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Consumption of Visual Cues in Computer-Mediated Environments
최환호 한국유통과학회 2020 유통과학연구 Vol.18 No.8
Purpose: In the digital age, visual cues in computer-mediated environments are becoming a very popular means of communication. Therefore, it is a very critical market for marketers to utilize for marketing communication and platform providers and manufacturers of mobile devices which create and distribute the visual cues While the prevalent research on visual cue consumption focuses on the positive side, the dark side of consuming visual cues has not been investigated. Therefore, in this research, the dark side of using visual cues, such as difficulties and problems in their application, will be investigated. Research design, data, and methodology: Due to the nature of this study, a netnography approach was adopted. Twitter which the users regularly utilise visual cues in their communications was a prime source for data of this research. Results: This research suggests that visual cue users experience anxiety about the subordination of expression and suffer from the myth of an ideal practice of expression. Conclusions: As the previous research emphasised the complementary role of visual cues, has failed to recognise the problems associated with the extensive and growing dependence on visual cues. This awareness demonstrates that we need to take a careful approach to visual cue usage.
Consumer Value Creation in the Networked Age: The Case of K-Pop
최환호,김준익,정재권 아시아.유럽미래학회 2017 유라시아연구 Vol.14 No.4
With the advancement of social media, the pace of culture has been accelerating, and this shift has led to changes in consumer-centric environments where individuals play an important role in existing producer-centric environments. K-pop, which is emerging as the new leading role of Hallyu, is spreading to other countries based on diverse social media such as YouTube and Facebook, and their songs, styles and videos are becoming a core cultural industry. However, in spite of the influence and importance of social media development on the cultural industry, previous researches have lacked understanding on social media and cultural consumption. In particular, in order to understand the global cultural phenomenon of K-pop, the influence of global consumers through social media, in the digital age has an important influence on the value chain of the K-pop industry. In this study, we have tried to analyze the participation patterns of consumers based on social media in the digital age with K-pop being the main focus. K-pop consumers not only consume specific content through social media platforms such as YouTube, Facebook and Naver Cafe, but also have an impact on content providers through communications on social media. This structure shows consumers’ influence on value co-creation. Thus, we focus specifically on the analysis of how consumers’ participate in K-pop contents, the process of value creation and consumer behavior affecting cultural contents. As a result for the research, it can be confirmed that the consumption of culture in the digital age consists of four procedures consisting of Acquisition (of content), Personalization (by engaging with content), Self-expression (by sharing), and Socialization (of the self and sharing). With digitized contents, consumers can acquire the contents regardless of location and time, and the social media platform helps them personalize the contents. In addition, personalized contents are shared on social media for their self-expression and consumers socialize by participating in music communities on social media. This study argues that through this process, media content is shared, interpreted, and remixed in social networks, thus making the value of such media content inter- and/or intra-subjective, as well as socially constructed. With the development of information technology and social media such as YouTube and Facebook, value creation of consumers in digital networks have become a critical force in the success of cultural content. The findings of this research are expected to improve the understanding about the importance of consumers’ roles in the development of the K-pop music industry, and provide a better understanding of consumer participation in the value creation process of the K-pop industry, due to the emergence of digital social media such as YouTube and Facebook. This study demonstrates how K-pop fans are critical participants in the industry and how they utilize social media to establish relational and multi-directional aspects of the globalization process.
Copyright and Creativity of Popular Music in the Digital Age: Towards a Sustainable Cultural System
최환호 한국콘텐츠학회 2017 International Journal of Contents Vol.13 No.3
The music industry of the digital age has witnessed seemingly endless battles involving copyright. Though continuous efforts to strengthen copyright under romantic understating have benefited major actors in the industry, it has threatened creativity and net activism in the digital age. This study argues rhetoric used by the industry regarding how file sharing and digital environments hurt music sales is inadequate. It has enabled the industry and its major labels to embolden copyright and protective legislation with the government’s support. This article will reveal that the issue surrounding copyright under the romantic notion is not an outdated one confined to the early era of digital music This article will argue that major players in the industry are repeating the old strategic approach of controlling the music market. This is achieved by limiting practices of music audiences and future creativity such as the creation of amateur content and emergence of new business models.
The rise of the Internet of Things and its potential impacts on consumers and society
최환호 ( Hwan Ho Choi ),정재권 ( Jaek Won Chung ) 한국경영공학회 2016 한국경영공학회지 Vol.21 No.1
Recently, a technical and technological term, the “Internet of Things,” became a buzzword in newspapers, government institutions, and in academe. The new technology is getting a response similar to that inspired by the emergence of groundbreaking technologies such as the Internet and Web 2.0. Journalists and policymakers are offering positive forecasts about how the Internet of Things (IoT) will transform our lives, businesses, and public services. Academic articles in engineering and business offer detailed technical and technological information and requirements and discuss possible new business models and the transformation of the industrial structure. Although it has been commercially introduced to markets for daily use, the rapid development of the technology suggests that more complex services and products will soon dominate the markets. Previous research and newspaper articles predict that this advance will be integrated into large parts of our lives and that its impacts on people will be enormous. Given that substantial effects on consumers and society are predicted, the lack of discussion about the issue is worrying. Therefore, we need to carefully examine the consumer and social impacts of the new technology instead of simply celebrating it. We thus explore concerns about the effects of IoT technology on consumers and society, drawing on critical studies of digital culture and the business and management literature. We find that there are three issues to consider in the age of IoT: security, individuality, and commodification. We argue that the development of IoT technology should be based on security for privacy, encouraging autonomy, and offering sovereignty to participants. Its development should not be about the security to govern, the subordination of people to the technology, or promoting corporate capitalism. We therefore conclude that a serious discussion about the impacts of IoT is needed in order to understand how it is going to shape our future.