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      올림픽경기 중계방송의 미디어 수요 행태 변화 경향 = 2008 베이징, 2012 런던, 2016 리우 올림픽을 중심으로

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      https://www.riss.kr/link?id=A103232690

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      다국어 초록 (Multilingual Abstract)

      This study aims to extend the centric recognized about the existing ground radio wave TV and intends to assert the need for the role of media by analyzing the usage patterns of the changes made to the media audience of sporting events of the recent Olympic Games.
      The primary conclusions showed a tendency generally, watching the Olympic games using the internet, mobile phones, and social media, regardless of the time and place, the trend had emerged that especially using new media will continue to share further increased.
      The Olympic Games content acceptance is mainly made up of one-person media. The use of the Olympic relay broadcasts is based on the use of fused media that the merits of each media. Consumption of Olympic Games contents consumed lately is increasing selectively according to personality and taste in the sports broadcasting contents market. Finally, demand for content that is realistic and immersive VR imaging systems will increase for Olympic games.
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      This study aims to extend the centric recognized about the existing ground radio wave TV and intends to assert the need for the role of media by analyzing the usage patterns of the changes made to the media audience of sporting events of the recent Ol...

      This study aims to extend the centric recognized about the existing ground radio wave TV and intends to assert the need for the role of media by analyzing the usage patterns of the changes made to the media audience of sporting events of the recent Olympic Games.
      The primary conclusions showed a tendency generally, watching the Olympic games using the internet, mobile phones, and social media, regardless of the time and place, the trend had emerged that especially using new media will continue to share further increased.
      The Olympic Games content acceptance is mainly made up of one-person media. The use of the Olympic relay broadcasts is based on the use of fused media that the merits of each media. Consumption of Olympic Games contents consumed lately is increasing selectively according to personality and taste in the sports broadcasting contents market. Finally, demand for content that is realistic and immersive VR imaging systems will increase for Olympic games.

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      목차 (Table of Contents)

      • Abstract
      • Ⅰ. 서론
      • Ⅱ. 본론
      • Ⅲ. 논의 및 결론
      • 참고문헌
      • Abstract
      • Ⅰ. 서론
      • Ⅱ. 본론
      • Ⅲ. 논의 및 결론
      • 참고문헌
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