it was not a normal contract. In addition, the court believed that unreasonable contracts using unfair trading status and overly long contracts were all reasons for termination. According to the court's judgment, the current standard contract requires about four revisions. First, clarification of contract termination conditions, second, clarification of payment date of revenue allocation, third, diversification of contract periods, and fourth, realistic modification of penalty provisions. Standard contracts have been enacted after several discussions, but there are still many things to revise and supplement. It will not end up with the preparation and use of contracts, but it will be necessary to continuously revise them to suit the industry's situation.

Case Study of Moving up the Charts in K-pop : Focusing on Brave Girls' 「Rollin'」 (K-pop 음원 역주행에 대한 사례 분석 : 브레이브걸스(Brave Girls)의 「롤린(Rollin')」을 중심으로)

  • Jung, Seung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.69-83
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    • 2021
  • To understand 'Moving up the charts' as a dynamic phenomenon in the K-pop entertainment industry, this study specifically analyzed the 'Moving up the charts' of 「Rollin'」 sung by 'Brave Girls'. First, the context and process related to 「Rollin'」 were described in detail, and the performance as a sound source and business were described. Subsequently, six factors were analyzed and presented as causes for 'Moving up the charts': 'Existence of specific possible triggers', 'Attractions of content itself', 'Inflow of new male fans', 'Turning weaknesses into strengths as idol', 'Psychological empathy with stories of real group' and 'Fast response and communication of agency'. Due to the influence of 'Moving up the charts', two changes were presented: 'Expansion of popularity and interest and expansion beyond songs' and 'Forming a consumer group with high purchasing power'. Through this, this study discussed the meaning, role, and possibility of 'Moving up the charts' in the K-pop entertainment industry. In the future, it will be necessary to recognize 'Moving up the charts' in the music market as a remarkable phenomenon, and to understand the importance of new idol consumer class as well as the use of related media such as YouTube.

Effect of Store Fit of Improved Signboard on Visit Intention to Store: Mediating Effects of Informativeness, Entertainment, and Irritation (간판 개선을 시행한 간판의 점포 적합성이 점포 방문 의도에 미치는 영향: 정보성, 오락성, 방해성의 매개효과)

  • Yesolran Kim;Se-Jin Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.29-35
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    • 2023
  • This study examined the effect of store fit perceived by consumers for improved signboards on visit intention to store, and the mediating effect of informativeness, entertainment, and irritation. The survey was conducted from November 7 to November 18, 2022 with 150 undergraduate and graduate students who had experience visiting areas where signboard improvement projects were implemented. The collected data were analyzed using SPSS 26.0 and PROCESS Macro 4.2. The results showed that store fit had a positive effect on visit intention to store by mediating informativeness and entertainment. This results suggest that practitioners of local governments and government agencies and store owners should consider store fit of signboards as important when participating in signboard improvement projects.

디지털스토리텔링-디지털 에듀테인먼트 콘텐츠를 위한 스토리텔링 기법

  • Gang, Sim-Ho
    • Digital Contents
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    • no.7 s.146
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    • pp.66-71
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    • 2005
  • 교육(Education)과 오락(Entertainment)의 합성어인 에듀테인먼트(Edutainment)는 학생이 학습을 하거나 기업의 종업원이 특정 능력을 익히는 데 사용되는 교육용 도구를 의미한다. 에듀테인먼트는 교육용 소프트웨어에 게임이나 친근한 인물과 음악, 이야기 등 오락성을 가미해 싫증을 느끼지 않고 즐기면서 교육적 효과를 거두고자 하는 목표를 지향하고 있다. 이러한 재미와 교육이라는 두가지 목표를 달성하기 위해 에듀테인먼트에 포함되는 디지털콘텐츠는 게임이나 e러닝의 콘텐츠와는 다른 차원의스토리텔링 기법이 요구된다. 이번호에서는 에듀테인먼트 콘텐츠에 적합한 퀘스트 스토리텔링(Quest Story telling)과 공간 스토리텔링(Spatial Storytelling)을 소개한다.

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A Study on the Influence of Watching Korean Childcare Entertainment Program on Parenting of Chinese Viewers (한국 육아 예능 프로그램 시청이 중국 시청자의 양육에 미친 영향에 관한 연구)

  • Liu, Jia;Seo, Sangho
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.85-90
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    • 2020
  • Due to the recent Korean wave, Korean childcare programs have been very popular in China, while some localized programs have gained popularity in China. The purpose of this study was to examine whether the viewing of Korean childcare entertainment program influences the parenting attitude and consciousness of Chinese viewers based on the cultivation theory. A total of 544 Chinese viewers were examined through an online survey and found that Korean childcare programs were not only loved by Chinese viewers, but also influenced their parenting attitudes, consciousness and behaviors.

