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    잔망루피’ 캐릭터 밈을 사례로 본콘텐츠 재활성화 요인과 사회적 인과성에 관한 연구 = A study on content revitalization factors and social causality using the ‘Zanmang Loopy’ character meme as an example

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    https://www.riss.kr/link?id=A108905499

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    This study seeks to explore the characteristics of content value created by memes (MEME) that promote cultural diffusion through imitation and duplication. Recently, Loopy’s sub-character “Zanmang Loopy” has expanded its target through memes, creating new economic value by being reactivated, manufactured into a variety of products.
    Content having a non-extinguishing characteristic is reproduced by reuse and transformation of the original, and the reproduced content may restore its function. Therefore, the research problem of this study aims to examine the impact relationship and phenomenon of society in which reactivation occurs by examining the meaning of content reactivation and analyzing the structure of social causality through memes. Content reactivation can be seen as the function is reproduced through the public’s initiative in leading the content, strengthening popularity, solidarity with the public, and playful practice. Since social causality is a general category that forms society, when reactivation occurs, cultural functions are activated to create a new environment.
    This is an action that appears due to the social atmosphere formed by groups that group in society. Therefore, research can understand the structure of value creation by examining the influence of groups in groups and exploring the behaviors that occur.
    As a representative example, a Zanmang Loopy is reproduced as a character different from the original personality through a Loopy meme, successfully expanding the target and becoming a popular character. Furthermore, it can be seen that it is made of various goods and creates economic value. The reactivation of Loopy was produced and spread by a group of people who consume content over the Internet, resulting in the creation of fine-net Loopy. Therefore, it is expected that this study will analyze the social value created through memes and suggest a strategy to revitalize content with memes.
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    This study seeks to explore the characteristics of content value created by memes (MEME) that promote cultural diffusion through imitation and duplication. Recently, Loopy’s sub-character “Zanmang Loopy” has expanded its target through memes, cr...

    This study seeks to explore the characteristics of content value created by memes (MEME) that promote cultural diffusion through imitation and duplication. Recently, Loopy’s sub-character “Zanmang Loopy” has expanded its target through memes, creating new economic value by being reactivated, manufactured into a variety of products.
    Content having a non-extinguishing characteristic is reproduced by reuse and transformation of the original, and the reproduced content may restore its function. Therefore, the research problem of this study aims to examine the impact relationship and phenomenon of society in which reactivation occurs by examining the meaning of content reactivation and analyzing the structure of social causality through memes. Content reactivation can be seen as the function is reproduced through the public’s initiative in leading the content, strengthening popularity, solidarity with the public, and playful practice. Since social causality is a general category that forms society, when reactivation occurs, cultural functions are activated to create a new environment.
    This is an action that appears due to the social atmosphere formed by groups that group in society. Therefore, research can understand the structure of value creation by examining the influence of groups in groups and exploring the behaviors that occur.
    As a representative example, a Zanmang Loopy is reproduced as a character different from the original personality through a Loopy meme, successfully expanding the target and becoming a popular character. Furthermore, it can be seen that it is made of various goods and creates economic value. The reactivation of Loopy was produced and spread by a group of people who consume content over the Internet, resulting in the creation of fine-net Loopy. Therefore, it is expected that this study will analyze the social value created through memes and suggest a strategy to revitalize content with memes.

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    참고문헌 (Reference)

    1 "한국경제"

    2 박주초, "한국 대중음악의 재활성화(Revitalization) 연구" 고려대학교 2023

    3 "주간조선"

    4 윤칠상, "유튜브의 유희적 이용 동기와 수용자 특성이 콘텐츠 중독행위에 미치는 영향: 몰입의 매개효과를 중심으로" 홍익대학교 대학원 2022

    5 "워크데이"

    6 양한빈 ; 정우용, "애니메이션의 유희 요소 분석 –“뽀로로Ⅰ”을 중심으로" 한국기초조형학회 23 (23): 245-256, 2022

    7 "아레나코리아"

    8 군터 게바우어, "새로운 대중의 탄생" 종이책 2020

    9 수전블랙모어, "문화를 창조하는 새로운 복제자 밈" 바다출판사 2010

    10 "매일이코노미"

    1 "한국경제"

    2 박주초, "한국 대중음악의 재활성화(Revitalization) 연구" 고려대학교 2023

    3 "주간조선"

    4 윤칠상, "유튜브의 유희적 이용 동기와 수용자 특성이 콘텐츠 중독행위에 미치는 영향: 몰입의 매개효과를 중심으로" 홍익대학교 대학원 2022

    5 "워크데이"

    6 양한빈 ; 정우용, "애니메이션의 유희 요소 분석 –“뽀로로Ⅰ”을 중심으로" 한국기초조형학회 23 (23): 245-256, 2022

    7 "아레나코리아"

    8 군터 게바우어, "새로운 대중의 탄생" 종이책 2020

    9 수전블랙모어, "문화를 창조하는 새로운 복제자 밈" 바다출판사 2010

    10 "매일이코노미"

    11 "동아일보"

    12 존 L. 캐스티, "대중의 직관" 반비 16-, 2012

    13 배혜리, "대중음악 팬덤의 진화와 문화적 니즈" 한국예술종합학교 2007

    14 브런치 스토리, "‘잔망루피’로 보는 요즘 마케팅!"

    15 EBS 다큐프라임, "<뇌로 보는 인간 3부_예술(2020)의 조지프 헨릭 인터뷰"

    16 사이드 돌라바니, "21세기 경제 시스템; 밈 노믹스" 엘도라도 82-, 2014

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