• Title/Summary/Keyword: Entertainment Program

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Classification of Character Types in Korean Entertainment Program (한국 방송 프로그램의 예능 캐릭터 유형 분류 연구)

  • Jeong, Ye-Jin;Kim, Myoung-Jun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.11-18
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    • 2020
  • Korean entertainment programs have attempted to change formats to reflect the viewers' preference for the unexpected progress of narrative. Casts have used their public identity and it contributes to strengthen the realism by providing their realistic reactions. This study is to advance understanding of entertainment characters' characteristic by classifying character types and analyzing main types that have been appeared repeatedly. This study suggests securing diversity of entertainment characters by noticing character types appearing at low frequency in classification.

The Analysis of the "Idol Nurture" Pattern of the PRODUCE 101 Program (<창조 101> 프로그램의 아이돌 양성 모식 분석)

  • Li, Duruo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.37-46
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    • 2019
  • The PRODUCE 101 (Chinese version《创造101》) program is an "Idol Nurture" reality show bought by China's Tencent Video from the copyright of the Korean PRODUCE 101 program. The program's "Idol Nurture" pattern is concentrated in the four aspects of the "Semi-finished" training objects, the complementary nurturing goals, the key points of storytelling, and the extreme empowerment of training subjects. The "Idol Nurture" process is fully presented through the programming of the training processes inside entertainment companies, and the foregrounding of the back stages of the recording, trainees and entertainment companies. The "Idol Nurture" pattern of the program has attracted great attention and has been applauded by many because it better satisfies audiences' diversion utility, personal relation utility, and personal identity utility. This pattern of "Idol Nurture" program can provide insightful reference and valuable experience to the development of other reality talent shows.

Evolution of Entertainment Program Format (방송 예능프로그램 포맷의 진화)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.55-63
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    • 2015
  • One of the most notable changes in entertainment programs has been the gamification since 1991. The comparative analysis of 255 weekend entertainment programs run by terrestrial broadcasters between 1991 and 1998 and between 2008 and 2014 indicates that entertainment programs have emigrated from the variety format to the reality, and that adopted entangled plots than interwoven ones more and more, using mission performances and competition heavily. Further, even within the reality format, different competitive factors and plot composition are adding the diversity in the end results immensely. The interaction among the gamification, plots and competitive factors is quite likely to drive creative changes in the broadcast formats in the years to come.

A Typology of Experience Program of Fishing Village Tourism in Gangneung -An Application of Model of the Four Realms of an Experience by Pine & Gilmore (강릉시 어촌관광 체험 프로그램의 유형화 - Pine & Gilmore의 체험영역 모델 적용 -)

  • Lee, Young-Jin;Song, Young-Min;Lee, Kwang-Pyo
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.4
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    • pp.695-708
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    • 2011
  • Nowadays, fishing village is in trouble because of the depletion of fishing resources and an aging population. Fishing village tourism can do important roles for improving these situation as alternative resources. This study monitored 6th fishing villages in Gangneung for discovering materials of fishing village experiences. The materials have classified based on model of the four realms of an experience by Pine & Gilmore which are composed of escapist, esthetic, entertainment, education. The results showed that Jumoonjin and Youngjin village had entertainment and escapist experience programs, Sodol village had escapist and esthetic experience programs, Geumjin village had entertainment and esthetic experience programs, Jumoon 5 ri village had entertainment, SaCheon village had escapist experience programs. The results of this study can give implications for efficient management of fishing village experience program, especially can provide fishing village experience programs tourist prefer among the four realms of an experience.

Big Data Analysis of the Women Who Score Goal Sports Entertainment Program: Focusing on Text Mining and Semantic Network Analysis.

  • Hyun-Myung, Kim;Kyung-Won, Byun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.222-230
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    • 2023
  • The purpose of this study is to provide basic data on sports entertainment programs by collecting data on unstructured data generated by Naver and Google for SBS entertainment program 'Women Who Score Goal', which began regular broadcast in June 2021, and analyzing public perceptions through data mining, semantic matrix, and CONCOR analysis. Data collection was conducted using Textom, and 27,911 cases of data accumulated for 16 months from June 16, 2021 to October 15, 2022. For the collected data, 80 key keywords related to 'Kick a Goal' were derived through simple frequency and TF-IDF analysis through data mining. Semantic network analysis was conducted to analyze the relationship between the top 80 keywords analyzed through this process. The centrality was derived through the UCINET 6.0 program using NetDraw of UCINET 6.0, understanding the characteristics of the network, and visualizing the connection relationship between keywords to express it clearly. CONCOR analysis was conducted to derive a cluster of words with similar characteristics based on the semantic network. As a result of the analysis, it was analyzed as a 'program' cluster related to the broadcast content of 'Kick a Goal' and a 'Soccer' cluster, a sports event of 'Kick a Goal'. In addition to the scenes about the game of the cast, it was analyzed as an 'Everyday Life' cluster about training and daily life, and a cluster about 'Broadcast Manipulation' that disappointed viewers with manipulation of the game content.

