• Title/Summary/Keyword: entertainment contents

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The Relationships of On-line Game Attributes, Customer Satisfaction, Switching Barriers and Customer Loyalty -Mediating Effects of Switching Costs and Attractiveness of Alternatives- (온라인 게임의 중요속성, 만족, 전환장벽 및 고객충성도의 관계 -전환비용과 대안의 매력도의 매개역할-)

  • Fan, Qing-Ji;Kim, Won-Kyum
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.235-244
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    • 2009
  • The object of this research is to analyze the impact of the four dimensions of on-line game attributes, challenge, social interaction, entertainment and actuality, on customer satisfaction and loyalty. At the same time, mediating effects of switching barriers, such as switching cost and attractiveness of alternatives on the relationships between customer satisfaction and customer loyalty are also analyzed. The results showed that the challenge, social interaction, entertainment had significant effects on customer satisfaction. Customer satisfaction also effected customer loyalty. Another important result is that switching cost and attractiveness of alternatives played an intermediating role between customer satisfaction and customer loyalty.

The Impact of On-line Game Attributes, Customer Satisfaction and Switching Barriers on Customer Loyalty (온라인 게임의 중요속성, 만족 및 전환장벽이 고객충성도에 미치는 영향)

  • Fan, Qing-ji;Kim, Won-Kyum
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.341-347
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    • 2009
  • In this research, the object is to analysis the impact of the four dimensions of on-line game attributes, challenge, social interaction, entertainment and actuality, on customer satisfaction and loyalty. At the same time as mediating factors of relationship between customer satisfaction and customer loyalty, switching barriers, such as switching cost and attractiveness of alternatives are also analyzed. The results show that the challenge, social interaction, entertainment have significant effect on customer satisfaction. Customer satisfaction also effects customer loyalty. Another important result is, switching cost and attractiveness of alternatives take an intermediation role between customer satisfaction and customer loyalty.

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A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Model for Film Education as Edutainment: Focusing on the Elementary and Middle School Course (에듀테인먼트로서 영화교육 모델 고찰: 초, 중등 과정을 중심으로)

  • Seo, In-Sook
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.144-153
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    • 2008
  • Edutainment as a new form of educational method is being combined with the education and entertainment, which has possibility of open education improving learning effect for students who are interested in entertaining and studying at the same time. Film education, one of edutainment, offers a new paradigm of alternative educational method using of education as well as playing Therefore, this study will discuss about the purpose and effective forms of film education that should have for edutainment goal. Furthermore, this study offers educational examples of film program which are used for teaching for students. This study mostly suggests diverse educational matter and focuses on researching film education efficacy.

Effects of Festival Experiential Factors on Festival Satisfaction and Behavioral Intention - With Focus on Muju Firefly Festival - (축제 체험요인과 축제만족, 행동의도와의 영향관계 - 무주반딧불축제를 중심으로 -)

  • Hyun, Hye-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.494-502
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    • 2014
  • The purpose of this study was to analyze the effects of festival experiential factors on festival satisfaction and behavioral intention by questionnaires to 550 experience program participants in the Muju Firefly Festival. And the hypothesis verified by 493 valid questionnaires with AMOS 18.0. The result of analysis showed that educational experience, escapist experience and entertainment experience except esthetic experience had positive effects on the festival satisfaction. Based on standardized coefficients showed that entertainment experience had the greatest impact on the festival visitor's satisfaction. And it showed that the satisfied visitors with the festival experience programs are the more likely re-visit and recommendation of visitors to subsequent festivals.

Psychological phenomenon analysis of short video users' anxiety, Addiction and Subjective well-being

  • Peng, Chen;Lee, Jong-Yoon;Liu, ShanShan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.27-39
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    • 2022
  • Short videos are becoming more popular in mobile Internet age. Not only people's media consumption patterns have been changed by the rise of this new media form, but also it has posed challenges to public psychological well-being. For many netizens, their entertainment needs have been met by watching short videos. However, many side effects, such as addiction and anxiety, reduce users' subjective well-being instead of satisfying the entertainment motivation after watching short videos. Therefore, it has become a significant research problem in short videos to figure out how to get audiences to watch short videos on a regular basis while avoiding side effects like anxiety and addiction and improving audiences' subjective well-being. Based on the theory of Internet addiction, this study analyzed short video users using the 2×2×2 research method and explored the relationship between the length of use, addiction, anxiety, and subjective well-being of short video users. The results showed that short video users with different usage lengths showed significant differences in addiction, anxiety, subjective well-being, and online social support; innovative different short video users showed significant differences in addiction and anxiety, as well as a triadic relational interaction of short video users' anxiety under the interaction with self-efficacy and online social support. This study contributes to the advancement of internet addiction theory research and application, assisting short video users in avoiding addiction and anxiety, and improving the subjective well-being of short video users, thereby promoting the growth of the short video industry.

