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논문 기본 정보

자료유형
학술저널
저자정보
Chaeyeon Seo (Chung-Ang University) Jeongin Choi (Chung-Ang University)
저널정보
중앙대학교 영상콘텐츠융합연구소MINT Moving Image & Technology (MINT) MINT: Moving Image & Technology, Vol.2, No.4
발행연도
2022.11
수록면
17 - 23 (7page)
DOI
10.15323/MINT.2022.11.2.4.17

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초록· 키워드

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Technological advancements have led to two major changes in the video industry. Audiences have begun to watch broadcasts using personal electronic devices, not TV, and the audience has changed from passive to active. In the process, the viewership of the legacy platform, the station, plummeted, and the station began a new approach to gaining viewers. We felt the need to develop new content based on the audience’s active viewing behavior. Therefore, this study proposes the development of experiential content and determines whether the experiential content led by the online platform can be combined with broadcasting. Existing studies have focused on exhibitions and virtual reality as experiential content. However, this study differs in that it proposes a plan to provide a video content experience to the public through broadcasting. This study targets entertainment, and analyzes the experience provided by online entertainment Girl"s High School Mystery Class and Play U. Based on the analysis results, a method for introducing experiential content into broadcasting is presented. This study is significant as it emphasizes the importance of understanding the needs of multi-layered audiences and the need to provide new forms of content to teens and twenties who will be the main consumers of content in the future.

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Abstract
1. Introduction
2. Experiential content definition
3. Analysis of Web Entertainment Experience Delivery Methods
4. Possibility of incorporating experiential entertainment contents into broadcasting
5. Conclusion
References

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