• Title/Summary/Keyword: entertaining

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The Emergence of General Programming Channels and the Formation of Entertaining Media-Political Sphere A New Pattern of Structural Coupling between the Political and the Media Systems (종합편성채널의 부상과 오락적 정론장(政論場)의 형성 정치-미디어 체계 간 구조적 접속의 새로운 양상)

  • Jung, Junehee
    • Korean journal of communication and information
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    • v.77
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    • pp.73-107
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    • 2016
  • The general programming channels, newly introduced around the beginning of the 2010s, have grown into powerful journalistic agencies, the far-reaching social influences of which are not confined by the economic effects within the South Korean media industry. They are now rendered to become part of major socio-political institutions that try to secure their privileges based on broadcast journalism, and to widen their business opportunities through those special kind of social practices. This research has taken a path of theoretical endeavour to devise a conceptual framework that will effectively lead to a series of academic investigation into the socio-political characteristics of general programming channels. To this end, specific attention is paid to such theoretical and conceptual resources as the instrumentalization of media by the politics, the political sociology of media power, media-political parallelism, and the structural coupling between the political and the media systems. This paper suggests that general programming channels have emerged as a new interface that accommodates and actualizes the structural coupling between the two societal subsystems, and in the course of that, they undercut the vulnerable basis of media public sphere, effectively replacing it with entertaining media-political sphere constructed and managed by themselves. This sphere is where the media system's logic and the poltical system's logic are intertwined, simutaneously accelerating not only the mediatization of the politics but also the politicization of the media.

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A Study on the Establishment of Advanced Sports Culture (선진 스포츠 문화 정립에 관한 연구)

  • Park, Hyoung-Kil
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.425-434
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    • 2019
  • The purpose of this study is to improve the academy sports field for the establishment of advanced sports culture. This study used qualitative research. The research participants were baseball players for 11 years and have been professional baseball players. Another study participant has been a soccer player for eight years. And he has been a football coach for 13 years. The results of this study are as follows. First, the act of entertaining was the form in which parents served sports leaders meals and alcohol. Parents' student athletes had increased chances of playing in the game and were able to receive faithful guidance. Second, the student athletes whose parents did not act of entertaining to the sports leader were discriminated against. The student athletes were harassed by their leaders, their positions changed, and their chances of playing were reduced. Third, parents' student athletes who did not act of entertaining to their leaders either stopped exercising or moved to another school because of discrimination. Eventually, the entertainment culture of academy sports acted as a mechanism to induce sports de-socialization of student athletes, and made students experience a negative aspect of sports culture. As a result, the entertainment culture of academy sports caused discriminatory treatment due to economic inequality. Therefore, the negative entertainment culture of academy sports should be eradicated for the establishment of advanced sports culture.

A Study of Living Pattern and Space Use in Korean Urban Houses. (한국 도시주택에 있어서 주생활 양식에 관한 조사연구 -서울, 전주,울산지역을 중심으로-)

  • 윤정숙
    • Journal of the Korean Home Economics Association
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    • v.28 no.3
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    • pp.53-65
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    • 1990
  • The purpose of the study was to identify the living pattern and the space use in Urban Houses, Seoul, Chunju, Ulsan were selected as study sites. The space organizing form and space use was investigated by means of interviews. Through various ways of analysis, we could find that the function of Anbang, Guesil, Buauk were multipurpose. Anbang was not only for sleeping but also for entertaining and family living. Guesil(living room) is slowly gearing into family and entertainment rooms. Buauk are changing to the dining room as well as kitchen.

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Aesthetic Value Reflected to Digital Virtual 3D Card Game Animation -Focused on the (디지털 가상 3D 카드게임 애니메이션에 반영된 예술적 가치 - 작품 제작 중심으로-)

  • 이선주
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.575-578
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    • 2004
  • This paper will intend to find the artistic value of playing card and 3D animation that is having much skill and entertaining points through digital virtual3D card animation . And this paper will consider the popularity and explore the creative cooperation relation of skill and art.

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A Study on Expression of Virtual Reality Space in Planning Urban Theme Park (도심형 테마파크 계획에서 가상현실공간 연출에 관한 연구)

  • 최성은;윤재은
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2002.04a
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    • pp.125-129
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    • 2002
  • Economic growth and complex urbanization due to modern rapid industrialization prompt us necessarily to require rests and civic entertainments. Various leisure activities appear to be the type of theme park which has compound natures, and now these are being developed to leisure cultures with new conception. Here, this study presents a desirable direction of new entertainment through virtual reality in the theme park type of the 21st century's alternative entertaining space that citizens are easily accessible, maximizes experiences and meets the entertainment instinct.

