본문 바로가기
KERD
논문KCI 등재

브랜디드 엔터테인먼트의 이용과 충족이 콘텐츠유희성과 가치에 미치는 영향

Effects of Uses and Gratifications on Playfulness and Values of Branded Entertainment Content

0

조회

0

다운로드

31

인용

0

참고문헌

키워드

주제분류신문방송학

초록

본 연구는 브랜디드 엔터테인먼트 콘텐츠에 대한 이용자들의 이용과 충족 요인을 알아보고 이러한 이용과충족 동기가 콘텐츠 유희성과 가치 인식에 미치는 영향을 탐색해 보았다. 또한 유희성과 가치가 궁극적으로콘텐츠 태도에 미치는 영향 관계를 연구모델화하였다. 대학생들을 대상으로 설문을 실시한 결과 브랜디드엔터테인먼트 콘텐츠의 이용 동기는 시간 보내기, 휴식/흥미, 정보성의 3가지로 정리할 수 있었다. 이 중에서 시간 보내기와 휴식/흥미는 유희성에 긍정적인 영향을 미치는 것으로 나타났다. 시간 보내기는 콘텐츠 가치에 부정적인 영향을 미치고 있었고 정보성은 콘텐츠 가치에 긍정적인 영향을 미치고 있었다. 유희성은 콘텐츠 가치와 태도에 긍정적인 영향을 미치는 것으로 나타났다. 마지막으로 가치는 콘텐츠 태도에 긍정적으로 연결되고 있었다. 이러한 결과는 브랜디드 콘텐츠 연구에 대한 학문적인 시사점과 함께 실무적인 브랜디드 콘텐츠 제작 차원에서 시사점도 제공하고 있다.

Abstract

This study investigates uses and gratifications of branded entertainment, and explores impacts of users motivation on content playfulness and value perceptions. In addition, effects of content playfulness and value perceptions on attitudes toward branded entertainment content are also modeled. Using college students as a sample, survey research was conducted. The results show that use motivations of branded entertainment can be summarized as time killing, relaxation/entertainment, information. Among them, time killing and relaxation/entertainment influenced playfulness positively, and time killing influenced content values negatively. Playfulness is connected to content values and attitudes toward branded entertainment content. Finally, content values are linked to attitudes toward content positively. These results could provide academic implications and managerial implications in terms of branded content production.

참고문헌 (65)

