• Title/Summary/Keyword: entertainment

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A Study on Keywords Extraction from Entertainment News using Bigdata Processing (빅데이터 처리를 통한 연예 뉴스에서의 키워드 추출에 관한 연구)

  • Yoo, Sang-Hyun;Lee, Sang-Jun
    • Jounal of The Korea Society of Information Technology Policy & Management
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    • v.11 no.6
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    • pp.1503-1507
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    • 2019
  • With the softness of online entertainment news articles and the increasing number of quick-reporting articles in the entertainment sector, many people have access to entertainment front-page articles and are now able to make reviews of celebrities. It is not easy to systematically analyze which news articles are about which celebrities in a real-time environment, although their reputation is a key factor in the entertainment agency's business strategy, which should make the most of its affiliated celebrity resources. Based on the amount of celebrity references mentioned in entertainment news data, this paper proposes an entertainment news keyword analysis system, which extracts celebrities that are the subject of the article and associates them with the celebrity entertainment agency in question. Through the system proposed in this paper, advertisers or entertainment agencies can judge the value of the celebrity as reference material for the business. In addition, it can lay the groundwork for an investment strategy by predicting the outlook for the entertainment company for brokerages and investors.

Effects of Entertainment Service on Impulse Buying Behavior of Apparels -Comparing with Department Stores and Shopping Malls- (엔터테인먼트서비스가 의복충동구매행동에 미치는 영향 -백화점과 쇼핑몰을 중심으로-)

  • Park, Eun-Joo;Park, Jung-Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.9_10 s.157
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    • pp.1333-1343
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    • 2006
  • Consumers seek the pleasure, fun and satisfaction in shopping. Retailing environments of apparel products are rapidly changing than ever before. One of there changes are offered apparel products with entertainment service, such as theaters, restaurants and so on. The purpose of this study was to investigate the effects of entertainment service, shopping orientation and emotion on impulse buying behavior in department stores an shopping malls. A self-administrated questionaire was developed based on the results of previous researches and pre-test. Data were obtained from shoppers(N=684) randomly selected in department stores and shopping malls located in Seoul and Busan. Data were analyzed by factor analysis, t-test, cross analysis, and path analysis. The results showed that; impulse buying behavior was directly or indirectly affected by shopping orientation in both of two store types. In department stores, consumers were affected to make a good mood by entertainment service while, in the shopping malls, consumers were influenced directly by entertainment service to be a good mood and to purchase impulsively apparel products. Therefore, the impulse buying behavior was influenced differently by entertainment service in store types. From the retailer's perspective, they give insights into the development of strategies utilized to marketing planning of entertainment service in each store types.

Exploring the Factors Affecting Intention Behavior Gap in K-entertainment Tourism (외래 관광객의 한류 공연 관람의도와 행동 간 불일치 요인 탐색)

  • Lee, Min-Jae;Kim, Jin-Young;Seo, Won-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.105-113
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    • 2015
  • This paper investigated Korean popular entertainment (K-entertainment, hereafter) tourism using theory of intention-behavior. Dividing the sample of international visitors to Seoul into the groups of "inclined actors", "inclined abstainers", and "disinclined abstainers," we examined the factors affecting such a division. The results showed that between the inclined actors and the inclined abstainers, there was no significant difference in the years of exposure to K-entertainment contents or the frequency of going to K-entertainment performance in the past. In contrast, the inclined actors were found to have a greater level of knowledge, ability, and cooperation compared to the inclined abstainers. In addition, we found that the K-entertainment performance in Korea was perceived as a substitute, rather than a complement to the performance held elsewhere in the world. Our findings suggest that interests in K-entertainment alone are not sufficient to drive the international visitors' intention to the action of attending K-entertainment performance during their visit to Korea. To this end, this study implies that it is necessary to design attractive tourism packages that include K-entertainment performance.

