ASMR contents through trigger: Focusing on the cases of ASMR YouTube in Korea

Se-Eun Park
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Abstract

As SNS became popular and the single-person media market grew, new contents and forms of content that did not exist in the past were created. ASMR is a case in point. ASMR is a “tingle” that feels thrilling or psychologically pleasant in a specific body part by the stimulation mechanism “trigger,” which is difficult to explain, but it is also understood as a pleasant feeling. ASMR, which was unfamiliar to Korea about 10 years ago, has now become a popular content not only abroad but also in Korea. However, the majority of previous studies that sanction ASMR in Korea are limited to studies that analyze the effects or reactions of audiences, viewing motivation, and use in the advertising industry. This paper aims to categorize the production method by using ASMR videos as basic data. The types of triggers will be subdivided and examined, and a framework will be established to analyze ASMR images based on the presence or absence of narratives in the video, the audience's point of view, and the time of recording. In addition, after analyzing ASMR videos that became popular in Korea using this production type framework, implications were derived. Popular ASMR content in Korea tended to use object sounds and talking sounds as the main triggers, and complex triggers were used without using one trigger. In addition, the number of reality imitation situations or fantasy situations was dominant in proportion over realistic types of content without narratives. It is expected that this study will spark various interests in related follow-up studies as well as various fields that will use ASMR.
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通过触发的ASMR内容:以ASMR YouTube在韩国的案例为重点
随着SNS的普及和单人媒体市场的发展,出现了过去没有的新内容和新形式。ASMR就是一个很好的例子。ASMR是一种“刺痛”,通过刺激机制“触发”,在身体的特定部位感到兴奋或心理愉悦,这很难解释,但它也被理解为一种愉快的感觉。10多年前在韩国还不熟悉的ASMR,现在不仅在国外,而且在国内也很受欢迎。然而,在韩国,大多数先前认可ASMR的研究仅限于分析观众的效果或反应、观看动机和广告行业的使用。本文旨在以ASMR视频为基础数据,对制作方法进行分类。将对触发类型进行细分和检查,并根据视频中是否存在叙事、观众的观点和录制时间建立一个框架来分析ASMR图像。此外,利用这一生产类型框架分析了在韩国流行的ASMR视频,得出了启示。韩国流行的ASMR内容倾向于使用物体声音和说话声音作为主要触发器,而使用复杂触发器而不使用一个触发器。此外,现实模仿情境或幻想情境的数量在没有叙事的现实类型内容中占主导地位。期望本研究能够激发相关后续研究的各种兴趣,以及应用ASMR的各个领域。
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