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논문 기본 정보

자료유형
학술저널
저자정보
서가준 공지흔 (동의대학교) 김치용 (동의대학교)
저널정보
한국멀티미디어학회 멀티미디어학회논문지 멀티미디어학회논문지 제27권 제1호
발행연도
2024.1
수록면
146 - 158 (13page)
DOI
10.9717/kmms.2024.27.1.146

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초록· 키워드

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The Fourth Industrial Revolution brought about rapid advances in information and media technology. In particular, games and movies have undergone many changes due to the development of digital technology, which broke down the barriers between movies and games and became the background for the birth of new forms of entertainment, interactive movies. In order to analyze the effect of the characteristics of interactive films on audience satisfaction and loyalty, this paper used gamification, interaction, and nonlinear narratives as independent variables, and set audience satisfaction and loyalty as parameters and dependent variables, respectively. This study established a theoretical background and hypothesis based on previous studies. Data was collected through a survey on this, and data analysis and hypothesis verification were conducted using SPSS 29.0 and AMOS 24.0. As a result of the study, it was found that gamification and nonlinear narratives had a positive effect on both internal and external satisfaction of the audience, and interaction had a positive effect only on the internal satisfaction of the audience. In addition, it was found that gamification and nonlinear narratives affected audience loyalty through internal and external satisfaction of the audience, and interaction affected audience loyalty only through internal and external satisfaction.

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ABSTRACT
1. 서론
2. 이론적 배경
3. 연구 설계
4. 연구 결과
5. 결론
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