• Title/Summary/Keyword: 스폰서

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The Commercialization of Blockbuster Exhibitions in Museums (미술관 블록버스터 전시의 상업주의적 경향 연구)

  • Hwang, Kyung-Ja
    • The Journal of Art Theory & Practice
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    • no.2
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    • pp.191-213
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    • 2004
  • The trend of "Blockbuster Exhibitions" over the past decade has led to the unfortunate reality that museums, losing sight of their role as an Academic organization, are becoming increasingly influenced by the corporate world. In my dissertation entitled "The Commercialization of Blockbuster Exhibitions in Museums," I explore the modern tendency toward Blockbuster exhibitions in art museums and the negative impact of those exhibitions on the art world. Museums of the modern day have expanded their territory from the traditional venue of public education to the hybrid cultural space. This mission, evident in the museum's attempt to satisfy audiences with the offering of diverse activities, has changed the concept of the museum, giving priority to the desire for financial gain. From the viewpoint of this new museology, the museum considers Blockbuster exhibitions as the safest method to increase ticket sales. As a program that openly reveals the commercialism of the museum, I explore the Blockbuster show and its strategies as a means of exposing the influence of the corporate world on art. A key component to the Blockbuster exhibition is the "hype" that is created to attract an audience. This devotion to increased publicity distracts from what should be the goal of public education, as the primary focus leans towards the desire for a large number of visitors. Consequently, this unavoidably standardized exhibition is presented to the public in a manner that deprives the audience of a unique experience. With large crowds and increased ticket prices, it is difficult to form a genuine appreciation of the artwork. In addition to the profit gained by increased ticket prices and the commercial sales of "souvenirs" from the museum gift shop, Blockbuster shows are used as a means to attract the attention of corporate sponsors. As explained in my dissertation, the importance that the museum places on corporate sponsorship as a capital resource is evident, however the degree to which the museum allows itself to he influenced by the desire for capital gain poses a threat to its function as an academic organization. Circumstances in American museum history, in particular, have influenced the transition from academic resource to corporation within museology. In keeping with the nation's tendency towards capitalism, art museums in the United States were initially established and developed by individual capitalists who applied principals of corporate operation to museum management. As a result, in modern days, We witness the influence of enterprise on museum programs, while corporate management may be able to guarantee immediate fiscal benefits, however, it is unable insure the future of the museum. In Slim, my dissertation discusses the mechanism of the commercialized "Blockbuster Exhibition" and the impact that it has on the future of the museum as an industry. This research provides an opportunity to reconsider the role of the museum as an academic institution, particularly in regard to the need to decrease the capitalization of exhibitions and refocus their influence on the art world as an educational resource.

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Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.163-173
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    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

Uplink Relaying Scheme for Efficient Frequency Usage in Cognitive Radio Networks (인지 무선 네트워크 환경에서 효율적인 주파수 활용을 위한 상향링크 릴레이 기법)

  • Kim, Se-Woong;Choi, Jae-Kark;Yoo, Sang-Jo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.4A
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    • pp.356-368
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    • 2011
  • While most of the public radio spectrum bands are allocated to licensed users, cognitive radio has been considered as a promising technology for the efficient spectrum utilization. In this new technology, secondary users opportunistically use the temporally underutilized licensed bands as long as they do not give the harmful interference to primary users. In this paper, we focus on the infra-structured network condition in which the cognitive radio network consists of a cognitive radio base station and multiple secondary users. Upon detecting a primary user, the entire cognitive radio network generally switches to another available channel, even if most of the on-going communications still does not interfere with the primary user. Moreover, the network re-entry process on a new channel causes the service disruption of the on-going communications. For this reason, in this paper, we propose a relaying scheme for efficient frequency usage, in which the secondary user out of the interference range of a primary user performs as a relaying node for the secondary user possibly interfering with a primary user. The entire spectrum switching is not required, and thus, we can avoid the service disruption of the on-going communications as much as possible.