  1. Agarwal, R., "Time flies when you’re having fun : Cognitive absorption and beliefs about information technology usage", MIS Quarterly, 24, pp.665~694 (2000)
  2. Albarracin, D., "The Handbook of attitudes", pp.3~19 (2005), Lawrence Erlbaum Associates
  3. Alwitt, L. F., "Functional and belief dimensions of attitudes to television advertising : Implications for copytesting", Journal of Advertising Research, 32(5), pp.30~42 (1994)
  4. Bagozzi, R. P., "Attitude organization and the attitudeᐨbehavior relationship", Journal of Personality and Social Psychology, 27, pp.913~929 (1979)
  5. Batra, R., "Measuring the hedonic and utilitarian sources of consumer attitudes", Marketing Letters, 2(2), pp.159~170 (1991)
  6. Belch, G. E., "Advertising and promotion, an integrated marketing communications perspective", pp.2011, McGrawHill
  7. Chaiken, S., "Unintended thought", pp.212~252 (1989), Guilford
  8. 최고원, "놀이이론과 문화분석 -J. 호이징어와 R. 카이와의 놀이이론을 중심으로-", 현대유럽철학연구, (25), pp.25~52 (2011), 한국하이데거학회
  9. Chung, S., "Adolescents’ characteristics and the effect of smartphone motivation on smartphone addition", 석사, pp.2015
  10. Csikszentmihalyi, M., "Flow: The psychology of optimal experience" (1990), Harper and Row
  11. de Mooij, M., "Global marketing & advertising:Understanding cultural paradoxes" (2010), Sage Publications
  12. Dennis, C., "The effect of digital signage on shoppers’behavior : The role of the evoked experience", Journal of Business Research, 67, pp.2250~2257 (2014)
  13. Dhar, R., "Consumer choice between hedonic and utilitarian goods", Journal of Marketing Research, 37, pp.60~71 (2000)
  14. Ducoffe, R. H., "Advertising value and advertising on the Web", Journal of Advertising Research, 36(5), pp.21~35 (1996)
  15. Eagly, A. H., "The psychology of attitudes" (1993), Harcourt Brace Jovanovich
  16. Eighmey, J., "Profiling user responses to commercial Web sites", Journal of Advertising Research, 37(3), pp.59~66 (1997)
  17. Ferguson, D. A., "The World Wide Web as a functional alternative to television", Journal of Broadcasting & Electronic Media, 44(2), pp.155~174 (2000)
  18. GinerᐨSorolla, R., "Dualᐨprocess theories in social psychology", pp.446~461 (1999), Guilford
  19. Hoffman, D. L., "Panning for business models in a digital gold rush, HotWired, (Intelligent Agent section)", ~ (1995)
  20. Holbrook, B., "Assessing the role of emotions as mediators of consumer responses to advertising", Journal of Consumer Research, 14, pp.404~420 (1987)
  21. Hudson, S., "Branded entertainment;A new advertising technique or product placement in disguise?", Journal of Marketing Management, 22, pp.489~504 (2006)
  22. 황유리, "브랜디드 엔터테인먼트의 설득적 효과: 애드무비(ad movie)를 중심으로", 광고학연구, 25(6), pp.83~104 (2014), 한국광고학회
  23. Johar, J. S., "Valueᐨexpressive versus utilitarian advertising appeals : When and why to use which appeal", Journal of advertising, 20(3), pp.23~33 (1991)
  24. Ilyoung Ju, "The influence of life satisfaction on nostalgic advertising and attitude toward a brand", Journal of Marketing Communications, pp.1~15 (2015), Informa UK Limited[DOI]
  25. 전종우, "3D 콘텐츠의 이용동기와 3D 크리에이티브 광고 효과와의 관계 - 프레즌스, 소비자 태도, 구매의도를 중심으로", 광고연구, (91), pp.96~122 (2011), 한국광고홍보학회
  26. Jun, J. W., "Mobile media use and its impact on consumer attitudes toward mobile advertising", International Journal of Mobile Marketing, 2(1), pp.50~58 (2007)
  27. 전종우, "미디어로서 출판만화의 이용과 충족이 출판만화 광고태도에 미치는 영향", 광고PR실학연구, 4(1), pp.70~84 (2011), 한국광고PR실학회
  28. 전종우, "영화정보 프로그램이 영화소비에미치는 시청자의 이원 경험 영향 모델", 한국광고홍보학보, 17(4), pp.89~110 (2015), 한국광고홍보학회[DOI]
  29. 강문영, "소셜 미디어를 기반으로 하는모바일 네이티브 광고의사용 의도에 관한 실증적 연구", 광고학연구, 27(2), pp.7~28 (2016), 한국광고학회
  30. Katz, E., "The uses of mass communication: Current perspectives on gratifications research", pp.19~32 (1974), Sage
  31. Kim, W. H., "An exploratory study on the event promotion as a tool of integrated marketing communication", Journal of Outdoor Advertising Research, 9(1), pp.33~62 (2012)
  32. 김종기, "스마트폰의 특성이 지속구매의도에 미치는 영향: 유희성의 조절효과를 고려하여", 대한경영학회지, 25(4), pp.2021~2045 (2012), 대한경영학회[DOI]
  33. Ko, H., "Internet uses and gratifications : A structural model of Internet advertising", Journal of Advertising, 34(2), pp.57~70 (2005)
