• Title/Summary/Keyword: 엔터테인먼트산업

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A Study on Success Strategy of Youth Entrepreneurship in Music Entertainment Field Using SWOT Analysis (SWOT 분석을 활용한 음악 엔터테인먼트 분야 청년 창업의 성공 전략 연구)

  • Kim, Min Woo;Lee, Minjung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.405-406
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    • 2021
  • 1990년 대 이후 대한민국의 음악 엔터테인먼트 컨텐츠는 동서양을 넘어 각 대륙으로 수출되며 다양한 부가 가치를 창출하고 있다. 이에 따라 엔터테인먼트 산업은 직업과 진로의 선택에 있어 젊은 층의 높은 선호를 받고 있지만 업계의 외형적 성장에 비해 내부의 직업적 환경과 만족도는 열악한 상황으로 90년 대 이전 '도제 방식'이라는 미명 하에 이어져 온 텃세와 관행 등은 업계 종사자와 신규 창업자를 이탈시키고 있다. 산업의 선순환과 지속 가능성 제고를 위하여 다양한 형태의 청년 창업 지원이 이루어지고 있으나 실제 창업현장에서의 효과는 미미한 실정이다. 본 연구는 SWOT 모델을 이용하여 음악 엔터테인먼트 분야 청년 창업의 강점과 약점, 창업 환경에 따른 위기와 기회를 분석한 후 음악 엔터테인먼트 분야 청년 창업의 시사점을 제시하고 성공 전략을 모색하고자 한다.

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High Performance Work System for Entertainment Business : An Analytic Network Process Approach (엔터테인먼트업의 고성과작업조직 : ANP 기법을 중심으로)

  • Kwon, Jung-Eon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.1-10
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    • 2021
  • The purpose of this study is to explore a significant HPWS(High Performance Work System) model for the entertainment industry. HPWS is one of the most studied themes for managing human resources as well as a set of practices to elicit employees' commitment to an organization. Recently, the entertainment industry is growing rapidly, but it is difficult for entertainment firms to retain a stable profit unlike the manufacturing industry. This is because the performance of entertainment business tends to rely heavily on the capabilities and synergy of human resources. In order to suggest a systematic way to manage these, this research identified an effective HPWS model for entertainment business and provides a competitive advantage to entertainment firms, using ANP(Analytic Network Process). ANP is a multicriteria decision making technique that allows dependences and feedbacks among decision elements in the hierarchical or network structures in a holistic manner. The pairwise comparison data that prioritized the criteria of HPWS was collected from 28 team leaders in entertainment firms. According to our results, the most critical factor for HPWS in entertainment business is "employee involvement in decision-making." The sub-factors such as "open communication," "distributive decision-making," and "performance-driven reward" have a greater effect. These findings could provide implications for entertainment firms to determine which practices should be taken into account to accomplish HPWS.

Effect that Corporate Governance in Cash Flow : Focus on Entertainment Industry (기업의 지배구조가 현금흐름에 미치는 영향 : 엔터테인먼트 산업을 중심으로)

  • Ko, Dong-Won
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.187-195
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    • 2010
  • So that this study confirms going concern's availability laying focus on entertainment industry possibility of default judge, focus in cash flow that is important accounting indicator pointer to do cause of bankruptcy, payable capability, insolvent estimate etc and analyzed effect that governance gets in cash flow. The sampling period was from 2005 to 2008 and the number of samples was 44. In analysis technique, implement basic statistical, t-test, correlation, regression. Is as following if summarize result. CFO, for debt ratio, negative(-), enterprise size was exerting positive(+), and cash flow by investment activity enterprise size negative(-) influence reach.

Executives' Characteristics and Their Management Implications in Korean Entertainment Companies (우리나라 엔터테인먼트 기업의 임원 특성과 경영 함의점)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.77-89
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    • 2019
  • What are the characteristics of firm executives who have led the fast-growing Korean entertainment industry since the Korean Wave in the early 2000s, and what management implications can be inferred from them? To search for the answer to these questions, we conducted a complete survey of 293 executives from 27 listed Korean entertainment companies. Research has shown that career path diversity has increased in order of general enterprise managers, IT experts, accountants, lawyers and artists, away from the limited human resources level around artists. Thirty three percent of the firms gave stock options to their CEO. This is a positive aspect as data implying that these companies have been striving to do specialization, transparent management, digital and network management, creativity management, and motivational management in the context of sustainablity. However, it was pointed out as an improvement task that the percentage of young(20s and 30s) and female executives is low, even though such people's creativity, sensitivity, initiative and dynamic quality are apt to bring out their advantages especially in the entertainment company, a typical knowledge-creative firms and that the period of the CEO's average tenure was relatively short to 4.02 years.

