• Title/Summary/Keyword: 엔터테인먼트산업

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A Study on the Direction of City Marketing Policy Based on Mobile Advertisement Characteristics (모바일 광고 특성에 따른 도시마케팅 정책 방향 연구 : 제주를 중심으로)

  • Kim, Yun-Jeong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.363-372
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    • 2019
  • Mobile advertising applying various contents is being activated with the specificity of the mobile environment. In terms of not only products but also City Marketing, advertising strategies that are beyond the limits of traditional advertising are needed. However, related advertising in the region is mainly carried out on the basis of industry promotion. Therefore, in order to distribute goods through local industry, it is urgent to link with industry through city marketing for the region. The purpose of this study is to present the direction of city marketing policy through the process that Mobile advertising characteristics building up experience and feeling for the city brand. For this purpose, we selected mobile advertising characteristics to strategically use mobile advertising in the region, and examined the effects of Jeju city brand experience and city brand feeling. We also confirmed the moderating effect of communication experience with mobile advertising. The result of this study will be able to contribute to the policy direction of advertising for Jeju city marketing.

Analysis of the Involving Mechanism of Kim Eun-Sook Drama : Focused on the Audience's Predictability and the Activities of Constructing Hypotheses (김은숙 드라마 <도깨비>의 몰입기제 구축과정 분석 - 관람자 예측성과 가설 구성 활동을 중심으로 -)

  • Kim, Eui-Jun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.79-91
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    • 2019
  • In the entertainment industry, risk management is crucial for securing competitiveness due to the risk of investment. The competitiveness of contents is reinforced when external factors such as industrial environment and internal factors centering on involving mechanism are simultaneously provided. The involving mechanism is a form of cognitive response behavior of the audience and occurs through signal processing of the brain when watching the image contents. The signal processing of the brain related to the contents watching is mainly performed in the working memory area, and in the case of the captivating movie, the information other than the contents transmitted to the audience is blocked to generate a temporary dissociation state. A dissociation state similar to a symptom such as hypnosis or amnesia occurs when the audience's level of involving is high. On the other hand, contents information in which the audience is concentrating his attention is used intensively for constructing future thinking through an episodic buffer while the inflow of external information is relatively blocked or delayed. The spectator's future thinking configuration takes the form of a hypothesis-forming activity and is based on the predictability of the brain. When these hypothesized behaviors correspond to the problem solving simulation of story and predictability which is an evolutionary function of the brain, the audience' s brain is involved in the contents at a high level. In order for the act to be effective, the factors such as the background of the hypothesis, the subject of the hypothesis, the internal information of the person, the type and position and quantity of the hypothesis information, and the hypothesis relevance and type of information are important. Based on these factors, analysis of the Kim Eun Sook Drama 'Goblin' shows that the above elements are operated in a very organic and meaningful way.

An Establishment of Taxonomy for Next-generation Convergent Contents (차세대 융합형 콘텐츠 분류체계 정립)

  • Rim, Myung-hwan;Heo, Pil-sun;Park, Yong-jae
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.121-125
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    • 2010
  • 최근 온라인게임, e-Book, 모바일콘텐츠, 포털 등 IT 기반의 새로운 서비스 산업으로서 디지털콘텐츠 산업이 급성장하고 있다. 또한, 과거 엔터테인먼트 위주의 콘텐츠산업이 미래에는 제조, 서비스를 포함한 전 산업영역에 체화융합되어 확산되고, CT 및 IT 기반의 새로운 콘텐츠 산업이 급성장할 것으로 전망되는 등 융합형 콘텐츠에 대한 관심이 증대되고 있다. 정부에서도 신성장동력으로서의 융합형 콘텐츠 산업에 주목하여, 관련 산업을 발굴육성하는데 정책적 관심을 기울이고 있다. 기존의 콘텐츠 분류체계는 영화, 음악, 방송 등 장르 중심적이어서 관련 기술의 발전 및 융합현상을 제대로 반영하지 못하는 한계점을 가지고 있다. 따라서 미래 정책추진의 기반(base)로서 효과적으로 활용되고, 콘텐츠 분야의 외연확장을 포괄하는 새로운 분류체계(taxonomy)의 정립이 요구되는 상황이다. 이에 본 고에서는 미래 정책추진 및 산업활성화에 초점을 맞추어 기존 분류체계의 한계점을 극복하는 차세대 융합형 콘텐츠 산업에 대한 새로운 분류체계를 제시하고자 한다.