Enhancing the Role of Science Museums to Promote Community Cooperation-Based Science Culture (지역사회 협력기반 과학문화 활성화를 위한 과학관의 역할 제고)

  • Park, Young-Shin
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.2
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    • pp.95-111
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    • 2021
  • This study introduces the new role of science museums. The practitioners from seven domestic science museums and four overseas ones participated in this study and responded the questionnaires. I identified what kind of science culture programs there are, if those programs were successful or not, and if unsuccessful, what kind of improvements can be made to be successful. The participating practitioners in science museums also developed an ideal and realistic community cooperation-based science culture programs and I explored the role of a new science museum for this purpose. In the case of current science culture programs, the most successful or not was the participation of visitors according to public relations, and the importance of public relations were mentioned as improvements. For a successful community cooperation-based science and culture program, active promotion, pre-operation team, dedicated personnel, open mind, and same purpose of other institutions, the will of both institutions, and economic support sponsors are important variables. In the case of the domestic science museums, the actual development and operation of the program showed that a successful community based program must have cooperation with other institutions in the same region, win-win connections, the dedicated human resources, and that each science museum's strengths were maximized. The science culture programs in the 21st century will enhance the innovative role of science museums making the use of local human and physical infrastructure, reflecting the needs of citizens, taking the initiative in the community, fostering cooperation-based professional human resources, and communicating smoothly with the government or local governments.

The Effect of College Festival Participants' Experience on Festival Satisfaction, Re-participation and Peer Relation Enhancement: Focusing on College Life Participation (대학축제체험이 축제만족, 재참가의도, 교우관계에 미치는 영향: 대학생활 참여정도를 중심으로)

  • Yang, Soung-Hoon
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.246-257
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    • 2019
  • This research aimed to verify possibly expanding college festival's performance to ordinary life. College festivals have consolidated student communities and created college culture. Recently, the festivals have been challenged for commercialization such as celebrity concert and company sponsorship. College festival is a text, which is based on ordinary college life and should served a role to restore college life. Pine & Gilmore's experience model was used to find that quality festival experience leads to satisfaction and satisfaction enhance peer relations. More participate school life, the better experience the festival program. Total 195 of questionnaires were administered to college festival participants and coding data were analyzed by regression and t test. Result found that College festival experience significantly affects festival satisfaction(H1), festival satisfaction affect re-participation(H2) and peer relations(H3). High level of school life participation group showed significant differences in festival experience and other variables in compare with low level group(H4). Theoretical /practical significances and research limitation were included.

Characteristics and Implications of Sports Content Business of Big Tech Platform Companies : Focusing on Amazon.com (빅테크 플랫폼 기업의 스포츠콘텐츠 사업의 특징과 시사점 : 아마존을 중심으로)

  • Shin, Jae-hyoo
    • Journal of Venture Innovation
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    • v.7 no.1
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    • pp.1-15
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    • 2024
  • This study aims to elucidate the characteristics of big tech platform companies' sports content business in an environment of rapid digital transformation. Specifically, this study examines the market structure of big tech platform companies with a focus on Amazon, revealing the role of sports content within this structure through an analysis of Amazon's sports marketing business and provides an outlook on the sports content business of big tech platform companies. Based on two-sided market platform business models, big tech platform companies incorporate sports content as a strategy to enhance the value of their platforms. Therefore, sports content is used as a tool to enhance the value of their platforms and to consolidate their monopoly position by maximizing profits by increasing the synergy of platform ecosystems such as infrastructure. Amazon acquires popular live sports broadcasting rights on a continental or national basis and supplies them to its platforms, which not only increases the number of new customers and purchasing effects, but also provides IT solution services to sports organizations and teams while planning and supplying various promotional contents, thus creates synergy across Amazon's platforms including its advertising business. Amazon also expands its business opportunities and increases its overall value by supplying live sports contents to Amazon Prime Video and Amazon Prime, providing technical services to various stakeholders through Amazon Web Services, and offering Amazon Marketing Cloud services for analyzing and predicting advertisers' advertising and marketing performance. This gives rise to a new paradigm in the sports marketing business in the digital era, stemming from the difference in market structure between big tech companies based on two-sided market platforms and legacy global companies based on one-sided markets. The core of this new model is a business through the development of various contents based on live sports streaming rights, and sports content marketing will become a major field of sports marketing along with traditional broadcasting rights and sponsorship. Big tech platform global companies such as Amazon, Apple, and Google have the potential to become new global sports marketing companies, and the current sports marketing and advertising companies, as well as teams and leagues, are facing both crises and opportunities.