Impact of Gratifications Obtained on Behavioral Intention Watching OTT Services (OTT 시청에 따른 획득충족이 이용자의 행동 의도에 미치는 영향)

  • Song, Keun-Tae
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.331-338
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    • 2022
  • The purpose of this study is to examine the effect of Gratifications Obtained (GO) on behavioral intention targeting Over-the-Top (OTT). The study chooses quality of content, variety of content, leisure activity, entertainment, the convenience of watching, and reasonable rate ratio as factors of GO. The number of subjects for the research is 330 people aged from their twenties to thirties in Daegu and Gyeongbok province. This study employs multi-regression analysis to analyze the impacts of GO on behavioral intention. The analysis shows that quality of content and variety of content influence behavioral intention at a significance level of 0.01, and entertainment and the convenience of watching influence at a significance level of 0.05.

Qualitative Analysis of Emotional Labor by Forest Healing - Focused on Travel Agency Employees - (숲 치유를 통한 감정노동의 질적 연구 : 여행사 종사원을 중심으로)

  • Kim, Dong-Joon;Kang, Hee-Seog;Seo, Ye-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.47-56
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    • 2019
  • This study conducted in-depth interviews with employees who worked at three different travel agencies in Seoul and had different employment years. In order to resolve emotional labor, we investigated and analyzed the positive effects of forest healing programs and tried to help both travel agents and forest healing operators. According to the analysis, the person who was selected for the H travel agency was interviewed at the forest healing experience center in Gapyeong in April 2018 and her job as an operator for the fifth year since she joined the company. He said that he suffered from depression due to emotional labor in the customer service process and that it has a positive effect through forest healing. Next, M travel agents conducted an interview in May 2018 at the forest experience center in Uiwang, and their job as a woman was product planning. In the case of emotional labor and physical illness in the work with customers, participants were interested in forest stability, people's humanity, and wooden crafts in particular. Lastly, participants of R travel agency conducted an interview at the forest experience center in Seoul in June 2018 and it was their 10th year as a man and their job as a tour contact. In order to solve the difficulties, I experienced forest experience in close geographical areas and received great help.

The Effect of the Characteristics of Tours and Activities in Online Travel Agencies on Memorable Tourism Experiences, Satisfaction, and Loyalty: Based on the S-O-R Framework (온라인 여행사 여행체험활동 특성이 기억할만한 관광경험, 만족도 및 충성도에 미치는 영향: S-O-R 프레임워크를 기반으로)

  • Jin, Chengjun;Yang, Sung Byung
    • The Journal of Information Systems
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    • v.31 no.2
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    • pp.263-288
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    • 2022
  • Purpose Recently, the tours and activities (TAA) market provided by online travel agencies (OTA) has grown rapidly and has become the third-largest in the travel industry. However, compared to its practical proliferation, TAA has not yet received much academic attention. This study aims to discuss the effect of the four domains (e.g., educational, entertainment, escapist, and esthetic experiences) of the experience economy on users' memorable tourism experiences (MTE), satisfaction, and loyalty in the context of TAA. Moreover, the study investigates how this mechanism varies depending on the tour guides' professional competency. Design/methodology/approach This study developed a research model based on the S-O-R framework. Using the survey method, data were collected from consumers who had experienced TAA offered by OTA more than once within one year. A total of 307 respondents (consumers) were used for the final analysis, and developed hypotheses were tested using a structural equation model technique. Findings The results of this study are as follows. First, educational, entertainment, and escapism experiences in the experience economy positively affect MTE. Second, within the experience economy, entertainment and esthetic experiences have a positive effect on satisfaction. Third, MTE positively influences satisfaction, repurchase intention, and recommendation intention. Fourth, satisfaction has a positive impact on repurchase and recommendation intentions. Finally, according to the level of tour guides' professional competency, there is a significant difference in the effect of escapism experience on MTE/satisfaction.

Transformation of the Music Market brought about by Technology (테크놀로지가 가져온 음악 시장의 변혁)

  • kim, Joy
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.537-541
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    • 2022
  • As technology advances, various applications linked to the music industry are becoming popular through new media. There have been many changes in the music market. Beyond the existing music market, where music copyright and performance rights were the center of the music business, we are unifying and operating communication channels that connect artists and fans, such as investment products derived from music copyrights. The technology that connects the fandom with additional business digital content has transformed into global platforms such as HYBE Entertainment's and YG Entertainment's Weverse, as well as SM Entertainment's Bubble. In addition, various national support projects to build a 5G MEC (MobileEdge Computing) environment to quickly respond to the rapidly changing 5G industry ecosystem are supporting for the immersive content demonstration, immersive content testing, and technical analysis, we are laying the groundwork to efficiently respond to the ever-expanding metaverse content market. Technology is changing dramatically. Therefore, we would like to study to changes in the music market brought about by technology and suggest strategies for a new era in the music business.