• Title/Summary/Keyword: entertainment contents

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Cable TV Violence: A Context Analysis (케이블TV에 나타난 폭력성 연구: 폭력의 맥락화를 중심으로)

  • Ha, Sung-Tae;Kim, Chang-Sook;Ryu, Sung-Hoon
    • Korean journal of communication and information
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    • v.41
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    • pp.200-231
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    • 2008
  • This study content-analyzed Korean cable television programs aired from Feb. 6 to Feb. 19, 2007, focusing on the contextual variables linked to violent acts. A total of 657 PAT's (perpetrator-action-target) in the 68 programs sampled were analyzed for characters' age, sex, type, relationship, and motivation, humorization, punishment for their violent acts, and finally reality of violence. According to the results, (1) most violence occurred among male characters, who were at their ages between 20 and 39; (2) more than half of the total violent acts happened among acquaintances including family members; (3) anger, retaliation, personal or group interest, and violence for fun were ranked at the top tiers of the motivation list; (4) most violences were overlooked without punishment; (5) and about 80% of the whole violence were realistic. In terms of program types, (1) female perpetrator and victims appealed more often in drama than the other genres; (2) violence among acquaintances and simple fun as motivation were prevalent most in entertainment programs; (3) every violent act in children's programs was done by unrealistic characters. According to the analysis by program ratings, (1) while least violence appeared in '19 and older', all of the violent acts were portrayed as realistic; (2) humorization were most prevalent in the 'everyone' rating; (3) and female perpetrators and victims appealed most in the programs rated as '15 and older'. Generally, various contextualized violences displayed different distributions according to program types and ratings. The qualitative features of the current findings about cable television violence provide a fundamental data for future studies, which will explore the subsequent effects of violent media contents.

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Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

A study of expressing social agenda in feature film (Focusing on the Coen brother's film "A big lebowski (1998)) (상업 영화 속 사회의제 표현에 대한 분석 (코엔형제의 영화 "위대한 레보스키(1998)"를 중심으로))

  • Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.399-406
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    • 2017
  • Contrary to the fact that the old films contain artistic and include contemporary literature, religion, and philosophy, latest films are produced with focusing on external interesting composition and sensational scene. A good movie emotionally express the directors' topic message exuding from an interesting story, and empathize with the social agenda which shows a sharp look of the directors' on contemporary social aspect. In the movies of the Coen brothers, it seems like an entertainment movie as typical black comedy genre through irony and happening, but in fact, it inserts a lot of social problems in the film to show that they cynically express their social agenda from a contemplative view. In their movie "The Big Lebowski (1998)", it seems like they are creating comical content through the main characters' unaffected attitude. However, it is director's excellent director of the sub-text that expresses American social issues such as Vietnam war, post-modernism and an obscurantist policy and au fond the comedy about the historical facts of mass production of social maladjustment into black comedy. We expect to contribute to make a step forward in the Korea film industry by analyzing such movies that has the cultural power of influence.

Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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A Survey for Needs and Preference of Food and Nutrition information on Mass Media for Korean Female Adults (대중매체 식품영양정보에 대한 성인 여성의 요구도 조사)

  • Kwak, Jeong-Eun;Lee, Seo-Yeon;Lee, Sang-Hoon;Ko, Kwang Suk
    • Korean Journal of Community Nutrition
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    • v.19 no.6
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    • pp.550-557
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    • 2014
  • Objectives: This study was conducted to examine the preferences and needs of typical Korean females adults for food and nutrition information provided by the mass media. Methods: A total of 343 females (77 in their 20s, 85 in their 30s, 88 in their 40s and 93 in their 50s) residing in the Seoul/Gyeonggido area was surveyed on general characteristics, main sources of food and nutrition information and needs for sources and contents of nutrition information. Results: The survey showed that typical Korean females obtained knowledge of food and nutrition mainly through the Internet (30.4%) and broadcasting (29.0%). Typical Korean females were interested in 'dietary management for weight control' (21.9%), 'the prevention and treatment of disease' (20.0%), 'food safety' (16.8%), 'proper dietary habits' (14.6%), 'cookery' (11.8%), 'functional foods' (9.6%), 'restaurant details' (3.5%) and 'life-cycle-specific dietary guideline' (1.6%). Needs for food and nutrition program forms on TV were 'educational programs' (34.3%), 'documentaries' (20.8), 'expert lecture-style' (13.0%), 'entertainment programs' (11.9%), 'expert conversation' (11.4%), 'news-style' (4.6%) and 'public campaign advertisements' (4.0%). On the Internet, 38.6% of the respondents preferred to get information provided by food and nutrition-related institutions (38.6%) while 26.1% preferred webtoons for nutritional information. The favored forms in mobile applications were 'monitoring their diets' (29.5%), 'data-based texts information' (21.4%), 'experts feedback' (20.6%), 'communities' (15.1%) and 'games' (13.1%). The rates of the preference to obtain information from experts such as nutritionists and dietitians and doctorsor dietitian turned reporters increased markedly with older ages. Conclusions: Since the mass media is a main source of food and nutrition information for the general public, the effectiveness and accuracy of the information provided should be enhanced by taking the needs of the public into account. The quality of information should be improved by involving more nutrition experts.

