스포츠 VR(Virtual Reality) 콘텐츠의 신문보도에 대한 프레임 분석
2018
The purpose of this study is to grasp the framed characteristics of sports VR contents on relevant Korean newspapers from 2016 to the first half of 2018. It specifically analyzed the characteristics of sports VR by the year of reports being published, the types of reports, and the newspapers. The web search site of newspaper articles, entitled BIGKinds was employed for the research. The duration of this research was limited the aformentioned space of time and a basic keyword, ‘sports VR’ was utilized and ‘virtual reality’ and ‘screen’ was also used for the research. Kyunghyang shinmun, Maeil Gyungje shimun, and Jeonja shinmun were also selected to analyze the characteristics. Through the searching process, a total of 204 articles were used for the final analysis. The frames of sports VR through inductive content analysis were represented experience, broadcasting, industry, game, sports education and screen sports. The results of this study as follows: First, there was a meaningful difference in sports VR frame analysis based on the year of relevant reports being published. Second, there was no significant difference in sports VR frame analysis based on the newspapers. Third, there was a significant difference in sports VR frame analysis based on the types of reports. These results indicated that the core fame related with technological convergence between sports and VR, selected by the newspapers, was experience and broadcasting. The newspapers mainly dealt with these frames in the types of IT and science technology, which suggested that they tended to place an emphasis on the information of VR technology rather than sports content while reporting sports VR.
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