  34. Ko, H., "Crossᐨcultural differences in motivations and perceived interactivity : A comparative study of American and Korean internet users", Journal of Current Issues and Research in Advertising, 28(2), pp.93~104 (2006)
  35. 이상봉, "TV홈쇼핑 채널의 이용과 충족연구", 한국콘텐츠학회 논문지, 11(12), pp.241~249 (2011), 한국콘텐츠학회
  36. 이주환, "미디어 아트를 활용한 구전 마케팅의 소비자 효과 모델", 광고연구, (108), pp.64~85 (2016), 한국광고홍보학회[DOI]
  37. Lee, J, "Uses and gratification of nonᐨterrestrial tv media and their competition : The case of college student viewers", Journal of Broadcasting Research, 12, pp.221~256 (2001)
  38. Leigh, J., "Dimensional relationships of recall and recognition measures with selected cognitive and affective aspects of print ads", Journal of Advertising, 35(1), pp.105~122 (2006)
  39. Lin, C. A., "Looking back: The contribution of Blumler and Katz’s use of mass communication to communication research", Journal of Broadcasting & Electronic Media, 42(1), pp.95~112 (1996)
  40. Lutz, R. J., "Psychological processes and advertising effects: Theory, research and applications", pp.45~63 (1985), Erlbaum
  41. 문영숙, "광고게임의 현황과 특성에 관한 탐색적 연구", 광고학연구, 23(6), pp.83~106 (2012), 한국광고학회
  42. Osgood, C. E., "The measurement of meaning" (1957), University of Illinois Press
  43. Palmgreen, "Current research in film 5" (1987), Abex
  44. Parker, J., "A uses and gratifications perspective on the internet as a new information source", American Business Review, pp.43~49 (2000)
  45. Percy, L., "Strategic advertising management" (2001), oxford University Press
  46. Petty, R. E., "International perspectives on psychological science 2", pp.229~247 (1994), Lawrence Erlbaum Associates
  47. Petty, R. E., "Attitudes and persuasion: Classic and contemporary approaches" (1981), William C. Brown
  48. Petty, R. E., "Communication and persuasion: Central and peripheral routes to attitude change" (1986), SpringerᐨVerla
  49. Pittman, T. S., "The bandbook of social psychology", pp.549~590 (1998), McGrawᐨHill
  50. Pohlman, A., "Market image as a function of group and product type : A quantitative approach", Journal of Applied Psychology, 57(2), pp.167~171 (1973)
  51. Rokeach, M., "The nature of human values" (1973), Free Press
  52. 류유희, "브랜드웹툰의 광고효과에 관한 연구 - 웹툰 “상처공감 다이어리”를 중심으로 -", 한국디자인포럼, (43), pp.199~207 (2014), 한국디자인트렌드학회
  53. Rubin, A. M., "Television uses and gratifications : The interactions of viewing patterns and motivations", Journal of Broadcasting, 27(1), pp.37~51 (1983)
  54. Rubin, A. M., "Audience activity and television news gratification", Communication Research, 14(1), pp.58~84 (1987)
  55. Rubin, A. M., "Loneliness, parasocial interaction, and local television news viewing", Human Communication Research, 12(2), pp.155~180 (1985)
  56. Russell, J., "Evidence for a threeᐨfactor theory of emotions", Journal of Research in Personality, 11, pp.273~294 (1977)
  57. Schimmack, U., "The handbook of attitudes", pp.397~435 (2005), Lawrence Erlbaum
  58. Sheth, J. N., "Why we buy what we buy: A theory of consumption values", Journal of Business Research, 22, pp.150~170 (1991)
  59. 손종남, "영상콘텐츠 기반 피규어의 유희성과 로제카이와의 놀이이론 비교", 한국콘텐츠학회 논문지, 10(4), pp.157~164 (2010), 한국콘텐츠학회
  60. Smith, R. E., "Cognitive response to advertising and trial : Belief strength, belief confidence and product curiosity", Journal of Advertising, 17(3), pp.3~14 (1988)
  61. Sun, H., "The role of moderating factors in user technology acceptance", International Journal of HumanᐨComputer Studies, 64(2), pp.53~78 (2006)
  62. 엄명용, "상호작용성이 유희성과 만족에 미치는 영향 : Steuer의 상호작용성을 중심으로", e-비즈니스연구, 14(5), pp.73~90 (2013), 국제e-비즈니스학회
  63. Van der Heijden, H., "User acceptance of hedonic information systems", MIS Quarterly, 28(4), pp.695~704 (2004)
  64. Venkatesh, V. A., "Determinants of perceived ease of use : Integrating control, intrinsic motivation, and emotion into the technology acceptance model", Information System Research, 11(4), pp.342~365 (2000)
  65. Zhang, J., "To play or not to play : An exploratory content analysis of branded entertainment in Facebook", American Journal of Business, 25(1), pp.53~64 (2010)

관련 논문AI추천

이 간행물의 다른 논문 (2건)