A Study on Uses and Gratifications to the Viewing of Famous Celebrities' Internet Personal Broadcasting: Focused on Chinese Viewers' Motivation and Satisfaction (유명 연예인 인터넷 개인 방송 시청에 대한 이용과 충족 연구: 중국 시청자의 시청동기와 시청만족도를 중심으로)

  • Xia, Pingping;Seo, Sangho
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.53-58
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    • 2020
  • Many stars are delivering various contents such as real time talks through Internet personal broadcasting to communicate with fans. For stars and entertainment companies that expect the effect of communicating with fans through Internet broadcasting, it can be said that it is important to grasp viewers' viewing motivation and satisfaction. Thus, we analyzed the viewing motivation and satisfaction of Chinese viewers' Internet personal broadcasting of famous celebrities based on the uses and gratifications approach. To this end, an online survey was conducted, and as a result, 'emotional motivation' and 'functional motivation' were found as Chinese viewers' motivation for viewing Internet personal broadcasting of famous celebrities. In addition, it was found that viewers' satisfaction increased as the viewers' 'emotional viewing motivation' increased. From the results of this study, it seems that a strategy of subdividing programs by reflecting the audience characteristics such as age and occupation is needed. It can be a way to expand the number of viewers and the intended broadcasting effect by designing and producing programs for personalized celebrity internet broadcasting by segmenting audiences.

A Study on the Role of the Local Newspaper for Community Development (지역사회발전을 위한 지역신문의 역할)

  • Nam, Bu-Hyun;Kim, Sung-Soo
    • Journal of Agricultural Extension & Community Development
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    • v.3 no.1
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    • pp.141-155
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    • 1996
  • The purpose of this study was to investigate the sole of local newspaper for community development in Korea. Specific objectives of the study were : 1) to identify the role of local newspaper in community development, 2) to analyze problems and situations on local newspapers in Korea, and 3) to suggest desirable roles of local newspaper for the community development. To attain the above objectives, this study was carried out through literature review, contest analysis of selected local newspapers, and the questionnaire survey of selected readers of local newspaper. The data were collected from 267 readers of local newspaper who participated in the farmers` training session in the Rural Development Administration, by using questionnaires developed by the researcher, and total of 263 questionnaires were analyzed. The statistical techniques used for the study were frequence, percentile, standard deviation utilizing the $SPSS/PC^+$. The major findings of the study were as follows : 1. The major roles of functions of local newspapers identified in this study were summarized as to reinforce the community consciousness, to form community opinion, to watch and to monitor community environment, to provide education and entertainment, and to contribute to the conveyance and promotion of community culture. 2. The general characteristic of local newspaper readers surveyed were; a) average distance from town to their village was 9.3 Km, b) average age was 29 years, c) about 75% of them were senior high school graduates, and d) about 96% of them participated in group activities. 3. About 45% of the respondents used television or radio for their moor sources of local news were TV or radio, while about 31% respondents used immunity newspaper for their moor sources of local news. About 67% of the respondents kept their readership over two years, and about 40% of them read community newspaper regularly at their home. 4. The results of content analysis showed drat the local newspapers were dealing with articles on cultural affairs, community consciousness, administrative and civic affairs, however, there were not enough educational news, and various kinds of general news in the community. 5. Survey also showed the most needed news were ; 1) political news including administrative and civic affairs, 2) economic news including sales and distribution, 3) social news including social problems on environmental pollution and community development works, 4) educational news including technology and information, 5) cultural news including guide to cultural and historical sites and local brief news. 6. In the evaluation of local newspaper, the readers were generally positive in valued roles of local newspaper in community relations, community development, promoting community cohesion and understanding of community members, and about 40% of the respondents were positive in predicting the bright future perspectives of local newspapers. 7. In the readers` evaluation of local newspaper, readers responded that local newspapers were very closely related to the community and residents, reflecting the current concerns of local population and recognizing the value of community media, and the contents of local newspaper were positively related to daily lives of community residents and opinions of overall community.