Application of 630-nm and 850-nm Light-emitting Diodes and Microcurrent to Accelerate Collagen and Elastin Deposition in Porcine Skin

  • Kwon, Tae-Rin;Moon, Dong Wook;Kim, Jungwook;Kim, Hyoung Jun;Lee, Seong Jae;Han, Yunhee;Dan, Hee Won;Chi, Sang Hoon;Seong, Hwan Mo;Kim, Hee Jung;Lim, Guei-Sam;Lee, Jungkwan
    • Medical Lasers
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    • v.10 no.2
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    • pp.96-105
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    • 2021
  • Background and Objectives Skin aging is reportedly associated with regulation in collagen and elastin synthesis. This study investigated the potential of combining light-emitting diode (LED) treatments using a 630-nm and 850-nm LED with simultaneous microcurrent application. Materials and Methods The dorsal skin of female pigs was treated with a home-use device. We examined the treatment effects using photography, thermocamera, microscopic pathology, and histological examination to determine the mechanism of action, efficacy, and safety of the procedure. A histological observation was performed using hematoxylin and eosin, Masson's trichrome, Victoria blue, and immunohistochemical staining. We also used the Sircol soluble collagen and elastin assay kit to measure the amounts of collagen and elastin in the porcine back skin tissue after 2 and 6 weeks. Results Evaluation by visual inspection and devices showed no skin damage or heat-induced injury at the treatment site. Histological staining revealed that accurate treatment of the targeted dermis layer effectively enhanced collagen and elastin deposition. Collagen type I, a protein defined by immunohistochemical staining, was overexpressed in the early stages of weeks 2 and 6. Combined therapy findings showed the superior capability of the 630-nm and 850-nm LED procedures to induce collagen; in contrast, elastin induction was more pronounced after microcurrent treatments. Conclusion The home-use LED device, comprising a combination of 630-nm and 850-nm LEDs and microcurrent, is safe and can be used as an adjunctive treatment for self-administered facial rejuvenation.

Kakao Entertainment's Contents Dominant Strategy : Focusing on Absorptive Capacity and Boundary Spanning (카카오엔터테인먼트의 콘텐츠 지배 전략 : 흡수역량과 경계관리 활동을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.33-43
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    • 2021
  • Kakao M and Kakao page have been merged to form contents corporation, Kakao entertainment. Kakao M has 15 contents management agencies and 4 music labels, in addition to movie and drama productions. Kakao Page currently holds IP rights for about 8,500 content stories. This study explores the relationship between M&A for absorptive capacity and content value chain by considering the factors that determine boundary spanning behaviors. Using the Kakao entertainment in-depth case study as the practical lens, research results of this study are suggested. Kakao's effective M&A activities are critical key factor for absorptive capacity in the entertainment industry and has a strong network with advantage assets. Also, as the contents business becomes even more competitive, Kakao need to venture beyond entertainment boundaries to seize creative opportunities. Kakao entertainment with absorptive capacity and boundary spanning behaviors through M&A and contents value chain best qualified for entertainment dominant strategy.

A Study on Shortform Content Storytelling in YouTube Channel Entertainment Program : Focusing on the Comparative Analysis of Storytelling with TV Entertainment Programs (유튜브 채널 예능 프로그램에 나타난 숏폼 콘텐츠 스토리텔링 연구: TV 예능프로그램과의 스토리텔링 비교 분석을 중심으로)

  • Jiran Zhou
    • Journal of Industrial Convergence
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    • v.21 no.8
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    • pp.13-21
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    • 2023
  • The purpose of this study was to compare storytelling with TV entertainment programs to find out which elements of web entertainment affected the shift of viewers' interest, and to identify the characteristics of web entertainment storytelling. To this end, each of the web and TV entertainment programs were selected for storytelling analysis, and storytelling analyzed the contents of each item by dividing them into images, backgrounds, stories, and characters. As a result of the analysis, unlike TV programs, web entertainment storytelling allows viewers to immerse themselves in content through a composition that runs directly from the beginning to the crisis, and is characterized by a clear formation in a short video through a clear ending narrative. These research results hope that short-form web entertainment programs produced in the future will be able to identify strategies for viewers' immersion and storytelling strategies.

A Study on Idol Marketing Strategies Using Web Entertainment - Focusing on - (웹 예능을 활용한 아이돌 마케팅 전략 연구 - <달려라 방탄>을 중심으로)

  • Lee, Shuo-Kun;Huh, Eun-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.99-109
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    • 2021
  • The purpose of this paper is to look at web entertainment in terms of marketing and analyze how consumers in Korea and abroad feel about it. To this end, methods such as literature research, case studies, and consumer interviews were used. The main conclusions of this paper are as follows. First of all, through the case of "Run BTS," the web entertainment program actively reflects the needs of viewers on entertainment content by utilizing the unique interactions of web entertainment in terms of products. In terms of price, web entertainment operated a paid service that contained more diverse contents. However, the degree of satisfaction with paid services was different for each age group or income of viewers. In terms of distribution, web entertainment can position viewers much more clearly than conventional TV entertainment, has strong communication with viewers, and is relatively free from political conflict or censorship in overseas exports. Finally, in terms of public relations, web entertainment is promoted in various ways to fans who are the mainstay of existing viewers, but public relations for various viewers other than fans are relatively weak. Based on the above analysis, this paper proposed ways to improve consumers of web entertainment by region, customized marketing by age, professional window for consumers to directly express their opinions on content, and wide promotion through various media.