A Study on the Adaptability of Shadow Puppet Elements to Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.102-107
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    • 2023
  • Chinese shadow puppetry is an ancient form of drama with a long history. Known as the "mother of Chinese folk opera", it has rich cultural connotations and artistic value. At the same time, as a classic video game genre, side-scrolling games have many loyal fans around the world. However, in recent years, some previous entertainment cultures such as shadow puppetry are slowly disappearing. In contrast, video games play an increasingly important role in people's entertainment. Combining Chinese traditional culture with video games can be a great way to promote the preservation of these cultures. By making traditional culture more accessible and engaging, developers can help to ensure that these cultures continue to be enjoyed by future generations.The side-scrolling game is a classic game type, and it has many similarities with shadow puppetry. This paper will analyze the similarities and differences between Chinese shadow puppetry and horizontal version games, and try to explore how to organically integrate the two, so as to promote the inheritance and development of traditional culture, and promote cultural innovation and the development of creative industries.

Metaverse and the Evolution of Food and Retail Industry

  • CHA, Seong-Soo
    • The Korean Journal of Food & Health Convergence
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    • v.8 no.2
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    • pp.1-6
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    • 2022
  • Purpose: This study aims to examine the opportunities in the food industry in the context of non-fungible tokens (NFTs) and the metaverse. The metaverse expands offline experiences into a virtual space and provides users with the advantage of overcoming the limitations of physical space. Research design, data and methodology: With the development of various contents based on advanced technology, the metaverse is becoming popular among the MZ generation (comprising millennials and Gen Zs), who are skilled at navigating digital platforms. Moreover, the previously entertainment game focused service has expanded to the business field after COVID-19; activities on the metaverse are now making space for economic value creation. I examined the recent global trends in the context of NFTs and the metaverse as well as the existing cases in Korea. Results: Globally, gaming and performance platforms such as Roblox, Fortnite etc. are still concentrated in the entertainment industry. However, as shown by ZEPETO and ifland in Korea there are many opportunities in the retail and food industries. Conclusions: We analyzed the ecosystems of the retail and food and beverage sectors, where the metaverse will be useful in the future, and have suggested the implications of the opportunities provided by the metaverse.

A Study on the Court's Recognition and Improvement of the Standard Contract Issues in the Media Entertainment Industry (미디어 엔터테인먼트산업의 표준계약서 쟁점 사항에 대한 법원의 인식과 개선방안에 관한 연구)

  • Park, Sung-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.323-335
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    • 2021
  • The purpose of this study is to organize issues of exclusive contracts for celebrities, which have been a major part of the existing industry, in preparation for various contract disputes in the media entertainment industry, and disputes in the media entertainment industry. According to the law case analysis conducted to achieve the purpose of the study, the court judged that the exclusive contract that did not conform to society's conventional wisdom was not effective, and that it was difficult to maintain the contract because it was not a normal contract. In addition, the court believed that unreasonable contracts using unfair trading status and overly long contracts were all reasons for termination. According to the court's judgment, the current standard contract requires about four revisions. First, clarification of contract termination conditions, second, clarification of payment date of revenue allocation, third, diversification of contract periods, and fourth, realistic modification of penalty provisions. Standard contracts have been enacted after several discussions, but there are still many things to revise and supplement. It will not end up with the preparation and use of contracts, but it will be necessary to continuously revise them to suit the industry's situation.

Tourist Experiences Characteristics on Performance Arts -Focus on JeJu 'Nanta' as Cultural Contents- (관광객의 공연체험 특성 -문화콘텐츠'난타'를 중심으로-)

  • Jang, Hye-Won;Kim, Hyoung-Gil;Oh, Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.458-466
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    • 2011
  • JeJu Island is famous for beautiful scenery but relatively little attention was paid to social cultural attractions. My aim is to provide an alternative attraction for JeJu destination. Two main goals of this paper are to apply to the Pine and Gilmore Experience Economy Theory framework on performance arts experiences and identify causal relations among experience factor, experience satisfaction and performance loyalty. To accomplish the study object, theoretical review and empirical analysis were jointly carried out. Using samples of 280 participations in nonverbal comic performance 'Nanta' who were required to rate performance experiences, experiences satisfaction, and performance loyalty. Results of SEM(Structured Equation Model) was showed that only Entertainment factor of 4 experiences factors(aesthetics, entertainment, education, escapist) affected experiences satisfaction. While experiences satisfaction affected performance loyalty. These results support the concept of experiential Economy framework suggested by Pine and Gilmore on culture-arts products consumption.