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Current Status and User Experiences of the Science-Related YouTube Services by Government-Funded Research Institutes (정부출연연구기관의 과학 유튜브 서비스 현황과 이용자 경험 연구)

  • Byun, Kwanjoo;Oh, Sanghee
    • Journal of Korean Library and Information Science Society
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    • v.52 no.4
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    • pp.277-307
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    • 2021
  • This study aims to understand the current status of science-related channels on YouTube provided by government-funded research institutes and investigate user experiences and behaviors of using the services. We examined the number of subscribers, view counts, and video contents of 26 YouTube channels from the government-funded research institutes. We also designed a user study with the uses and gratifications theory and conducted a semi-structured interview. By grouping videos into five categories: Public Relations, Lectures, Entertainment, Vlogs, and Q&A, most videos were about research projects or institutional promotions. User motivation for using the YouTube channel was to acquire scientific knowledge and information. Users thought that YouTube channels could provide reliable information and satisfy their intellectual curiosity. But they criticized that most videos were uninteresting, and the lack of promotions of the channels made others hesitant to sign up and watch. Findings from this study could help fully understand the current status of the government-funded research institute's YouTube channel and be used as resources for the government's planning and development of various YouTube services.

A Study on Immersive Content Production and Storytelling Methods using Photogrammetry and Artificial Intelligence Technology (포토그래메트리 및 인공지능 기술을 활용한 실감 콘텐츠 제작과 스토리텔링 방법 연구)

  • Kim, Jungho;Park, JinWan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.654-664
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    • 2022
  • Immersive content overcomes spatial limitations through convergence with extended reality, artificial intelligence, and photogrammetry technology along with interest due to the COVID-19 pandemic, presenting a new paradigm in the content market such as entertainment, media, performances, and exhibitions. However, it can be seen that in order for realistic content to have sustained public interest, it is necessary to study storytelling method that can increase immersion in content rather than technological freshness. Therefore, in this study, we propose a immersive content storytelling method using artificial intelligence and photogrammetry technology. The proposed storytelling method is to create a content story through interaction between interactive virtual beings and participants. In this way, participation can increase content immersion. This study is expected to help content creators in the accelerating immersive content market with a storytelling methodology through virtual existence that utilizes artificial intelligence technology proposed to content creators to help in efficient content creation. In addition, I think that it will contribute to the establishment of a immersive content production pipeline using artificial intelligence and photogrammetry technology in content production.

Analysis of Global Entrepreneurship Trends Due to COVID-19: Focusing on Crunchbase (Covid-19에 따른 글로벌 창업 트렌드 분석: Crunchbase를 중심으로)

  • Shinho Kim;Youngjung Geum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.3
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    • pp.141-156
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    • 2023
  • Due to the unprecedented worldwide pandemic of the new Covid-19 infection, business trends of companies have changed significantly. Therefore, it is strongly required to monitor the rapid changes of innovation trends to design and plan future businesses. Since the pandemic, many studies have attempted to analyze business changes, but they are limited to specific industries and are insufficient in terms of data objectivity. In response, this study aims to analyze business trends after Covid-19 using Crunchbase, a global startup data. The data is collected and preprocessed every two years from 2018 to 2021 to compare the business trends. To capture the major trends, a network analysis is conducted for the industry groups and industry information based on the co-occurrence. To analyze the minor trends, LDA-based topic modelling and word2vec-based clustering is used. As a result, e-commerce, education, delivery, game and entertainment industries are promising based on their technological advances, showing extension and diversification of industry boundaries as well as digitalization and servitization of business contents. This study is expected to help venture capitalists and entrepreneurs to understand the rapid changes under the impact of Covid-19 and to make right decisions for the future.

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