• Title/Summary/Keyword: Online audience

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K-Pop Music Worldwide and Digital Marketing Role in Brazil

  • Lourenco, Patricia Portugal Marques de Carvalho;Kim, Sang Yong
    • Asia Marketing Journal
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    • v.17 no.4
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    • pp.63-88
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    • 2016
  • K-Pop is hugely promoted offline/online in East Asia, while efforts to promote it elsewhere are kept to a minimum. Whilst addressing the role of digital marketing in the promotion of K-Pop in the Brazilian music industry this study aims to demonstrate that K-pop will provide its audience with a unique and engaging experience if it thinks globally and acts locally in its marketing and communication strategies. A survey of K-Pop's world fan base was carried out online with 1,074 fans to determine the validity of the hypothesis. The results have demonstrated the need to adapt global and intercultural strategies to local markets with increasing brand awareness through utilizing digital marketing. For example, to increase K-Pop's popularity and market share in Brazil, it is not required to sing in Brazilian Portuguese, contrary to what might be perceived but fully singing in English would help breaking into the market dominated by domestic music as songs would have a higher probability to be included in the international soundtrack of a Brazilian telenovela and promote the K-Pop artist not only across Brazil but also give the artist exposure in all the markets the Brazilian telenovela is exported to, opening an entry door to those markets. K-Pop audience segmentation and psychographic profiling is crucial to the understanding of each market's consumer's preferences, likes, dislikes and their buying habits as it was proven through Brazil's digital media, social media, digital music market and K-Pop market analysis within the global context of the study. It should be also considered that brand extensions are not standard everywhere and that there are cultures where different product categories are not directly associated with its main corporate owner which requires extensive local market knowledge to succeed. The primary and secondary data research that we conducted for this study intended to demonstrate that K-Pop can be successful in Brazil and in Latin America and increase their local and regional market share if digital marketing and communication strategies are tailored to each individual market.

The Effects of Political Entertainment Viewing on Political Talk Mediating Roles of Audience Involvement and Political Information Efficacy (정치엔터테인먼트 시청이 정치대화에 미치는 영향 관여도와 정치정보효능감의 매개 효과)

  • Kwon, Oju;Min, Young
    • Korean journal of communication and information
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    • v.73
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    • pp.7-34
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    • 2015
  • This study attends to the effects of political entertainment as a newly emerging television genre on citizens' political talk. Particularly, this study suggests audience involvement and political information efficacy as key psychological factors that mediate the relationship between political entertainment and political discussion. More specifically, audience involvement was deemed as a conclusive concept that consists of such sub-dimensions as audience identification and parasocial interaction with program characters and transportation into the messages. Among 317 participants in an online survey, a total of 273 subjects, who had at least some viewing experience with political entertainment TV programs, were included in the final analysis. According to the findings, softer programs that piggyback political information on top of their entertainment content were more likely to increase viewers' identification and transportation. The viewer experience of identification further heightened the level of political information efficacy, which in turn positively contributed to one's willingness to participate in political talk and to hear the other side. It also appeared that political information efficacy significantly mediated the relationship between political entertainment viewing and political talk.

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Pragmatics and Translation in the Use of English Words in Banner Advertising on Portal Sites

  • Ban, Hyun;Noh, Bo Kyung
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.259-264
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    • 2021
  • In modern socity, online communication plays a vital role in social interaction of communicities. It is so common for online users to see display advertisements online while surting the Net. Specifically, most web banners diaplayed on portral sites consist of words, phrase, and sentences. Considering that the primary purpose of adversiting is persuation, the advertisement such as web banners is an examplary case to show the interaction among pragmatics, translation and advertising because the linguistic expressions employed in the banners represent its pragmatic use, leading to persuation and functioning as a communicative tool for the smooth communication between source text producers (adversisers) and target audience (online users). This can be part of the so-called translation process. In particular, we can easily witness the use of English words in web banners. Thus, this paper looks at web banners displayed on major four portal sites-Naver, Daum, Nate, and Zum, giving a special attention to the content contained in the web banners as well as the use of English words. As s result, we found that the frequencies of English words in each portal site were higher when the advertised products were targeting young online users, whereas the frequencies were lower when the users are older group than young people. The finding supports the prgramatic perspective that linguistic expressions are understood in social contexts and shows the so-called translation process which involves a shift from semantic meaning of words to their pragmatic use. Finally, we can conclude that the interaction is possible when we have the framework where translation, pragmatics, and advertising are all communitative components for social interaction within social contexts.

