초록 열기/닫기 버튼

최근들어 정보통신환경의 발전은 쌍방향적․상호작용적 멀티미디어 방송인 Web-casting, iTV, 데이터방송, DMB, 모바일TV 등을 통해 참여지향적인 서비스와 체험지향적인 증강현실(AR) 및 가상현실(VR), 그리고 원격실재감(telepresence)으로 ‘매개된 능동성’을 유도해 이용자 중심적인 TV와 인터넷 환경을 가능케 함으로써 미디어 몰입경험을 확대시키고 있다. 본 연구의 목적은 미디어 여가에서 전자미디어 이용에 따른 몰입경험이 수용자의 여가만족을 위한 중요한 매개변인임을 규명하고, 더 나아가 매스미디어로서 TV와 뉴미디어로서 인터넷의 몰입경험적 차이가 여가만족(교육적, 사회적, 오락적, 휴식적, 심미적)과 어떠한 상관성을 갖는 지를 고찰하고자 한다. 연구결과, TV와 인터넷에서 느끼는 “흥미” 변인이 몰입경험을 구성하는 가장 보편적이며 중요한 변인으로서 교육적, 사회적, 오락적, 휴식적, 심미적 여가만족도에 공통적으로 큰 영향을 미치는 변인으로 나타났다. 특히 TV의 경우에는 ‘각성과 주의집중’이, 인터넷의 경우에는 ‘기술과 원격실재감’이 각각 독립적으로 여가만족과 높은 정적의 상관성이 있음이 나타났다. 이에 따라 미디어 이용자는 TV와 인터넷에서 발생하는 몰입경험의 수준이 여가만족의 하위차원들과 상관성이 높다는 사실을 인식하고, 구성요소들 간의 차이를 이해함으로써 수동적인 미디어 여가라 할지라도 능동성을 확보할 수 있다는 자신감을 갖게 될 것이며, 미디어에 대한 능동적인 태도와 의지는 미디어 능력에 따른 통제감을 바탕으로 여가만족을 유도해 낼 수 있는 단초 역할을 할 것으로 기대된다.


The purpose of this research is getting the root of fact that flow experience in leisure through media is intervening variables for leisure satisfaction of audience. And you will even see that how correlative the difference of "flow experience" between TV as mass media and Internet as new media with leisure satisfaction of audience (educational, social, entertainment, relaxational, aesthetic) is. The variable "interest" turns out to be a most universal and important one that constructs flow experience and commonly have a great effect on leisure satisfaction toward education, social function, entertainment, relaxation, and aesthetic to both TV and Internet. The variables "arousal" and "focused attention on TV and the variables "skills and "telepresence" on Internet turn out, respectively, to have high correlation with leisure satisfaction. The social implications of this research are as follows. First, the acts(positive, negative)and the types of acts(active, passive) of media users are relative condition for flow experience and leisure satisfaction. Second, the characteristic difference of flow experience between TV and Internet Is very important premise condition for leisure satisfaction through media. Third, the concept of flow and addiction should be cleary classified and applied to the real life. Forth, the power of media through leisure in the digital network age should be reconsidered.


The purpose of this research is getting the root of fact that flow experience in leisure through media is intervening variables for leisure satisfaction of audience. And you will even see that how correlative the difference of "flow experience" between TV as mass media and Internet as new media with leisure satisfaction of audience (educational, social, entertainment, relaxational, aesthetic) is. The variable "interest" turns out to be a most universal and important one that constructs flow experience and commonly have a great effect on leisure satisfaction toward education, social function, entertainment, relaxation, and aesthetic to both TV and Internet. The variables "arousal" and "focused attention on TV and the variables "skills and "telepresence" on Internet turn out, respectively, to have high correlation with leisure satisfaction. The social implications of this research are as follows. First, the acts(positive, negative)and the types of acts(active, passive) of media users are relative condition for flow experience and leisure satisfaction. Second, the characteristic difference of flow experience between TV and Internet Is very important premise condition for leisure satisfaction through media. Third, the concept of flow and addiction should be cleary classified and applied to the real life. Forth, the power of media through leisure in the digital network age should be reconsidered.