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국회도서관 홈으로 정보검색 소장정보 검색

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I. 서론 7

1. 연구의 배경 및 목적 7

II. 이론적 배경 16

1. 미디어 연구로서의 수용자 연구 16

1) 수용자에 대한 새로운 조명 16

2) 다양한 문화구성체로서의 수용자 20

2. 적극적 수용자의 움직임, 팬덤 25

1) 하위문화 : 저항과 즐거움의 교차지점 25

2) 하위문화로서 팬덤의 의미 29

3) 팬덤의 진화, 팬덤에 관한 논의들 32

III. 연구방법 36

1. 민속학적 접근 36

1) 수용자 연구에 대한 질적 접근 36

2) 민속학(Ethnography)적 방법 38

3) 국내 민속학적 수용자 연구의 흐름 42

2. 연구대상 및 절차 44

1) 연구 대상 44

2) 조사 절차 46

IV. 청소년의 케이블TV 팬덤 분석 53

1. '퀴니'를 본다는 것의 의미 53

1) 케이블TV와 게임, 장르로서의 의미 53

2) 소통과 놀이공간의 확장 64

2. '퀴니 매니아'로 '나'를 새롭게 발견하기 77

1) '퀴니매니아'가 된다는 것 78

2) '퀴니매니아'로서 세상과 이야기하기 90

V. 결론 100

참고 문헌 107

부록 112

ABSTRACT 113

표목차

〈표1〉 퀴니매니아 1기(30명) 참여관찰 일정 47

〈표2〉 심층 인터뷰 대상자 48

〈표3〉 2004년도 케이블TV 상위30개 채널 순위 (개인4세 이상 기준) 112

초록보기

 This cable TV project research about select that is planed with viewer's inclination and life-style and is made and selected according to special quality viewer individual's inclination and society culture characteristics and is spent that audiences' specific practice and meaning is called see as one of consumer and head of a family welded media and watch this cable TV progress. Cable TV's audiences showed various fandom aspect about cable TV's channel and program etc. Showing more active viewer action than previous over-the-air broadcast TV audiences. So Therefore, Observe to teenagers as cable TV's selected consumer level in this research wished to search various meanings about their specific cable TV viewer experience and practice and cable TV is various intent that could offer to teenagers audience ultimately. Early teenager cable TV channel that become target of research was game show channel '(Qwiny) as is Qwiny' that founded a country January, 2003, and main audience who watch this channel~viewer 30 person (Qwiny mania 1 radical) of an elementary student of middle school student laying stress on participation review and depth interview to caravan discussion progress.

Cable TV channel existed as teenagers' everyday space and rule which older generation only make, intermediate that do to extend their culture that feel spatially that is boring so of 'It is Qwiny' investigating series practice meanings of Qwiny mania through this research and there master is manias already, could examine that is utilizing actively though teenagers grows their sociocultural identity gradually going. Not that it stops in technological practical use to watch TV simply and get interesting and useful game information to them that teenagers watched cable channel 'It is Qwiny' inside various fandom activity for 'It is Qwiny' channel of manias, went forward and do to guess possibility by media that cable TV can offer to audience by can examine that various kinds meaning connected with own play and everyday is connoted.

Teenager was consuming channel actively of 'It is Qwiny' as not omission but teenagers own compromise and a disposal tool from existent value system about particular discord situation that is knowing specially on our society such as limited role experience that is given from space that problem and older generation of mutual understanding which own is not filled enough from snob space originally that is school and home to teenagers decide of channel of 'It is Qwiny' conclusively. But, it could consider by limitation still that truth and these opportunity and efforts that teenagers older generation makes for their commercial profit or they allow still and indeed it is feeling such sense of freedom through consumption in estimated a realm uniquely can disappear, and is not offered enough socially even though are by decision of older generation anytime. So Therefore, meeting with entrance on the stage and teenagers of teenagers channel was very significant reading and phenomenon at evolution process of cable TV of cage of 'It is Qwiny' and older generations were not recognizing in advance, but teenagers want to get away because is boring, and 'It is Qwiny' was doing function as alternative culture space was sticking deeply been feeling their everyday and play culture that is monotonous because is recursive.