• Title/Summary/Keyword: OTT 플랫폼 이용목적

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The Effect of OTT Service Platform Characteristics on Psychological Benefits and OTT Brand Loyalty -Focusing on the Family Type- (OTT 서비스 플랫폼 특성이 심리적 혜택 및 OTT 브랜드 충성도에 미치는 영향 -가족의 형태 중심으로-)

  • Shin, Jong-Kuk;Kim, Jaehun;Rhee, SungHyun
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.175-188
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    • 2021
  • In this study, we are going to study the OTT service platform, which is growing rapidly in recent years. Through this study, the characteristics of the platform preferred by consumers and the relationship between psychological benefits and loyalty were investigated. In addition, the relationship between the type of family and the characteristics of the platform and psychological benefits was investigated. In this study, a total of 255 surveys were conducted targeting consumers who have used OTT services, and 206 cases were analyzed with SPSS 18 and AMOS 21, excluding 49 cases that were insincere or inconsistent internally. According to the results of the study, all factors of convenience, AI recommendation service, and content, which are factors characteristic of OTT platform, had a significant effect on psychological benefits. In addition, psychological benefits were found to have a significant effect on brand loyalty. It was found that there was no difference between the characteristics of the OTT platform and the type of family according to the family type, which is a control variable. This study is significant in providing a theoretical background according to the type of family. Future studies are expected to consider various members or add factors to the study.

A Study on User Experience of OTT Service -Focused on Netflix, Watcha and Wavve- (국내외 OTT서비스의 사용자 경험 연구 -넷플릭스와 왓챠, 웨이브를 중심으로-)

  • Choi, Hye-Sun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.425-431
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    • 2020
  • The purpose of this study is to measure the user experience of Netflix which is a representative global OTT service, Watcha and Wavve which is a representative service of Korea. Using mobile applications, qualitative research and quantitative research on user experience of OTT service were conducted with task test, in-depth interviews and surveys. As a result of the study, The usefulness and accessible of the OTT service has not shown much difference between OTT services. Rather, contents based on personal preferences has a significant impact on OTT service selection. The study found that Netflix needs to secure contents, Watcha needs to improve interface and recast categories, Wavve needs to present contents that are focused on and improve interface of main screen. The study expects to help a build a differentiate user experience in the face of growing OTT platform competition.

A study on the effects of digital content marketing in OTT (Over The Top) service platform: focusing on indirect advertising types (OTT(Over The Top) 서비스 플랫폼에서 디지털 콘텐츠마케팅 효과 연구: 간접광고 유형을 중심으로)

  • Kim, Tae-Yang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.155-164
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    • 2020
  • This study measured the effect of PPL(Product Placement: PPL) in OTT(Over The Top) to search a new advertising revenue model according to the change of viewers' video content consumption patterns. On the first, by two research steps, the experiment was carried out using an eye-tracker and then a survey as the second step was administered asking subjects about their attitude about advertising messages, attitude about brand, and intention to purchase the brands used in the experiments. Specifically, the PPL materials used in the experiments were classified with three parts. This study has the meaning as approaching to the PPL research with new methodology by quantitatively access through the eye tracking of the subjects beyond the conventional qualitative measure that depends only on the memory of them. This research aims to find the possibility of indirect advertising as a new revenue model in the OTT environment.

An Exploratory Study of Psychological Characteristics of Metaverse Users (메타버스 이용자의 심리 특성 탐색 연구)

  • Hyeonjeong Kim;HyunJung Kim;Beomsoo Kim;Hwan-Ho Noh
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.63-85
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    • 2023
  • This study aims to identify the primary user group in the growing metaverse space based on the increased interest during the COVID-19 era. It also aims to explore the predictive factors for metaverse adoption. To predict online activities, the study examined user purposes, motivations, and relevant demographic factors as predictive variables through model analysis. The data from the Korean Media Panel Survey were used, and a two-stage analysis with the Heckman two-stage sample selection model was conducted to predict metaverse users. The analysis revealed that the key factors influencing metaverse adoption were offline activities, openness, OTT usage, and purchasing of paid content. Moreover, in the second stage model, openness, gender, and paid content purchases were identified as significant variables for increasing metaverse usage time. These results indicate that understanding metaverse users is essential in the context of the rising interest in online activities during the COVID-19 era and can provide valuable insights for metaverse platform-related companies and developers.

A Study on the Narratives of Single Person Experience based on Visual Transference: Focusing on the Isolated Factors of COVID-19 (시각적 전이에 기초한 1인 경험 내러티브에 관한 연구: COVID-19의 고립 요인을 중심으로)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.519-528
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    • 2022
  • The purpose of the study was to further investigate the direction for one-person experience design based on visual shift due to the isolation one has experienced after the COVID-19 and the factors regarding it. The study involves eight female participants who are in their twenties via digital platform. The participants were instructed to choose digital image similar to COVID-19 and to write down facts based upon the image and the researcher will look into the result microscopically. The researchers found that the isolation factors include decreased face-to-face communication, reliance on social media, heavy usage of OTT platform, limited outdoor occasion and activity, limitation of untact technology and education program, fear over the pandemic and so on. The study has shown that the one-person experience design should be heading in a direction where it adopts space design that can crossover online and offline world, digital complex design to embody realness as well as the communication design to regain the relationships with others.