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Searching for the Policy Alternatives for the Activation of the Local Culture Industry in Korea (지역문화산업의 활성화를 위한 정책 대안의 모색)

  • Kwon, Young-Gil
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.175-191
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    • 2020
  • The purpose of this study is to find out the policy alternatives for the activation of the local culture industry in Korea. The research methodology is content analysis into law articles of local culture promotion act and framework act on the promotion of culture industries and some related acts, to review the relations between local culture promotion and the promotion of culture industries. The results of this study are the followings: Firstly, the policies for the promotion of culture industries should connect to the policies of local culture promotion. 1) Local culture industries are related with the facilities like living cultural centers and the activities of the arts organizations or clubs of residents. 2) The industrial condiitions should be considered in the process of designation of cutural city and cultural area. 3) The local cuture industry policies should be connected to raise the funds for local culture promotion. 4) The local culture industries should be connected to the cultivation of professional personnel for local cultural promotion. Secondly, for the activation of the local culture industries, the obstructive factors should be eliminated and the facilitating factors should be utilized. 1) The purpose of the culture industries should be defined as concrete and clear through the clearly prescribing the range of culrure industries. 2) The roles which have been dispersed to various agents should assigned as designated clealy and the cooperative system should be construced. 3) In designating cultural cities and cultural area, conceptual elements should be considered and the brand of the local culrure industries should be presented. 4) The background industries such as tourism industries should be utilized. 5) Governance systems should be constructed and utilized.

Cultural Discount Analysis of Chinese and Korean Co-production Movies (한중 합작 영화의 문화 할인 분석)

  • Yang, Li-Juan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.103-111
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    • 2019
  • Under the background of globalization, the borderless nature of film and television language makes the exchange of film as the carrier become an important part of cultural exchanges in various countries. Therefore, film co-production between China and the United States, China and Japan, China and South Korea and other countries has become an important part of the current Chinese film industry. Among them, China and South Korea are close neighbors, and the exchanges between the two countries' films are also increasing. Korean movies have recovered since the 1990s, and they prospered at the beginning of the 21st century, and have formed a unique influence in the international community, especially in crime, suspense, love and other types of films. The co-production of Chinese and Korean films began to appear in 2000, and the signing of the "China-Korea Co-production Film Agreement" in 2014 prompted the rapid convergence of Chinese and Korean film co-productions. However, the co-productions of China and South Korea did not achieve good expectations in terms of communication effects and market evaluation. This article will use the "cultural discount" theory in cross-cultural communication to analyze the reasons for the cultural discounts produced by Chinese and Korean co-productions and how to avoid this phenomenon to the maximum extent.

The Effect of Transformational Leadership of Hotel Managers on Self-Efficacy, Organizational Commitment, and Job Performance (호텔 관리자의 변혁적 리더십, 자기효능감, 조직몰입, 직무성과 간의 관계 연구)

  • Seo, Ye-Jung;Han, Jin-Soo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.33-44
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    • 2019
  • In this rapidly changing era of infinite competition, many companies highlight the importance of internal resources to secure competitiveness. Especially in the service industry, because hotel employees provide service face-to-face with customers, their attitude at the moment of truth directly affects the customers satisfaction and consequently it is directly related to the survival and development of organization. The purpose of this study is to investigate the effect of transformational leadership of hotel managers on self-efficacy, organizational commitment, and job performance. This research aims to provide theoretical and practical implications through the exercise of manager's leadership in the hotel industry. As a result of the analysis, transformational leadership, self-efficacy, and organizational commitment have partially significant positive(+) effect on job performance. Thus, hotel managers should present a strong vision, establish the sense of target and show a careful and persistent interest on individuals to derive voluntary participation and creativity.

