• Title/Summary/Keyword: 문화소비관련 업종

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A Study on the Changes of Low-rise Residential Neighborhood with the Spread of Consumption-biased Cultural Space - Focused on the Yeonnam-dong Area - (문화소비공간의 확산에 따른 저층주거지 변화 특성 연구 - 연남동 일대를 중심으로 -)

  • Kim, Shinsung
    • Journal of the Korean housing association
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    • v.27 no.4
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    • pp.77-88
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    • 2016
  • Low-rise Residential neighborhoods of Hongdae area, Garosu-gil, Samchung-dong, Itawon etc. are currently emerging new spaces for cultural consumption in the city. Nonetheless undiscerning excessive commercialization often results in monotonous urban space and deportation of residents and leaders of change; Due to commercialization and popularization recently this phenomenon is influencing surrounding low-rise residential neighborhoods. The main objective of this study is to examine how surrounding low-rise residential neighborhood transforms according to the expansion of culture-commerce spaces. Hongdae area's culture-commerce spaces and its expansion into Yeonnam-dong is investigated in specific. Especially attributes and main causes of transformation in physical and experiential space of neighborhood living facilities and residential buildings, when changed into culture-commerce related use is examined in detail. The expansion of culture-commerce space of Hongdae to Yeonnam-dong area has positive meaning in aspects of everyday experience. First, physical alteration of street-building relation increases direct and indirect contact of people. Contact opportunity carries important meaning in sense that it is prerequisite for next stage contact of network and exchange. Second, culture-commerce related programs provide the third place, where various leisure activities can take place. Attributes of transformation and positive meaning of culture-commerce spaces expanding its territory presents the need of management.

The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
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    • s.39
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    • pp.365-391
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    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.

The Impact of Attracting University Campuses on the Local Economies of Small and Medium-Sized Cities - Focusing on Changes in Neighborhood Commercial Areas - (지방 중소도시 내 대학캠퍼스 유치가 지역경제에 미치는 영향 -근린상권 변화를 중심으로-)

  • Lee, Dong Yun;Jeong, Seok
    • Journal of the Korean Regional Science Association
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    • v.40 no.2
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    • pp.3-19
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    • 2024
  • The purpose of this study is to analyze the impact of attracting a university campus on the local economies of small and medium-sized cities, focusing on changes in local commercial neighborhoods(such as the number of startups, closures, and stores counts). For this study, a Difference-in-Difference(DID) analysis was used to compare the period before and after the attraction of university campuses in four local small and medium-sized cities. These include the Yangsan Campus of Pusan National University, the Jincheon Campus of Woosuk University, the Taean Campus of Hanseo University, and the Dangjin Campus of Hoseo University. The comparison was based on the number of startups, closures, and store counts, using local data provided by the Ministry of the Interior and Safety. The main findings of the study are as follows. First, attracting a university campus has a positive impact on the number of startups, both spatially and temporally. The spatial factors for the number of closures and stores showed a decrease, while the interaction terms representing the period before and after attracting the university campus all indicated an increase. Second, the number of startups in cultural and food-related sectors increase, reflecting the new demand created by attracting the university campus. However, there was also an increase in the number of closures, indicating rapidly changing consumption trends among university students. Third, physical environmental factors such as the number of building floors, land use zoning, and officially assessed land prices have a significant impact on the number of startups, closures, and stores. This supports the assertion that attracting university campus have a positive impact on the revitalization of local commercial neighborhoods.