• Title/Summary/Keyword: genre-specific media

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An Empirical Encounter of Cultural Orientation and Cultivation Theory: Factors of Perception of Materialistic Realities and Dealing with Materialism of University Students in South Korea

  • Cha, Yuri;Kwon, Yeji
    • Asian Journal for Public Opinion Research
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    • v.7 no.4
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    • pp.226-250
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    • 2019
  • The purpose of this study is to explore whether the perceptions of materialistic realities of South Korean university students can be explained by individual experience and media use. We examined: 1) relative consequences of awareness of discrimination experience and amounts of time spent on genre-specific media on perceptions of materialistic realities, 2) whether cultural orientation (allocentrism, self-monitoring, and masculinity) influences explanatory factors of awareness of discrimination experience, 3) conditions of countervailing responses to materialistic reality. As a result of analyzing the online survey data of 330 university students in Seoul, the amount of time spent on the beauty or fashion genre and awareness of discrimination experience explained the perceptions of materialist reality in Korean society. Although the perceptions that affected the accommodative response did not affect countervailing response, innovativeness had an interaction effect with perceptions of materialist reality in only countervailing response. Finally, the implications of these findings were discussed.

A Study of Digital Game Grammar (디지털 게임의 장르 문법 연구 -FPS 장르를 중심으로-)

  • Lee, Dong Eun
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.7-18
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    • 2015
  • The aims of this study are to theorize genre convention of the digital games and to draw digital game genre grammar. This study verified the need for game genre and derives FPS Game genre grammar in six features. There is a formulation of the genre theory of meaning to academic researchers who studies digital games. And game designers to provide universal principles of a specific genre that is meaningful. As well as this study found that game play through the convergence of different media genres and the new format of storytelling or do it the potential to generate content may also be expected.

Brand-Post Factors Affecting the Social Media Success : Case of Energy/Eco-Friendly Company Brands in Facebook (에너지·친환경 기업들의 소셜미디어 브랜드 게시글 성공요인 분석)

  • Kim, Eunji;Lee, Yonnim;Cho, Jaehong;Kwon, Ohbyung
    • Journal of Information Technology Services
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    • v.13 no.4
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    • pp.1-17
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    • 2014
  • Domestic and international energy and eco-friendly companies take advantage of social media for image enhancement and product promotion. However, there were no in-depth empirical analysis to verify specific effectiveness of social media use in these sectors. The purpose of this study is to reveal the key factors that are considered to use social media effectively for energy and eco-friendly companies. For this purpose, we regarded the effectiveness of social media as Post Awareness and Word of Mouth. Characteristics of social media as a medium were measured separately, media richness and media genre, as independent variables of social media effectiveness. We investigated 413 posts in Facebook brand page of energy and eco-friendly companies and conducted a content analysis. As a result, post awareness of users was greater when post has richer media such as video. For media genre, word of mouth appeared to be greater when the posts provide information.

Genre-specific Cultivation Effects of TV Programs: Cultivating Viewers' Citizenship and Value Attitudes (텔레비전 시청 장르별 시민성 및 가치관 계발 효과의 차이)

  • Na, Eun-Kyung
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.150-157
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    • 2013
  • In this media convergence era when the 'hybrid' genres increase, it has been important to explore distinguishing genre-specific effects of contents use. This study revealed that news, current affairs/talk, and documentary genres respectively produces opposite directions of influences on values; likewise, drama and reality genres also respectively produces differentiated impact on values and social trust. Drama viewing itself shows contrary patterns on civic attitude, i. e., positive relationship with social trust while negative with tolerance.

A Study of Trans-media in Fantasy Genre - Focusing on the Game of Thrones - (판타지 장르의 트랜스미디어 연구 -왕좌의 게임(Game of Thrones)을 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.48
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    • pp.173-197
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    • 2017
  • The purpose of this study is to investigate the extensibility of transmedia contents of fantasy genre, and then to examine the characteristics of trans-media contents and analyze how the contents of fantasy genre have become trans-media. The definition and characteristics of the trans-media are distinguished from the existing theories such as One Source Multi Use (OSMU) and Crossmedia. At the same time, this study analyzes the extensibility of the trans-media contents applied to the fantasy genre and it compares with other medias such as novels, videos, games, etc. This shows that the game of the throne was more like to the second order adaptation through video adaptations that succeeded in success compared to the original novels that in expanding into trans-media compared with existing fantasy genre contents represented by the Lord of the Ring. The difference is that although the game of the throne is a fantasy genre content, it does not inherit the existing database genre elements, and it has been found that it has a different aspect from the existing customary form from the role of the character to the whole narrative. The analyzes presented in this study are equally valid for single content, not just for transmedia specific elements.

