• Title/Summary/Keyword: Media's Role

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The Effect of Mother-Child Interaction on a Child's Sleeping Hours: The Mediation of a Child's Smart Media Use (모-자녀 상호작용이 유아의 수면시간에 미치는 영향: 스마트미디어 이용 정도를 매개로)

  • Lee, Jongeun;Kim, Jiyoon;Park, Eunhye;Kang, Hyunah
    • Korean Journal of Childcare and Education
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    • v.13 no.6
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    • pp.163-179
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    • 2017
  • Objective: The purposes of this study are to test a direct effect of mother-child interaction and to examine the mediating effect of children's smart media use on a child's sleeping hours. Methods: We analyzed the longitudinal data of 1,494 children from the $6^{th}$ panel study of Korean children collected by the Korea Institute of Child Care and Education in 2013, which examined 5-year-old children. The main analysis method was Structural Equation Modeling (SEM). Results: The study results showed that mother-child interaction had a direct effect on the child's sleeping hours. Children's smart media use also directly influenced the child's sleeping hours. In regard to mediation, the results revealed that children's smart media use mediated the relationship between mother-child interaction and child's sleeping hours. Conclusion/Implications: Bidirectional mother-child interaction and the degree of smart media use played an important role in children's sleeping hours. This study suggests policy and practical implications in order to retain children's healthy sleeping hours.

The Effects of Celebrity's Traits on Media Engagement, Advertising Effect and Purchasing Intention in Food Service Industry (외식기업의 유명인 모델 속성이 미디어 인게이지먼트, 광고효과 및 구매의도에 미치는 영향)

  • Kim, Yung-chan;Yoon, Sung-Gil;Bang, So-Yun
    • Culinary science and hospitality research
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    • v.23 no.7
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    • pp.204-219
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    • 2017
  • The aim of this study was to examine the role of celebrity's traits on food service enterprises' media engagement, advertising effect (AD effect) and purchasing intention. Based on advance research, structural model of relationship between celebrity's traits and media engagement, AD effect and promotion of purchase was developed among the proposed constructs. Few empirical studies have been conducted to test the model. Date collection of study was from June 1st, 2017 to June 30th, distributing total of 300 issues and collecting total of 290 issues. Total of 271 questionnaires were used as the final analysis data as the nineteen questionnaires included missing information. The results can be summarized as follows: Celebrity's Traits significantly affected media engagement, AD effect and purchasing intentions. More specifically, mediating effect among the celebrity's traits and AD effect which came from media engagement was valid only if the subject of advertising effectiveness was on brands attitude. Based on the findings, theoretical and managerial implications were discussed to make one conclusion. As the media engagement was identified as a mediator between celebrity's traits and AD effect, certain brands which tend to enhance their AD effectivity should liaison proper celebrity.

The Impact of Young Children's Media Use on Peer Interactions and the Mediating Effects of Language Development (유아의 미디어 이용이 또래상호작용에 미치는 영향에서 언어발달의 매개효과)

  • Cho, Yoonju
    • Korean Journal of Child Studies
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    • v.37 no.5
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    • pp.53-64
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    • 2016
  • Objective: This study explored the mediating effects of language development on the influences of young children's media use on positive and negative peer interactions. Methods: The data came from the 2013 Panel Study on Korean Children (N = 1,215) and were analyzed to assess the mediating effects of media use on positive and negative peer interactions, using SEM with the bootstrapping method by means of SPSS 21.0 and AMOS 20.0. Results and Conclusion: The results show that increased media use affects positive and negative peer interactions through language development. This indicates that, while media use does not directly affect positive and negative peer interactions, it appears to increase the difficulty of developing language ability; as the language development worsens, undesirable peer interactions may develop. Thus, language development seems to play an important mediating role between media use and peer interactions. Theoretical and practical implications are discussed.

Experiencing High Loneliness Increases Evaluation of Products in Social Media Ads

  • Youjung Jun;Taehyeon Eom
    • Asia Marketing Journal
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    • v.25 no.4
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    • pp.231-242
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    • 2024
  • This research investigates how loneliness affects people's preferences for products that appear in social media ads. Four studies examine the impact of loneliness that is both measured in an established scale and situationally induced via a recall task. Individuals who experience higher levels of loneliness evaluate the same products more highly when they are advertised in a social (i.e., Instagram) compared to non-social (i.e., brand website) media platform. This effect occurs because loneliness increases people's attention to others' social evaluation of a product, and social media ads provide this information via social cues such as "likes" embedded in the ads. When the social cues are absent, the advantage of advertising on social compared to non-social media for people with high (vs. low) loneliness disappears. The findings suggest that social media ads have a unique appeal for individuals experiencing loneliness and highlight the role of social cues in shaping product evaluations.