High Performance Work System for Entertainment Business : An Analytic Network Process Approach (엔터테인먼트업의 고성과작업조직 : ANP 기법을 중심으로)

  • Kwon, Jung-Eon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.1-10
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    • 2021
  • The purpose of this study is to explore a significant HPWS(High Performance Work System) model for the entertainment industry. HPWS is one of the most studied themes for managing human resources as well as a set of practices to elicit employees' commitment to an organization. Recently, the entertainment industry is growing rapidly, but it is difficult for entertainment firms to retain a stable profit unlike the manufacturing industry. This is because the performance of entertainment business tends to rely heavily on the capabilities and synergy of human resources. In order to suggest a systematic way to manage these, this research identified an effective HPWS model for entertainment business and provides a competitive advantage to entertainment firms, using ANP(Analytic Network Process). ANP is a multicriteria decision making technique that allows dependences and feedbacks among decision elements in the hierarchical or network structures in a holistic manner. The pairwise comparison data that prioritized the criteria of HPWS was collected from 28 team leaders in entertainment firms. According to our results, the most critical factor for HPWS in entertainment business is "employee involvement in decision-making." The sub-factors such as "open communication," "distributive decision-making," and "performance-driven reward" have a greater effect. These findings could provide implications for entertainment firms to determine which practices should be taken into account to accomplish HPWS.

Cash Retention and Firm Value of Entertainment Enterprises (엔터테인먼트 기업의 현금보유가 기업가치에 미치는 영향에 관한 연구)

  • Kim, Nam-Gon;Kim, Jee-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.55-70
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    • 2021
  • This study investigates the following important financial questions using entertainment enterprises: 1) how does cash reserve affect a firm's financial value? 2) what factors influence the level of cash retention of a firm? For empirical tests, we use accounting and financial data of entertainment companies listed in the KOSPI and KOSDAQ markets for a long-term time period covering from 2000 to 2018. The main findings of this paper are as follows: First, entertainment companies maintain higher level of cash holdings compared to non-entertainment companies. Second, the cash holdings of entertainment enterprises have positive influence on firms' financial value. Third, among various firm characteristics known for affecting the cash holdings level, leverage and profitability exhibit strong relationships in entertainment enterprises. Entertainment firms with lower leverage and higher profitability tend to reserve more cash inside them. These findings suggest that entertainment companies are highly valued by stock market participants as having prospective opportunities, thus, firms with sufficient cash holdings tend to have higher firm value. In addition, these findings imply that cash in entertainment enterprises functions as a substitute for debts and the cash holdings are less likely driven by agency problems.

A Study on the Formative Process of Genre and Storytelling in Observation Entertainment Programs - Focusing on the Role of Observer (관찰 예능의 장르화 과정과 스토리텔링 연구 -관찰자의 역할을 중심으로)

  • Lee, Hyun-Joong
    • Journal of Popular Narrative
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    • v.25 no.2
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    • pp.217-245
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    • 2019
  • Recently, the interest among Korean broadcasters in the 'observation entertainment' genre has intensified. This study aims to analyze the genre and storytelling of observation entertainment programming from a narratological perspective. The origin of the Korean observation entertainment program began with the 'reality-variety show'. There was a 'real-life' debate in these reality-variety shows, and as an alternative, the observation entertainment program appeared. Documentary filming, omnibus composition, and spatialization of 'everyday' life have led to the recognition of observation entertainment as a single genre. In particular, 'observers' have become a key factor in the observation entertainment program. The subject of the program is determined by who the observer is. The variability of the program format is the same. The observer looks at the observation target on behalf of the viewer. At the same time, he or she serves as a narrator of the program. The observer functions as the most influential factor in the storytelling of the observation entertainment program. In the observation entertainment program, 'observation' is only a form. It is the observer who creates a narrative within this same format to make the difference between each program. Also, voyeurism has been considered a problem in reality shows such as observation entertainment programs. However, the form communicated by observers is not a direct peek, so much of the problem of voyeurism is mitigated. Such observation entertainment programs analyzed through observers are meaningful in that they make people understand the cultural meaning of "reality" in TV and the storytelling of contemporary Korean TV entertainment.