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Subject

Study on Audiences Watching a Movie for Storytelling in Transmedia Era
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트랜스미디어 시대 스토리텔링을 위한 수용자의 영화관람 연구

논문 기본 정보

Type
Academic journal
Author
Jin-Wook Kim (평택대학교)
Journal
The Korean Entertainment Industry Association Journal of the Korea Entertainment Industry Association Vol.12 No.3 KCI Accredited Journals
Published
2018.4
Pages
333 - 341 (9page)
DOI
10.21184/jkeia.2018.4.12.3.333

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Result
Study on Audiences Watching a Movie for Storytelling in Transmedia Era
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Abstract· Keywords

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Generally, the flow of transmedia storytelling is evolving newly across the domains such as movie, TV drama, webtoon, animation, YouTube, game, etc. and it is commonly starting from the movie. Therefore, the study on watching a movie of movie audiences has a meaning as the audience research to establish the transmedia storytelling strategy. Because the audience in the transmedia era is the audience and at the same time is the main agent of producing new contents based on the rapid change in media environment. Therefore, it was determined if it is relevant applying the theory "The audience"s identifying attitude would increase the experience of fun." drawn through the preceding researches to the process of establishing the strategy for the current transmedia storytelling.
The quantitative research method by questionnaire survey was selected and to achieve the purpose of the study, the mobile internet questionnaire survey was conducted with the 100 college student audiences across the country, who are receiving the influence relatively by the visual media as a major target of the movie and to change the their role modeling and identification target through it. In the results of this study, the research hypothesis "The experience of fun is varied according to the attitude of identifying the movie character by the movie audience" was selected and it was confirmed that the theory of existing theory of preceding research saying that the higher the movie audience"s identifying attitude of movie character, the higher the experience of fun." can be applied to the college student audiences in 2017. However the interesting fact was found in the results of analyzing the correlation between the identification factor and each fun factor. It showed that the higher the identification degree of movie character, the college student audiences experience the fun in the order of image > emotion > character. This results can be interpreted that "the story, character and the plot", which were considered as main factor of storytelling in existing visual contents, were not coincided with the audience"s experience of fun actually. This advocates the claim that the communication needs of the active internet generation who are familiar with the nonlinear structure of the story rather that the linear structure of the story are difference from existing needs.

Contents

ABSTRACT
Ⅰ. 서론
Ⅱ. 영화마케팅에 관한 선행연구
Ⅲ. 연구문제
Ⅳ. 연구결과
Ⅴ. 결론
References
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UCI(KEPA) : I410-ECN-0101-2018-691-002050553