Analyzing Predictors of Gamer Issue Participation: Focused on the Role of Media Source, Corrective Action, and Attitudinal Information (게이머 이슈 참여에 미치는 영향 연구: 미디어 출처, 시정 행동과 태도 정보의 역할을 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.187-197
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    • 2022
  • This study examined the effects of game genre, news media with differing political ideologies, and game-related information sources on gamer issue participation by performing a hierarchical regression model, using an online survey on Korean gamers (N=1,362). As a result of the study, playing specific genres of games played a positive role in gamer issue participation. The group behavior or collective action for or against game regulation reported in the liberal/moderate media acted as a mobilization cue for readers and potentially encouraged gamers to take social action. But the conservative media, which used governmental organizations and interest groups as sources of information, had a negative impact on real-life participatory behavior. The biased journalism practice of the mass media on game-related social issues influenced gamers' social and political behavior through corrective action. This study is significant in empirically analyzing the relationship between political ideology, game genre, media use, and gamers' social participation. The current research suggests the improvement of game regulation policy and the need for theoretical and conceptual expansion of game research.

Automatic Video Editing Technology based on Matching System using Genre Characteristic Patterns (장르 특성 패턴을 활용한 매칭시스템 기반의 자동영상편집 기술)

  • Mun, Hyejun;Lim, Yangmi
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.861-869
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    • 2020
  • We introduce the application that automatically makes several images stored in user's device into one video by using the different climax patterns appearing for each film genre. For the classification of the genre characteristics of movies, a climax pattern model style was created by analyzing the genre of domestic movie drama, action, horror and foreign movie drama, action, and horror. The climax pattern was characterized by the change in shot size, the length of the shot, and the frequency of insert use in a specific scene part of the movie, and the result was visualized. The model visualized by genre developed as a template using Firebase DB. Images stored in the user's device were selected and matched with the climax pattern model developed as a template for each genre. Although it is a short video, it is a feature of the proposed application that it can create an emotional story video that reflects the characteristics of the genre. Recently, platform operators such as YouTube and Naver are upgrading applications that automatically generate video using a picture or video taken by the user directly with a smartphone. However, applications that have genre characteristics like movies or include video-generation technology to show stories are still insufficient. It is predicted that the proposed automatic video editing has the potential to develop into a video editing application capable of transmitting emotions.

The Climax Expression Analysis Based on the Shot-list Data of Movies (영화의 쇼트리스트 데이터를 기반한 클라이맥스 표현 분석)

  • Lim, Yangmi
    • Journal of Broadcast Engineering
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    • v.21 no.6
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    • pp.965-976
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    • 2016
  • Recently studies about audio-visual immersion are being carried out due to development of digital video but studies analysing quantitatively the content or climax of video has not carried out. The paper is analysed quantitatively by using shot size, camera angle, camera direction and camera position, objective & subjective which is general component of video expression. We can see the climax effects in the video destroying the principles because there is a rule when they use the component. This thesis analyses shot-list based on video expression in existing movies therefore it can analyse quantitatively several method commonly used in order to make the climax. These suggesting method that can find the part of climax based on analysis of shot-list can be used when you search the specific part of video like long movie or when you search the genre of the movie or when you index the genre. Also it can be very effective in various information services companies offering climax movie which is searched.

Genre Characteristics of Objet Hats in Contemporary Fashion (현대 패션에 나타난 오브제 햇(objet hat)의 장르별 특성)

  • Park, Sun-Hee;Yim, Eun-Hyuk
    • Fashion & Textile Research Journal
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    • v.17 no.2
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    • pp.147-156
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    • 2015
  • Lately, unique hats, which worn by iconic figures in fashion industry, like Anna Piaggi and Isabella Blow to express the originality and self-awareness, received attention from the mass media along with their styles. The purpose of this research is to investigate, analyze, and media-specific characteristics of objet hats which are used to show various items, shape up targets, and express the concept of attires. In order to fulfill this, this study focuses on objet hat designers who have been influential from the 1980's to recent years. As for the research methodologies, this study conducts investigating examples from fashion related books, research papers, and websites along with literary research. Study of objet hat is based on cases and works of designer in objet hat in contemporary fashion expression shape. As a result, objet hat, First, the experimental work to maximize the effectiveness as a fashion objet containing the concept of designer in the runway shows. Second, as pieces displayed on art galleries and museums, objet hats are recognized as artistically defined world of conceptual designers' imaginations. Third, objet hats function as ways of celebrities' expression, who affects the public as fashion leaders. Lastly, objet hat designers's activities operate the story and notion contained in the work through a variety of genres. Objet hats, an independent fashion genre, which symbolize creativity and freedom, influenced the fashion industry with astonishing materials, forms, and decorations.

Exploring the Traits of Popular Channels of Afreeca TV (Afreeca TV의 인기 채널 특징 탐구)

  • Han, Sukhee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.2
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    • pp.33-38
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    • 2017
  • This study explores the popular channels of Afreeca TV, which is the most famous Internet Broadcasting Service in South Korea currently. Due to the developments of technology, the era has come that ordinary people are able to do broadcasting individually with some equipment. Unlike traditional media, Internet Broadcasting does not have a concept of ratings, and Afreeca TV utilizes the specific formula for counting popular channels. In this situation, this study analyzes the popular channels on Afreeca TV by 1) Gender 2) Profile Photo 3) Genre 4) Enthusiast 5) Fanclub 6) Supporter 7) Amount of Airtime 8) Cumulative Audience, and then it reveals the traits of those popular channels. Then, it further discusses the future of the Internet broadcasting.