• Title/Summary/Keyword: viewer engagement

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The Differential Impacts of Positive and Negative Emotions on Travel-Related YouTube Video Engagement (유튜브 여행 동영상의 긍정적 감정과 부정적 감정이 사용자 참여에 미치는 영향)

  • Heejin Kim;Hayeon Song;Jinyoung Yoo;Sungchul Choi
    • Journal of Service Research and Studies
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    • v.13 no.3
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    • pp.1-19
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    • 2023
  • Despite the growing importance of video-based social media content, such as vlogs, as a marketing tool in the travel industry, there is limited research on the characteristics that enhance engagement among potential travelers. This study explores the influence of emotional valence in YouTube travel content on viewer engagement, specifically likes and comments. We analyzed 4,619 travel-related YouTube videos from eight popular tourist cities. Using negative binomial regression analysis, we found that both positive and negative emotions significantly influence the number of likes received. Videos with higher positive emotions as well as negative emotions receive more likes. However, when it comes to the number of comments, only negative emotions showed a significant positive influence, while positive emotions had no significant impact. These findings offer valuable insights for marketers seeking to optimize engagement strategies on YouTube, considering the unique nature of travel products. Further research into the effects of specific emotions on engagement is warranted to improve marketing strategies. This study highlights the powerful impact of emotions on viewer engagement in the context of social media, particularly on YouTube.

Visual Dynamics Model for 3D Text Visualization

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.4
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    • pp.86-91
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    • 2018
  • Text has evolved along with the history of art as a means of communicating human intentions and emotions. In addition, text visualization artworks have been combined with the social form and contents of new media to produce social messages and related meanings. Recently, in text visualization artworks combined with digital media, communication forms with viewers are changing instantly and interactively, and viewers are actively participating in creating artworks by direct engagement. Interactive text visualization with additional viewer's interaction, generates external dynamics from text shapes and internal dynamics from embedded meanings of text. The purpose of this study is to propose a visual dynamics model to express the dynamics of text and to implement a text visualization system based on the model. It uses the deconstruction of the imaged text to create an interactive text visualization system that reacts to the gestures of the viewer in real time. Visual Transformation synchronized with the intentions of the viewer prevent the text from remaining in the interpretation of language symbols and extend the various meanings of the text. The visualized text in various forms shows visual dynamics that interpret the meaning according to the cultural background of the viewer.

Empirical Research on the Causal Effect of Implementation of "With-COVID19" Policy on the Viewer Engagement of Online Fitness Contents (위드코로나 정책이 온라인 피트니스 콘텐츠의 시청자 참여도에 미치는 영향에 대한 실증 연구)

  • Byoung-Hyuk Ahn;Jiye Baek
    • Information Systems Review
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    • v.25 no.4
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    • pp.1-25
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    • 2023
  • The online fitness industry has experienced rapid growth in recent years, overcoming physical constraints of conventional fitness programs. The COVID-19 pandemic accelerated the trend as social distancing policies were implemented. However, as financial distress of offline gyms worsened, the Korean government implemented the "With-COVID19" policy, which lifted most of the restrictions and regulations on offline gyms, on November 1st, 2021, raising concerns about the loss of drivers for the growth of the online fitness industry. Using regression discontinuity design in time (RDDiT), this study investigates the causal effect of the "With-COVID19" policy on the viewer engagement of online fitness content. Contrary to expectations that viewer engagement would decrease, it increased by 21%. Additionally, subgroup analysis based on opportunity cost reveals heterogeneity, and the high-cost group experienced a greater increase of 32% compared to low-cost group. Based on these findings, the study provides possible mechanisms of the increase, theoretical contributions on using RDDiT in the Information Systems, and practical implications for guidelines on managing online fitness platforms and content in the era of digital transformation.

