• Title/Summary/Keyword: internet audience

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How Does the Internet Audience Participate in Cyber Spare and Constitute Cyber Culture? (인터넷 수용자의 참여방식과 문화적 생산 -<여인천하> 게시판 분석-)

  • Joo, Chang-Yun
    • Korean journal of communication and information
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    • v.19
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    • pp.265-294
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    • 2002
  • The purpose of this study is to explore the way in which the internet audience constitutes cyber culture by analysing a bulletin board system(BBS) on a historical drama, 'The World of Women'(SBS). Research findings show that the internee audience participates in a cyber space by five manners; personal participation(18.9%), critique of broadcaster's policy(11.3%), participation in a television drama community(42.1%), co-authorship(6.4%), evaluation and interpretation(21.3%). Through these kinds of participant activities, the internee audience tends to constitute a new cyber culture. Firstly, the audience seems to read 'The World of Women' by a specific way. It is the interest of a Um court lady that is characteristic on BBS of 'The World of Women'. Secondly, the internet audience constructs a new community of meaning by means of using emoticon(emotion and icon), deconstructing grammar, and remaking new signs. Thirdly, the internet audience argues their power over drama production, in other words, their ownership over the drama. Fouthly, the audience actively protests and criticise the policy of the broadcaster, especially charged service. Finally, the internet audience is likely to enjoy writing itself as a fun.

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An Exploratory Study on the Use of Electronic Commerce by Small and Medium Enterprise using the Action-Audience Model (행동-대상 모델에 따른 중소기업의 전자상거래 실태 조사)

  • ;Chang E. Koh
    • The Journal of Society for e-Business Studies
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    • v.3 no.1
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    • pp.137-154
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    • 1998
  • To facilitate a better understanding of the benefits, problems, and issues associated with the use of Internet and (World Wide) Web in business, we conducted an exploratory study on the use of Internet and Web by Small and Medium Enterprise(SME) using the Action-Audience Model. The Action-Audience model categorizes business use of the Web: to provide information (Informational Web), to carry out business transactions (Transactional Web), and to support business activities (Operational Web). The model also recognizes different audiences of the Web. The study shows that SMEs are in the early stage of Web use.

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The Mediating Role of Interaction in the Relationship between IWOM and Purchase Intention E-commerce Live Broadcast (전자상거래 생방송에서 IWOM과 구매의도의 관계에서 상호작용의 매개역할)

  • Zou, ChangYun;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.382-389
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    • 2022
  • In China, E-commerce live broadcast has emerged as the most popular and innovative online shopping form for today's consumers, and its "real-time interactive" feature can compensate for the communication delays of general online shopping. Based on the author's previous research it has been demonstrated that, in the E-commerce live broadcast environment, Internet Word of Mouth (IWOM) has become an important reference for consumers when making purchases. In this paper, we reconstructed the "IWOM-Purchase Intentions" model and use interaction (Auchor-Audience and Audience-Audience) as a mediating variable to empirically investigate the impact of IWOM on purchase intentions in E-commerce live broadcast. The data were collected through a questionnaire survey of individuals who had experience in E-commerce live broadcast and 250 valid data were obtained and analyzed by SPSS21.0. The results show that: the interaction (Auchor-Audience) acts as a mediator between IWOM (strength of relationship; word-of-mouth quality and word-of-mouth timeliness) and purchase intention; And the interaction (Audience-Audience) acts as a mediator between word-of-mouth timeliness on purchase intention, but has no significant mediation on the impact on the strength of relationship and word-of-mouth quality to purchase intention. On this basis, recommendations are made for the implementation of IWOM marketing strategies for E-commerce live broadcast platforms and anchors.

A Study on the Relationships among Audience Motivation, Viewing Flow, Satisfaction, and Loyalty in Watching Interactive Drama: Focused on Chinese Audience (인터랙티브 드라마의 시청동기, 몰입, 시청만족도, 시청충성도 간 관계에 관한 연구: 중국 시청자를 중심으로)

  • Du, Zhen;Kim, Sung-Kyung;Limb, Seong-Joon
    • Asia-Pacific Journal of Business
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    • v.13 no.3
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    • pp.157-170
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    • 2022
  • Purpose - The purpose of this study is to understand the motivating factors of Chinese audience who watch the interactive drama, and suggest the effects of audience' motivation on viewing flow, satisfaction, and loyalty. Design/methodology/approach - To achieve the purpose of the study, a questionnaire survey on the Internet was conducted from September 26, 2021 to October 14, 2021, and data from 332 Chinese respondents were collected. Findings - Findings of this study are 1) audience motivation of watching the interactive drama is composed of 6 factors including the pursuit of entertainment and information, curiosity, interaction, sense of control and indirect experience; 2) the pursuit of entertainment and information, interaction and indirect experience have positive effects on viewing flow; 3) all six factors of audience motivation have positive effects on audience satisfaction; 4) four motivating factors including the pursuit of entertainment, curiosity, interaction and indirect experience have positive effects on audience loyalty. 5) viewing flow and audience satisfaction respectively has some partial mediating effects on the relationship between audience motivation and audience loyalty. Research implications or Originality - Results of this study suggest that in order to increase audience loyalty to interactive dramas, in addition to fulfilling the pursuit of entertainment, which is the basic motive for watching any drama, it is important to fulfill motivating factors related to the unique characteristics of interactive dramas such as curiosity, interaction, and indirect experience. In order for these motivating factors to lead to audience loyalty, it is more effective when viewing flow and audience satisfaction are accompanied.