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A Study on the Changes of Spatial Characteristics and Meaning of Namsan-Park from the Late 1900s through the Early 1980s - Focused on Hoehyeon district in Namsan Park - (1900년대 말부터 1980년대 초까지 남산공원의 공간적 특성과 의미 변화에 관한 연구 - 남산공원 회현지구를 중심으로 -)

  • Lee, Soo-Neon;Whang, Hee-Joon
    • Journal of architectural history
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    • v.20 no.6
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    • pp.7-20
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    • 2011
  • In this research, the changes of spaces on Namsan-Park and of the meaning of the park from the late 1900s through the early 1908s are analyzed, and the results are provided as follows. To begin with, inserting a concept of park to Namsan provided people with limitation in understanding definition of park, which indicated finite and constrained space, so that it distracted people from using spaces on Namsan. At that time, since the park was considered as one of key factors to establish Modern city, it was distinguished to the urban structure which had existed. After then, Joseon shrine, settled in Hanyang-Park, absorbed in functions of the park, so that the term of Hanyang-Park meant an area around the shrine or a boundary of the space. In addition, the particularity of Joseon shrine sometimes discouraged people from using the park spaces as well as spaces on the shrine, which led to decline the publicity of the park. However, Joseon shrine was correlated and planned with infrastructures of the city, Kyeongsung, not only physically but also visually in that Joseon shrine played role in one of components in Kyeongsung performed as an entertaining city such as a theme park. Lastly, Seoul is no longer subordinated and dependent city but has dramatically changed as a prominent city after regaining of independence in 1945. This indicates that the entertaining function of the old city was dismantled or reduced or transferred to public spaces, especially Namsan-Park. Consequently Namsan-Park has diverse and complex characteristics like traits of Kyeongsung, playing a pivotal role in providing cultural spaces, and its spatial organization is divided and planned based on various facilities and buildings on the park. This organization has a negative effect on the city and the park by decreasing in connectivity between them.

A Study on Relationship between Usage Motivation and Usage Intentions according to Consumer Innovativeness - Focusing on Digital Photo Printing Service - (소비자혁신성에 따른 이용동기와 이용의도와의 관계 연구 - 디지털사진 인화서비스를 중심으로 -)

  • Jung, Chan-Koo;Chung, Jin-Do
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.1
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    • pp.202-213
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    • 2008
  • This study set up a relational model and an assumption concerning how consumer innovativeness could affect the usage motive of digital photos and the usage intention of digital photo printing service, by utilizing the theory of Uses and Gratification(U&G) and Technology Acceptance Model(TAM) so as to cope with the changes in market environment and to construct a new business model. The results fur the study were as below First, innovativeness had a positive effect on convenience, entertaining element and sociality in the relational model of overall innovativeness and usage motive of digital photos. Second, it has been noted that innovativeness had a positive effect on the usage intention of digital photo printing service in the relational model between overall innovativeness and its usage intention. Third, it has been demonstrated that convenience, entertaining element, economic feasibility and sociality had a positive effect on its usage intention in the relational model between overall usage motive of digital photos and the usage intention of digital printing service

Body of Actress, Power and Resistance : focused on SBS News on Jang Ja-Yeon's Letters (여배우의 몸과 권력, 그리고 저항: SBS의 고 장자연 자필편지사건 관련보도를 중심으로)

  • Hong, Sook-Yeong
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.649-657
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    • 2011
  • This study examines how news media covers Jang Ja-Yeon's scandal through analyzing texts and images about Jang Ja-Yeon described in SBS (Seoul Broadcasting System) Eight O'clock News. The study found that the news stories mainly covered lasciviously Jang Ja-Yeon's entertaining service, sexual service, other actresses who were forced to provide entertaining service, a list of people who forced her to serve, death, and vengeance. In addition, Jang Ja-Yeon in the news stories were described as "unknown actress," and she was located into low class and entertained the men in power. The analysis implicated that the body image of actress reflects a merchandize in the news media, and the news media used Ja-Yeon Jang's body image for news value which represents the society of reification, hierarchical and masculine society.

Effect of Motivations and Satisfaction using Kakaotalk's Gift on the Frequency of Purchasing Kakaotalk's Gift (카카오톡선물의 이용동기와 이용만족이 구매빈도에 미치는 영향)

  • Cho, SeungHo;Cho, SangHoon
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.454-464
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    • 2015
  • In this study, we examined the motivations of using Kakaotalk's gift that is one of services provided by Kakaotalk, the most popular mobile-based messenger. We also investigated possible effects of these motivations on the satisfaction of the Kakaotalk's service and a potential association of these motivations with the frequency of purchasing gifts using the service. In order to answer the research questions, we conducted a survey that recruited 220 users ranging from teenagers to in forties. As the main results of analysis, we identified four different types of user's motivations for Kakaotalk's gift: beneficial motivation, convenient motivation, improvised buying motivation, and entertaining motivation. Both the beneficial motivation and the entertaining motivation were significantly associated with the gratification of using Kakaotalk's gift, which was in turn significantly associated with the frequency of purchasing gifts through the service.

An Empirical Study on the Differences of Relationship between Content Quality Factors and User Satisfaction on Mobile Contents Based on User Characteristics (사용자 특성에 따른 모바일 콘텐츠 만족도에 영향을 미치는 콘텐츠 품질요인의 차이 분석)

  • Kim, Eun-Dong;Chae, Myung-Sin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1957-1968
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    • 2013
  • This study figured out how could mobile contents quality factors, such as usefulness, accuracy, timeliness, entertaining, economic, security etc., affect satisfaction by user individuality using empirical analysis with an aim of finding difference in content quality factors which have an influence on mobile contents satisfaction by user characteristics in integrated view systemically. The result of analysis shows that usefulness has an influence on satisfaction in principle regardless of user characteristics. This study discovered that both of usefulness and entertaining are significant to satisfaction in the groups with high-user individuality. On the other hand, in the groups with low-user individuality both of usefulness and accuracy affect satisfaction. Findings show that contents preference can be different based on user characteristics. Implications are discussed and limitations are proposed based on empirical analysis.