A Study on the Cultural Intermediary Characteristics of Korean Musical Enthusiasts: Focusing on the 'Live TALK' Chat Record of the Musical Marie Curie (한국 뮤지컬 마니아 관객의 문화매개자적 특성 연구 : 뮤지컬 <마리 퀴리> 라이브 TALK 채팅을 중심으로)

  • Kang, Joo-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.384-399
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    • 2021
  • This study aims to identify the characteristics and meanings that Korean musical enthusiasts take on as cultural intermediaries of musical content by analyzing the real-time conversations they have while watching musicals performed in online spaces. To this end, the 'Live TALK' chat during the 'ontact' (online contact) performance of the musical Marie Curie was observed in real-time and subsequently analyzed in terms of the characteristics of online cultural intermediaries: their owned capital, their mediating language, and their relationship with the consumers. As a result of the analysis, musical enthusiasts were found to possess a wealth of cultural capital based on practical experience and inquiry, and to be utilizing specific identifying expressions in their language use. In addition, they appeared to be interactive in their communication with the general audience, which could be seen in the flow of spontaneous conversations as well as questions and answers occurring in the live chat. This study is significant in confirming that musical enthusiasts are positioning themselves as new cultural intermediaries through their cultural practices: taking on the role of guides and mediators in the online space 'Live TALK.'

A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.251-263
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    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.

A Web-Based IPTV Content Syndication System for Personalized Content Guide

  • Yang, Jinhong;Park, Hyojin;Lee, Gyu Myoung;Choi, Jun Kyun
    • Journal of Communications and Networks
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    • v.17 no.1
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    • pp.67-74
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    • 2015
  • In this paper, we propose a web-based content syndication system in which users can easily choose Internet protocol television (IPTV) contents. This system generates personalized content guide to provide a list of IPTV contents with respect to users' interests and statistics information of their online social community. For this, IPTV contents and relevant metadata are collected from various sources and transformed. Then, the service and content metadata are processed by user metadata including audience measurement and community metadata. The metadata flows are separated from content flows of transport network. The implementation of IPTV content syndication system demonstrates how to arrange IPTV contents efficiently from content providers to the end user's screen. We also show that the user metadata including online community information are important for the system's performance and the user's satisfaction.

Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

The Effects of Biased Media Perceptions from (In)congruency between TV Audience's and Broadcasting Company's Partisanship on Evaluations of the Broadcasting Channel (시청자와 방송사의 정치성향의 (불)일치가 방송채널 평가에 미치는 편향적 매체지각 효과)

  • Song, Indeok
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.300-314
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    • 2018
  • This study, expending the existing concept of hostile media perception to biased media perception, empirically examined the effects of TV audience's political disposition(liberal, neutral, conservative) and broadcasting company's political disposition perceived by the audience(liberal, neutral, conservative) on evaluations of the broadcasting channel(interestedness, diversity, creativity, reliability, usefulness, fairness, public interest). With the nationwide online survey data from 624 adult audiences, a broadcasting company evaluated as the most neutral in political disposition at the moments of data gathering was selected and respondents' evaluations of the broadcasting channel were analyzed in a two-way factorial multiple analysis of covariance(MANCOVA). The results showed that the perceived political disposition of the broadcasting company affects audiences' evaluations of the channel while audiences' their own political dispositions do not. In addition, due to the interaction effects between audience's and broadcasting company's political dispositions, congruency in political dispositions led to positive evaluations(congenial media perceptions) while incongruency led to negative ones(hostile media perceptions). Based on these results, theoretical and empirical implications were discussed in terms of the formation of attitudes toward TV broadcasting channels.

A Study on the Development Direction of New Media Art Using Virtual Reality (가상현실을 활용한 뉴미디어아트의 발전 방향에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.97-102
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    • 2020
  • With the advancement of technology, there are almost no constraints on expression in virtual reality (VR) art; however, it still has some limitations. VR artists can be largely classified into two groups in terms of style. The first group is artists who create their works as a live performance. In this case, a major limitation is that the artist cannot see how the audience reacts to the work because he/she wears a VR device while performing, and the audience cannot fully experience the work, since they view it only on-screen without any VR devices. This problem can be solved if all members of the audience wear VR devices; however, that requires astronomical costs and brings about another problem related to device management. If the price of VR devices decreases as technology develops, it may help solve this problem. The second group is exhibition artists who regularly display their works online. In this case, the limitation is that their work using VR remains only in the virtual digital space. In this case, a solution may be creating space in exhibition halls, and providing VR devices to audience members in existing art exhibitions.

A Method for Evaluating Online News Value and Personalization (온라인 뉴스 가치 평가 및 개인화 기법)

  • Choi, Kwang Sun;Kim, Soo Dong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.12
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    • pp.8195-8209
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    • 2015
  • The purpose of this paper is to propose a method for recommendation and personalization of important news articles based on evaluating news value. Evaluation of news is the approach by which editors select news articles for cover-story in traditional offline news papers area. For this, my study proposes a suite of methods to select and personalize a set of news based on evaluating news articles, not just on the personal preference for them. The aforementioned the value of news articles including social impact, novelty, relevance to each audience, and human interest, all of which have been factorized in many previous studies, is a main concept for a procedural and structural application methodology deduced in this study. After a comparative case study with other online news services, it was shown that my research provides more effective way to select important news articles in terms of user satisfaction than others.