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모바일 무선인터넷i-mode의 엔터테인먼트 콘텐츠에서 인터랙션 내러티브가 이용에 미치는 영향에 관한 연구

Title
모바일 무선인터넷i-mode의 엔터테인먼트 콘텐츠에서 인터랙션 내러티브가 이용에 미치는 영향에 관한 연구
Other Titles
An Analysis of Interaction Narratives of I-mode mobile wireless entertainment content on the impact of using a narrative
Author
김헌
Keywords
엔터테인먼트 콘텐츠; 인터랙션-내러티브; 몰입; Entertainment Contents; Interaction-Narrative; Flow
Issue Date
2008-06
Publisher
한국디자인문화학회
Citation
한국디자인문화학회지, v. 14, No. 2, Page. 128-139
Abstract
The mobile phone in a day of digital convergence has lots of functions, not only communication but also multimedia. It, beyond machine, makes us talk to each other and is used to do many things instead of us through the sympathy between this little mobile phone and people. This research is about the effect to immersion by a narrative when we use contents. That narrative is appeared in examples of mobile entertainment contents in Japan where mobile content environment is well-developed. What I analyze is limited to successful examples which is using interaction-narrative components, like the most popular mobile entertainment contents Mixi, kaocheck, mayugeuranai and so on in Japan recently. I note the components which is getting users` attention through analyzing entertainment contents used in mobile. I purpose to analyze that narrative components have an effect on using mobile contents, through an analysis of foreign examples on documents research. These are the detailed purpose. First, I`m going to analyze the entertainment contents example of mobile wireless internet i-mode and the reason why rate of entertainment contents is high. Second, I`m going to analyze the immersion to entertainment contents and figure out how narrative components are being used in entertainment contents. Third, I`m going to suggest the feature of interaction-narrative obtained by analyzing a example. Fun functions to relax. furthermore, it functions to get participation and then to make interaction through participation. Secondly, There are a recognition desire to let people know me and a friendship desire to make a human communication society. One person want to let the others know and estimate his achievement, because he has more psychology of being known than fear to being exposed. That`s the why immersion is so important. In entertainment contents, the effect to interaction by a narrative is immersion. Independent users immerse themselves through telling their stories in media environment. Then a person who receives that stories feels common experience and common sensitivity from a friendly storytelling and immerses himself. User-created the narrative makes it possible.
URI
http://www.dbpia.co.kr/Journal/ArticleDetail/NODE06541836https://repository.hanyang.ac.kr/handle/20.500.11754/104623
ISSN
1598-6497
Appears in Collections:
COLLEGE OF DESIGN[E](디자인대학) > ENTERTAINMENT DESIGN(엔터테인먼트디자인학과) > Articles
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