Roles and Discourse of Cryptocurrency's Online Community and YouTube : Using Focus Group Interviews (암호화폐 온라인 커뮤니티와 유튜브의 역할 및 담론분석 연구 : FGI 인터뷰를 중심으로)

  • Lim, Han Sol;Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.615-629
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    • 2020
  • Conducting Focus Group Interview (FGI), this study examined the roles and discourses of cryptocurrency's online communities and media (legacy media and YouTube), and based on this, the study proposed the direction of cryptocurrency policy. By reviewing previous literature, this study analyzed the characteristics of investors, the online community, and YouTube, which is an investment environment factor. The study figured out the purpose of use and role of the community via interviews with cryptocurrency professional investors and online community members and analyzed main discussion themes of the five top-ranked YouTube channels related to cryptocurrency with the highest number of subscribers. The results suggested that cryptocurrency's investment was led by those who are in their 20s and 30s, the investors preferred and trusted information on new media than legacy media. The online community played the role of emotional homogeneity and empathy, and YouTube mainly performed the informational role. As a result of discourse analysis and interviews, this study argued that the legal stability of cryptocurrency's policy and protection of individual investors are needed. This study's significance indicates that it used various research methods such as literature research, interviews, content analysis of community/YouTube to analyze the informational role and emotional aspects of new media and suggested policy direction of the digital new deal blockchain technology and the fairness of financial industry.

Group storytelling with multi-storyteller in single person media game contents on Youtube - focused on viewer-participating contents in channel (유튜브 1인 게임 방송의 집단 스토리텔링 -<대도서관 TV(buzzbean11)> 채널의 시청자 참여형 콘텐츠를 중심으로)

  • Kil, Hye-Bin;Kim, So-Young
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.107-142
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    • 2021
  • Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.

Research about Graphic Modeling Element of Media Skin (미디어스킨 기반의 그래픽 조형 요소에 관한 연구)

  • Kim, Moon Seok;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.151-158
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    • 2010
  • Media Skin is in form extended of TV or computer monitor that is digital media picture or digital output of graphic. Mean reflex or graphics applied in LCD Window of portable phone or LED display etc. of city environment mainly. Draft and study skill development trend and studied about role as graphic modeling to Media Skin. Media Skin that inflect LED over inside and outside of the country impulse to steal current is embodied. It is situating from modern society to one media trend. Progressed general investigation about Media Skin's connection skill in research. As culture contents progressed determinate research to graphic modeling element etc. As graphic modeling of new media special quality is construed by 4 as following. Contact, Real time, Nonlinear, Multi-Communication are it. Media Skin has function as symbol of city or media construction facade. Also, have enough value as function new media as information offer function, art.

Online Tie Formation in Enterprise Social Media

  • Yongsuk Kim;Gerald C. (Jerry) Kane
    • Asia pacific journal of information systems
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    • v.29 no.3
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    • pp.382-406
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    • 2019
  • We study the antecedents to tie formation on an (Facebook-like) enterprise social media platform implemented to support cross-boundary connections. Research has produced mixed findings regarding the role of social media in cultivating bridging vs. closed networks. We examine the tie formation patterns of 1,386 enterprise social media users over a two-year period. Specifically, we observe who became (or chose not s become) "friends" with whom at the dyadic level and relate the decisions to various mechanisms that affect one's network to expand, constrain, or bridge. Using logistic and OLS regressions, we find that users tend to form ties via reciprocity and transitivity (with friends of friends), both of which help expand one's network. We also find strong networking tendency toward functional and hierarchical homophily (same business unit and same rank, respectively), which is likely to constrain one's network (closed network structure). We find that one's participation in various online interest groups is likely to open one's network (bridging network structure) while no evidence found for preferential attachment. Overall, we find that enterprise social media offers features, some of which are likely to foster bridging while others foster closed networks via different mechanisms.

The Game's Remediation (게임의 재매개성)

  • Sohn, Jong-Nam
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.305-310
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    • 2012
  • As the era of change that has developed a variety of media. But no matter how hi-tech media it, even though several of the previous circular forms of media have evolved from. Jay David Bolter and Richard Grusin them academically for "old media remediation will use," he explains. The middle of media, especially games remediation nature of the game, the game plan, game content, game machines, etc. in various parts of the outward form, there is remediation characteristics. The use of these remediation allows users to facilitate access to the media, and more importantly are able to adapt quickly to the game controls. And Increase the fun of the game, given the immersion for the game that enhance the role is. Remediation of the game against a variety of elements in the game if they utilize in-depth research on the development of the game has been suggested that the role is a lot.

A Study on the Effects of Interactivity of Convergence Media (통신방송 융합 미디어의 상호작용성 효과에 관한 연구)

  • Han, Eun-Jeong;Mun, Hyeong-Nam
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.05a
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    • pp.208-217
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    • 2007
  • The media industry influenced by digital convergence is developing in the direction which the media consumers change their passive attitudes for positive participation on the base of the interactivity of convergence media of telecommunication and broadcasting. And content is progressing toward on-demand service which is customer-oriented and open. In light of these findings, interactivity is the most important feature which is able to shift the paradigm of the media industry and critical success factors which should be considered in order to plan the media strategy. This study is aimed at shedding light on the effects of interactivity factors, which are main factors of ubiquitous environment, on consumer's acceptance intention and describing the role of perceived interactivity and awareness of media substitution in the process of formation of acceptance intention..

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