research

Managing Privacy, Identity, And Virtual Worlds In Video Games: Part Two

Managing Privacy, Identity, And Virtual Worlds In Video Games: Part Two

In Part Two investigating video game user privacy, the authors highlight the study’s user research and give an analysis of how gamers and companies perceive data privacy, as well as which video game companies provide the most options in terms of privacy settings.

An Analysis of the Top 50 Webtoons on Webtoon Canvas

An Analysis of the Top 50 Webtoons on Webtoon Canvas

Naver Webtoon, introduced in “Hallyu 3.0: The Webtoon Takeover,” is the world’s leading webcomics reading application with over 72 million monthly users. Much like Youtube and Spotify, Webtoon manages a user-generated content platform featuring the works of over 130,000 amateur and professional cartoonists. Comics that are uploaded to Webtoon’s user-generated content section, Webtoon Canvas, and have at least 1,000 subscribers and 40,000 monthly page views earn a 50% share of Webtoon’s advertising revenue. Webtoon offers additional payout opportunities including a creator rewards program and their Original Series publishing program that offers exclusive rights publishing contracts and promotion through the platform. This article returns to the question posed in the previous article: How to content generators incorporate Webtoon into their professional practice and to what measures of success?

Resources for Video Streaming in the Arts

Resources for Video Streaming in the Arts

Have you wanted to learn more about video streaming in the arts but weren’t sure where to start? This list of resources includes examples of video-on-demand (VOD) streaming platforms in the arts, tools for arts organizations considering their own platforms, and news articles covering the sector’s transition to digital.

Creating Success in the Unscripted Video Industry: Part 2

Creating Success in the Unscripted Video Industry: Part 2

The landscape of the unscripted video industry is changing. Part 1 of this series explores four case studies demonstrating the current landscape and what features are most appealing to audiences. In this section, the researchers look to experts in the video industry and fans to explore how the landscape is changing and what content providers should expect. This research is applicable to any content provider of unscripted videos. Furthermore, this research serves as an excellent study for understanding what audiences are seeking from the entertainment industry.

Trends in the Unscripted Video Industry through 4 Case Studies: Part 1

Trends in the Unscripted Video Industry through 4 Case Studies: Part 1

The Subscription Video on Demand (SVOD) platform is changing the way viewers watch home entertainment and traditional studios. It is increasingly more difficult to understand an audience’s viewing habits in the over-saturated unscripted programming industry due to the lack of viewer data collection capabilities of SVOD platforms. Through the research and case studies presented in this study, one can better understand a potential audience and what compels them to this type of entertainment.

UX Design for Cultural Institutions: Observation Studies

UX Design for Cultural Institutions: Observation Studies

UX design explains how organizations value and practice relationships with audiences. These relationships are defined by the single and accumulated experiences that occur through interacting with an object in a given context. If an institution truly understands how audience members consciously and subconsciously interact in a given environment, they can better design their spaces and develop programming.

The Evolving Fusion of AR, Public Art, and Virtual Public Space

 The Evolving Fusion of AR, Public Art, and Virtual Public Space

Public art in commercial and recreational structures is a means to bring communities together and directly connect people with the physical space around them. Typically, public art is presented in the form of murals, sculptures, architecture, and environmental art. In addition to social bridging, public artworks can serve as identity-markers for particular locations, mediums to express distinct points of view, and vehicles to inspire personal and social change.

Crowdsourced Digital Art Projects: Centralization and Agency

Crowdsourced Digital Art Projects: Centralization and Agency

As digital crowdsourced art continues as a mode of art making, it is necessary to developed an understanding of which features of digital arts programming are crucial in the engagement of digital audiences. The following analysis of four digital art projects focuses on the participatory, rather than the interactive, specifically projects wherein audiences become artists by participating in the creation of  a piece of art by making one or more creative contributions.  Perhaps not surprising, agency and control were identified as significant to participation. 

Go mobile or go home? Strategies for Success

Go mobile or go home? Strategies for Success

Arts Marketers -- you know the news: mobile is the future and the future is here.  Data is necessary to navigate that space, and a recent research report by Jack Loechner breaking down the recent white paper by MobileFirstWorld offers some excellent data on mobile behaviors and strategies to improve on the current national rate of cart abandonment:  78%. To start: here is some startling data that might convince you that mobile is here.  Over 30% of the human populations has a smartphone.  And once in a user's hand, he checks it over 150 times per day. (Is that you?)