The Impact of Interstitial Position of In-program Advertising based on the Engagement to the Media Contents on Consumer Behavior: Focusing on the Irritatioin (영상 몰입도에 따른 중간광고 배치가 소비자 행동에 미치는 영향: 짜증 정서의 역할을 중심으로)

  • Yi, Liuhan;Ko, Sujin;Lee, Jaeyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.185-195
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    • 2018
  • We try to explore the effect of the emotions of viewers caused by the insertion of the in-program adversiging on the advertising effect. To test our hypotheses, we collected the data through two lab experiments and analyze the data with t-test. The results are as follows. First, high engagement to the media contents impacts positively on the feeling of viewer's irritation when the movie clip is interrupted and an in-program advertising is inserted. Second, the negative emotions of the irration are congruented, which affect the attitude of the advertised product negatively. On the other hand, the irritation caused by the in-program advertising had a positive effect on the brand awareness and memory(recall) of the advertised product because of high state of arousal. These results enrich the understanding about the role of in-program advertising which affect viewer's feeling and behvior. Moreover, these findings provides managerial implications to help advertising managers manage their in-program advertising more effectively.

A Study on the Viewing Attitude and Intention for Perceived Usefulness and Ease of use of Terrestrial UHD Broadcasting - Center for Extended Technology Acceptance Model(ETAM)- (지상파 UHD 방송에 대한 인지된 유용성과 용이성이 시청태도 및 의향에 미치는 영향에 관한 연구 - 확장된 기술수용모형(ETAM) 중심으로 -)

  • Chun, Byung-Jong;Kim, Jong-Moo
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.413-424
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    • 2017
  • This research was conducted to find out about the effects of a perceived usefulness and a perceived ease of use on the viewer's attitude and their intention to use of the Terrestrial UHD Broadcasting. The survey was conducted with 191 respondents while innovativeness, relative advantage, active engagement, accessibility and affinity were considered as the external variables for this research. As the result shows, the external variables that affect the perceived usefulness are affinity, relative advantage, and innovativeness. However, it was confirmed that the accessibility has no major effect on the perceived usefulness. Among the external variables, the innovativeness has the highest level of effectiveness on the perceived usefulness of UHD broadcasting. Relative advantage, active engagement, and affinity were followed in orderly fashion. Especially, the perceived ease of use on UHD broadcasting has a major effect on the perceived usefulness. Also, the perceived usefulness affects the viewers' attitude and their intention to use. And the research verified that there is no correlation between the perceived ease of use vs. attitude and between attitude vs. intention to use. Therefore, we can safely say that the perceived usefulness of UHD broadcasting has main effects on viewers' attitude and their intention to use of UHD broadcasting.

From Broken Visions to Expanded Abstractions (망가진 시선으로부터 확장된 추상까지)

  • Hattler, Max
    • Cartoon and Animation Studies
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    • s.49
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    • pp.697-712
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    • 2017
  • In recent years, film and animation for cinematic release have embraced stereoscopic vision and the three-dimensional depth it creates for the viewer. The maturation of consumer-level virtual reality (VR) technology simultaneously spurred a wave of media productions set within 3D space, ranging from computer games to pornographic videos, to Academy Award-nominated animated VR short film Pearl. All of these works rely on stereoscopic fusion through stereopsis, that is, the perception of depth produced by the brain from left and right images with the amount of binocular parallax that corresponds to our eyes. They aim to emulate normal human vision. Within more experimental practices however, a fully rendered 3D space might not always be desirable. In my own abstract animation work, I tend to favour 2D flatness and the relative obfuscation of spatial relations it affords, as this underlines the visual abstraction I am pursuing. Not being able to immediately understand what is in front and what is behind can strengthen the desired effects. In 2015, Jeffrey Shaw challenged me to create a stereoscopic work for Animamix Biennale 2015-16, which he co-curated. This prompted me to question how stereoscopy, rather than hyper-defining space within three dimensions, might itself be used to achieve a confusion of spatial perception. And in turn, how abstract and experimental moving image practices can benefit from stereoscopy to open up new visual and narrative opportunities, if used in ways that break with, or go beyond stereoscopic fusion. Noteworthy works which exemplify a range of non-traditional, expanded approaches to binocular vision will be discussed below, followed by a brief introduction of the stereoscopic animation loop III=III which I created for Animamix Biennale. The techniques employed in these works might serve as a toolkit for artists interested in exploring a more experimental, expanded engagement with stereoscopy.