• Title/Summary/Keyword: Fandom platform

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A Study on the Speed of Message Output for Smooth Cummunication for Chat Platform between Idol and Fandom (팬덤과 아이돌의 상호 채팅 플랫폼에서 원활한 커뮤니케이션을 위한 메시지 출력 속도에 관한 연구)

  • Jungha Kim
    • Smart Media Journal
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    • v.12 no.7
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    • pp.68-75
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    • 2023
  • In this study, I would like to conduct a study on the design of chat UX between fandom and idol. The 1:多 form of message exposure method between idols and fandom was studied and the optimal exposure form and speed were tested. Based on the results of the experiment, 30 sentences were selected per second among various options, and based on this, the results were applied to the actual Universe platform to facilitate communication between idols and fans.

Expansion of K-Content by Global Fandom : Focusing on 'Fansub' Community of Viki (글로벌 팬덤을 통한 한류 콘텐츠의 확대 : Viki의 '팬 자막' 커뮤니티를 중심으로)

  • Kim, Young-Hwan;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.523-530
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    • 2019
  • This study examines how global fandom for Korean dramas is formed and maintained by examining the reason and purpose of voluntarily making the subtitles of Korean drama through in-depth email interviews with foreign subtitle producers(fan subber) working on a video site called Viki.com. The research focused on Viki's fan community, which has grown into the most influential Korean Wave platform. Collective intelligence expresses in the fan community produces more than professional results and they are acting as consumers, cultural producers, and second creators of K-content. In order to continue the spread of K-content, it needs to pay more attention to the long-term strategy of global fandom combined with the fan community activities of the new media platform and network effects.

Analysis of differences in K-pop Content Update Preference Cycle and Price Elasticity

  • Kwak, Youngsik;Lee, Yunkyung;Na, Byeongmin;Hong, Jaewon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.137-144
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    • 2022
  • This study is an empirical study on whether the interval of K-pop content updates and price changes consumer purchasing intentions for domestic fandom commerce platforms that turn their profit structure online and strengthen fandom-based marketing to cope with changes in the digital environment. FGI and a survey was conducted using a conjoint analysis designed to confirm the difference in price elasticity according to the content update interval. As a result, the price elasticity of K-pop content was found to be an inelastic characteristic, and the change in price elasticity according to the content update interval was not statistically significant. This study provides basic data to be used to establish a marketing strategy for the fandom commerce market that will grow in the future.

Metaverse business research for revitalizing the music ecosystem in the web 3.0 era: Focusing on strategies for building music platform (웹 3.0 시대 음악 생태계 활성을 위한 메타버스 비즈니스연구: 음악 플랫폼의 발전 양상 및 구축 전략을 중심으로)

  • Jiwon Kim;Yuseon Won
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.787-800
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    • 2023
  • This paper is a study aimed at facilitating a comprehensive understanding of the music metaverse platform that will emerge in the era of Web 3.0 and exploring productive strategies for its construction. We examine the significance of the metaverse music platform from various perspectives and investigate the developmental process of digital music platforms from Web 1.0 to 3.0. Subsequently, assuming the emergence of metaverse platforms as a transition to Web 3.0, we align this transition with technological(VR technology, wearable devices, generative AI), cultural(digital avatars, fandom), and economic(NFT) discussions related to Web 3.0. These discussions are integrated with the developmental strategies of the metaverse music platform. Through this study, we hope to enhance the understanding of the metaverse music platform and provide insights into potential construction strategies.

Business Model of New Media Platform in K-Content Use (한국 방송 콘텐츠의 뉴미디어 플랫폼 비즈니스 모델)

  • Kim, Young-Hwan;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.431-438
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    • 2016
  • This study focused on the Korean-wave content consumed in the global market and analyzed success/failure factors of services through business model analysis. It aims to offer an effective new media content platform model. ViKi, Drama Fever, Maaduu.com which are representative global OTT were researched on management strategy by case analysis. The success of the global OTT platform is organized into three factors, target customer coverage, revenue model and community activation. Clear and wide coverage of target customer is important to determine the value of the service. Also, revenue model based on the pay service and community for Korean-wave fandom are essential to make good performance in new media platform business.

Proposal for a virtual museum with vertical aspect ratio for the convergence of metaverse and short-form content

  • Il-hyun Cho
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.119-126
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    • 2023
  • This study explores the convergence of metaverse and short-form content, proposing a new approach for viewing short-form content with a vertical aspect ratio on a metaverse platform and within a virtual museum. Short-form content has gained popularity due to the snack culture and is proving to be advantageous in e-commerce. By studying the relationship between vertical ratio screens and gaze, we confirm the effectiveness of vertical ratio short-form content in providing immersive experiences and fostering sharing and communication. The proposed virtual museum offers opportunities for innovative businesses to market through fandom. This research highlights the value of vertical proportion short-form content and its significance in the convergence of metaverse and short-form content. It aims to contribute to industry development, provide new creative directions, enhance personal visual experiences, and expand applicability in related fields.

A Study on the Promotional Media Strategy of Non-face-to-face and Martial Arts Events

  • Kim, Bo-kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.271-278
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    • 2020
  • This study looked at the World Martial Arts Mastership's 'non-face promotional media strategies and methods' after the Corona-19 fandom, and found out if they could be applied to other sports events. As a method of research, the promotional media strategy of martial arts mastership was divided into types and in-depth interviews with media agents were conducted. According to the study, hosting an online martial arts competition, building an untact convention platform, and a base education facility can be a successful contest with budget support. Martial arts branding, popularization and industrialization can be a new attempt if ideas and execution personnel are sufficient. If IT technology and Chungbuk martial arts infrastructure are combined, they will be able to pioneer a new model called 'non-face-to-face-to K-sports'.