Statistical analysis of mobile internet news users' attributes affecting on opinion formation for social major issues (모바일 인터넷 뉴스 이용자의 속성이 정치, 경제, 사회적 주요 현안에 대한 의견 형성에 미치는 영향에 대한 통계적 분석)

  • Kim, Jaehee
    • The Korean Journal of Applied Statistics
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    • v.34 no.1
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    • pp.57-74
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    • 2021
  • The proliferation of smart devices (such as smart phones and tablet PCs) has led to a marked increase in the use of mobile-based internet. As a result, the influence of the mobile internet has become important to make opinions on social issues. This study explores the effects of mobile internet news users' characteristics on formation of opinions about major political, economic and social issues. We used the data from the media audience awareness survey by the Korean Press Foundation in 2016 and 2017 in this analysis. The characteristics of the news users are gender, age, education, income, news usage days, news usage hours, media application usage days, news gathering application usage days, portal usage days, and media official website usage days. These characteristics are known as possible explanatory variables for the mobile internet news users. Multiple logistic regressions were done with interpretation to know which covariates affect on formation of major opinion.

Understanding Motivations and Engagement Outcomes of Social Media Television Coviewing

  • Wu, Di;Kim, Eunice Eun-Sil
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.1-13
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    • 2021
  • In today's media environment, TV programmers and advertisers must strive ever harder to attract the attention of audiences. Yet what may be even more crucial is engaging audiences in conversations on social media and nourishing stronger relationships. To provide insights into how to improve audience experiences through social media television coviewing (STVC) behaviors, this study investigates audience motivations for using social networking sites (SNSs) while watching sports program (i.e., social media television coviewing-STVC) and examines relationships between identified motivations and key audience engagement outcomes. The results reveal four motivations for STVC behaviors: sports-related interaction seeking, information seeking, convenience seeking, and socializing. Further, results reveal that sports-related interaction seeking, information seeking, and socializing motivations are significant predictors of satisfaction, investment, and commitment to the program. Audience engagement outcomes are not predicted, however, by convenience seeking or by variables pertaining to SNS-use regarding STVC behaviors.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

A Study on the IPTV Usage and Service Satisfaction (IPTV 수용자의 이용행태와 서비스 만족도에 대한 연구)

  • Seol, Jin-Ah;Bong, Mi-Sun
    • Korean journal of communication and information
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    • v.46
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    • pp.485-510
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    • 2009
  • Since the inception of Internet Protocol TV's real-time service on January, 2009, technological challenges and lack of content diversity of IPTV have been cited as problem areas. While past researches focused on IPTV's technological, industrial and policy facets, this research surveyed the viewers' viewing and usage patterns, and the level of service satisfaction among actual audiences of MegaTV, SKBroadband, and LGTV since January. The results show that subscription fee and content types were the two dominant determinants in audience's choice of a particular IPTV company. The high users of IPTV were on average aged between 30-39, and women tended to be heavier users than men. The surveyed audience also regarded IPTV to be more similar to the Internet than any other medium such as Cable TV and Satellite TV. IPTV audience cited 'lifestyle service' and 'additional service' offerings to be highly relevant to their usage and satisfaction; interactive service and educational service also showed high correlation to usage and satisfaction. The most watched contents on IPTV were domestic TV series, followed by foreign movies and variety shows. 'Fees for additional features,' 'lack of real-time terrestrial TV service', and 'lack of content variety' were the major areas of concern for IPTV viewers. They answered that the monthly fee was the most important factor in the selection of IPTV. Use of pay-per-view contents and add-on interactive service fees were also seen as problematic. With regards to future usage, the IPTV audience revealed that they were very sensitive and reluctant to pay for additional services. While existing researches concentrated on IPTV's technological problems and lack of content diversity, this study illuminated the more pragmatical side of the viewers, namely, the importance of price in audience's selection of an IPTV service provider. From these results, it is recommended that, before doing anything else, the service providers try to meet the audience's expected price points in order to garner the full potential of IPTV and the attendant mass audience.

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A Study on the Internet Advertisement. Waking banner and e-mail type advertising the prime object) (인터넷 광고에 관한 연구 -배너광고와 이메일 광고를 중심으로)

  • 손상희
    • Archives of design research
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    • v.14 no.3
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    • pp.107-116
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    • 2001
  • Despite young age, Internet, as new advertising media, is actively studied worldwide. In 1995, the department of multimedia-related study was first founded in Technical Institute and has carried out the On Internet banner, user is not an object to accept only a message but has a specification to contact with banner actively having various motivation and desire. Internet advertising has various types but banner and e-mail type advertising are main stream. In the view point of recognition and concern rate, banner is very effective because it does not set limit to specific target, but is shown to unspecific audience. Acceding to studies, usage frequency and effect of e-mail type advertising is growing up. And e-mail type advertising is more active because it can target specific audience with various life style. If we can say banner is not so effective in spite of simply good exposure frequency, we can find theoritical background that e-mail type advertising is more effective internet advertising media because high click frequency. And we suppose that this study can be a guide line for measuring process of Internet advertising effect.

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Quality of Health Information on the Internet

  • Lotfia Mahmoud Refaat Shenishen
    • International Journal of Computer Science & Network Security
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    • v.23 no.2
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    • pp.147-151
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    • 2023
  • The article reviews the quality of information on the Internet in general and health information in particular, where the accumulation and steady increase of information available on the Internet, without concern for its quality or importance, and regardless of the target audience, in addition to the lack of evidence of its credibility such as the availability of the name of the editor and references, and the availability of the name of an academic or research body responsible for that information. Add to this the lack of bibliographic data that can help infer the novelty of the information, and verify the element of trust in it . The problem is exacerbated with regard to the health information available on the Internet, due to its danger resulting from the presence of false health information that may cause danger to human health if relied upon. Through this article, the researcher proposes criteria that can help users search for information to measure the degree of quality, trust, and credibility of information in general and health information available on the Internet in particular.