Investigation about the Context in which the Effects of Entertainment-education Program May Reduce -Focused on Persuasion Knowledge and Pre-attitude (교육적 오락물의 설득효과 감소요인에 대한 탐색적 연구 -설득지식과 사전태도의 영향을 중심으로)

  • Kim, In-Sung;Lee, Seung-Jo
    • Korean journal of communication and information
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    • v.69
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    • pp.7-29
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    • 2015
  • The purpose of this research is to examine the impacts of persuasion knowledge and pre-attitude on responses to a persuasive entertainment education program. Persuasion knowledge model was adopted as the theoretical frame and information about the sensational identity of entertainment program was used to activate audience's persuasion knowledge(i.e. resistance). Pre-attitude was measured by the degree of concern about the persuasion topic. The experiment was designed by persuasion knowledge(2) ${\times}$ pre-attitude(2) and participants were randomly assigned in one of the conditions and rated their attitude for the persuasion topic. The implicit measure for attitude was included in addition to the explicit measures in order to reveal unconscious attitudinal changes. The results showed that the allegedly effective entertainment-education can confront the resistance of the audience in some contexts. A significant interaction of knowledge ${\times}$ pre-attitude was found in the result of the implicit attitude. The individuals with high concern about the persuasion topic, compared to those with low concern, were more influenced by the entertainment program and also persuasion knowledge. The interaction was not significant on the explicit attitude, which may present the usefulness of the implicit measure in entertainment-education research.

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A study on the Development of Animated Graphic Chatting Program based on Facial Expression (표정과 제스처에 기반한 대화기법을 활용한 Animated Graphic Chatting 프로그램 개발 연구)

  • 안상혁;정진오
    • Archives of design research
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    • v.12 no.4
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    • pp.129-137
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    • 1999
  • We see that the Interactive Entertainment Industry on the internet has a great potential to grow in the 21st century. There will be many kinds of internet content. Internet contents can be classified with six categories such as identity, entertainment, learning, shopping, community. However, we see that shopping and community have a higher market share among the six. Recently, community has become more important in making an internet business sucessful, because it is valuable in creating virtual society in cyber space. A chatting program has been an effective means to form community. So we developed the animation graphic chatting program that functions to express an emotion effectively compared to the text chatting.

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A study on entertainment TV show ratings and the number of episodes prediction (국내 예능 시청률과 회차 예측 및 영향요인 분석)

  • Kim, Milim;Lim, Soyeon;Jang, Chohee;Song, Jongwoo
    • The Korean Journal of Applied Statistics
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    • v.30 no.6
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    • pp.809-825
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    • 2017
  • The number of TV entertainment shows is increasing. Competition among programs in the entertainment market is intensifying since cable channels air many entertainment TV shows. There is now a need for research on program ratings and the number of episodes. This study presents predictive models for entertainment TV show ratings and number of episodes. We use various data mining techniques such as linear regression, logistic regression, LASSO, random forests, gradient boosting, and support vector machine. The analysis results show that the average program ratings before the first broadcast is affected by broadcasting company, average ratings of the previous season, starting year and number of articles. The average program ratings after the first broadcast is influenced by the rating of the first broadcast, broadcasting company and program type. We also found that the predicted average ratings, starting year, type and broadcasting company are important variables in predicting of the number of episodes.

A Study on Idol Marketing Strategies Using Web Entertainment - Focusing on - (웹 예능을 활용한 아이돌 마케팅 전략 연구 - <달려라 방탄>을 중심으로)

  • Lee, Shuo-Kun;Huh, Eun-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.99-109
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    • 2021
  • The purpose of this paper is to look at web entertainment in terms of marketing and analyze how consumers in Korea and abroad feel about it. To this end, methods such as literature research, case studies, and consumer interviews were used. The main conclusions of this paper are as follows. First of all, through the case of "Run BTS," the web entertainment program actively reflects the needs of viewers on entertainment content by utilizing the unique interactions of web entertainment in terms of products. In terms of price, web entertainment operated a paid service that contained more diverse contents. However, the degree of satisfaction with paid services was different for each age group or income of viewers. In terms of distribution, web entertainment can position viewers much more clearly than conventional TV entertainment, has strong communication with viewers, and is relatively free from political conflict or censorship in overseas exports. Finally, in terms of public relations, web entertainment is promoted in various ways to fans who are the mainstay of existing viewers, but public relations for various viewers other than fans are relatively weak. Based on the above analysis, this paper proposed ways to improve consumers of web entertainment by region, customized marketing by age, professional window for consumers to directly express their opinions on content, and wide promotion through various media.

Effects of Watching 'Cookbang' Program on Behavioral Motivations (쿡방프로그램의 시청동기가 시청 후 행동에 미치는 영향)

  • Kim, Ok-Sun
    • Korean journal of food and cookery science
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    • v.32 no.6
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    • pp.773-781
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    • 2016
  • Purpose: This research was undertaken to study the motivational behavioral effects after watching the 'Cookbang'. Methods: Between October 23 to November 7, 2015, 420 adults over the age of 20 were surveyed in the Gyeonggi Province and Seoul. The SPSS Statistics (ver. 18.0) was used for analysis of 401 (95.5%) questionnaires, 19 were excluded on the basis of insincerity. Results: Adult male to female ratio was 150 males (37.4%) and 251 females (62.6%). The maximum adults were in their 20s 166 (41.4%). There were 211 single persons (52.6%). Most of the respondents were employees. Highest number of respondents (192) found Korean cooking to be an interesting field. Many adults responded that they watched the 'Cookbang' program once a week. For companionship, majority of the male and female respondents said that they 'watch alone' and 'watch with their children', respectively. Maximum number of respondents in their 20s-60s said they'watch alone'. There was a significant difference in gender and age. Conclusion: The watching motivations drawn by factor analysis were 'information', 'entertainment' and 'psychology.' Regression analysis showed that 'entertainment' had a big effect on the use of restaurants, the selection of groceries, the desire for gourmet restaurant visit, and the selection of restaurants, whereas 'information' had the biggest effect on nutrition and health care.