메뉴 건너뛰기
.. 내서재 .. 알림
소속 기관/학교 인증
인증하면 논문, 학술자료 등을  무료로 열람할 수 있어요.
한국대학교, 누리자동차, 시립도서관 등 나의 기관을 확인해보세요
(국내 대학 90% 이상 구독 중)
로그인 회원가입 고객센터 ENG
주제분류

추천
검색
질문

논문 기본 정보

자료유형
학술저널
저자정보
저널정보
한국디자인문화학회 한국디자인문화학회지 한국디자인문화학회지 제14권 제2호
발행연도
2008.6
수록면
128 - 139 (12page)

이용수

표지
📌
연구주제
📖
연구배경
🔬
연구방법
🏆
연구결과
AI에게 요청하기
추천
검색
질문

초록· 키워드

오류제보하기
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.

목차

등록된 정보가 없습니다.

참고문헌 (9)

참고문헌 신청

함께 읽어보면 좋을 논문

논문 유사도에 따라 DBpia 가 추천하는 논문입니다. 함께 보면 좋을 연관 논문을 확인해보세요!

이 논문의 저자 정보

최근 본 자료

전체보기

댓글(0)

0