Development of an Evaluation Tool Model for Cybersickness Measurement of Immersive Virtual Reality (몰입형 가상현실 사이버 멀미 측정을 위한 평가 도구 모델 개발)

  • Choi, Chang-Min;Jung, Hyeon-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.59-65
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    • 2019
  • The decline of cybersickness, an important task that must be addressed in terms of growth of the virtual reality content industry, is a subject of much attention not only in the industrial sector but also in academia. However, despite the long-standing interest in and research on cybersickness, the solution is insufficient. In this paper, the purpose of this paper is to develop a tool to effectively measure cybersickness when users experience immersive virtual reality, and come up with measures to reduce cybersickness. First, the common factors related to cybersickness were analyzed in the method used in the preceding study, and each was derived as a subcomponent. Based on this, we are going to present an effective cybersickness measurement assessment tool model in immersive virtual reality. We would like to refer the assessment tool model to the study as well as to the reduction of cybersickness.

Entertainment History Perspective - Around the Grand Duchess to Appear in Movies 'Elizabeth' - (엔터테인먼트 관점에서 바라본 영화로 본 역사 - 영화 '엘리자베스'에 나와 있는 여성 통치자에 대한 관점을 중심으로 -)

  • Choi, Sun-Ah
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.247-256
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    • 2019
  • The importance of the convergence education is getting more and more emphasized. But the university convergence education has not yet met today's needs. So this study is focused on showing effective practice methods and finding development directions of the university convergence criticism education. One of a significant trend of the contemporary academic education of liberal arts is the tendency of the convergent and integrative studies. What is essential in the convergent and integrative studies creativity. The zeitgeist of knowledge-based society is change and innovation. In response to its request, college education is being asked to do convergence education, And general education as the basis of convergence education is strengthened.

Development of Composition Elements Using AHP On Game Contents (게임콘텐츠 구성요소 도출 및 가중치 결정방법)

  • 김훈;공봉식;홍대기
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.622-624
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    • 2004
  • 게임 산업은 게임콘텐츠의 개발 및 활용을 통한 오락성과 대중성을 특징으로 하는 종합 엔터테인먼트 산업이며, 주변 산업과의 연관성이 높아 부가가치 창출이 용이한 21세기 미래 산업이다. 이러한 게임제작의 궁극적인 목적은 수요자가 만족하는 게임을 개발하여 최대한 많이 판매하는 것이므로 하나의 게임 나아가서는 게임산업의 경쟁력을 높이기 위해서 게임 공급자나 수요자가 만족하는 게임을 제작 및 개발할 수 있도록 기존 또는 향후 개발되는 게임의 만족도를 정량적으로 평가할 수 있는 모델 개발이 필요한 실정이다. AHP기법을 통하여 게임개발에 필요한 게임구성요소에 대한 설문조사 및 자료조사를 통하여 게임콘텐츠를 평가할 수 있는 구성요소를 도굴하고 이 요소들이 차지하는 비중을 판별하여 영향을 끼치는 요인의 내용과 그 크기를 평가할 수 있는 방법으로서 기여하고자 한다.

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A Study on Game Experience Cycle Using AHP (게임경험요소 구성 및 가중치에 관한 연구)

  • Kim Hun;Gong Bongsik;Hong Deagi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.971-974
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    • 2004
  • 게임 산업은 게임콘텐츠의 개발 및 활용을 통한 오락성과 대중성을 특징으로 하는 종합 엔터테인먼트 산업이며, 주변 산업과의 연관성이 높아 부가가치 창출이 용이한 21세기 미래 산업이다. 이러한 게임제작의 궁극적인 목적은 수요자가 만족하는 게임을 개발하여 최대한 많이 판매하는 것이므로 하나의 게임 나아가서는 게임산업의 경쟁력을 높이기 위해서 게임 공급자나 수요자가 만족하는 게임을 제작 및 개발할 수 있도록 기존 또는 향후 개발되는 게임의 만족도를 정량적으로 평가할 수 있는 모델 개발이 필요한 실정이다. AHP기법을 통하여 게임개발에 필요한 게임경험요소에 대한 설문조사 및 자료조사를 통하여 게임콘텐츠를 평가할 수 있는 경험요소를 도출하고 이 게임경험요소들이 차지하는 비중을 판별하여 영향을 끼치는 요인의 내용과 그 크기를 평가할 수 있는 방법으로서 기여하고자 한다.

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