에니메이션 영상산업의 개발현황과 발전전략

  • 넬슨신
    • Proceedings of the KAIS Fall Conference
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    • 2002.05a
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    • pp.9-15
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    • 2002
  • 오늘날처럼 엔터테인먼트 비즈니스가 최첨단 분야로 성장하는 데에는 무엇보다도 TV의 출연을 손꼽는다. TV는 각 가정 안에 우리의 생활과 함께 살아왔으며 영상 분야를 발전시키는 주역을 했다. 그리고 수많은 문명의 이기들을 쏟아져 나오게 했다. 필름에 이어 TV 그리고 비디오의 개발을 문화기기의 혁명적 성공이었다. 사람들이 즐기는 모든 엔터테인먼트 산업을 탄생시켰고 아주 정교하고 미세한 새로운 첨단 과학 장비들을 숨쉴 틈 없이 만들어 냈다.

The Negotiation Implication in Entertainment Industry : Nexon M&A Failure Case Analysis (엔터테인먼트 산업에서의 협상 교훈 : 넥슨 인수 실패 사례 분석)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.43-54
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    • 2020
  • Negotiation has been an important topic of M&A within entertainment industry. This research is aimed to investigate the process of M&A and related negotiation theories review and to analyze the Nexon sales failure case. M&A is a significant strategic decision-making made to ensure the sustainable competitiveness of Nexon. Nexon is generally more competitive action in negotiation context than rival game corporations. As a result, the negotiation about M&A is not completely succeeded. Nexon need to overcome the distributive strategy based on high anchoring (sales price). Also, Nexon need to be aware that negotiators who focus on the BATNA are more effective in claiming resources. Netmarble have low status and so is expected to be poor negotiation result. Because Nexon is perceived to be of higher status than Netmarble in an M&A process, Nexon is given the power to propose agreements. The practical and academic lessons of the present study are discussed.

게임산업, 월드베스트 반열에 우뚞

  • Korea Electronics Association
    • Journal of Korean Electronics
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    • v.25 no.11
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    • pp.9-13
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    • 2005
  • 우리나라 게임 산업이 놀라운 성장세를 거듭하여 메인 엔터테인먼트 산업으로 떠오르고 있다. 게임 산업의 현재와 미래를 집중 조명해 본다.

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The Effect of Cabin Environment on In-Flight Entertainment Satisfaction (객실서비스의 물리적 환경이 엔터테인먼트 만족에 미치는 영향)

  • Kim, In-Joo
    • Korean Business Review
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    • v.21 no.2
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    • pp.171-194
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    • 2008
  • In this study, specific review for the recent trend both in technical parts and the contents of IFE will be revealed. At the same time, how the passenger's satisfaction on IFE will lead to make an intention of repurchase and create the transmission of positive feed backs on the concerned airline has been thoroughly studied. In order to do the above, 250 air traveling passengers has participated the survey and 235 survey forms has been analyzed by Multiple Regression Analysis. According to the analysis, the physical environmental Improvement in aircraft system helps to Increase the satisfaction degree on IFE. The convenience is revealed as the most effective factor in the satisfaction degree on IFE while the atmosphere and design is regarded as the similarly Important factor. The contents of IFE are obviously affecting the satisfaction degree in positive side. Consequently, the customers' satisfaction on IFE positively affects to the repurchase intention especially to the transmission of the feed back.

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A Study on the Entrepreneurial Intention of College Students in the Entertainment Industry with Idea Education and Support for Startup Infrastructure (아이디어 교육 및 창업 인프라 지원이 엔터테인먼트 산업 분야에 대한 대학생 창업의도 연구)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.19-31
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    • 2021
  • This study tried to identify the characteristics of college students' entrepreneurial intentions in the entertainment industry, focusing on existing literature studies. Based on this, it was intended to suggest realistic educational alternatives for university student start-ups and implications for start-up management to university start-up officials and those in charge of national start-up support policy. Therefore, the implications of this study are as follows. First, technology(item) for idea creation education, which is an essential element in the entertainment industry, how to connect ideas and products, technology methods that can increase content value, and user characteristics education within the entertainment industry will need to be continued. In addition, along with the idea education, it is necessary to increase the understanding of start-up business management such as financing, human resource management, marketing, and operation management, and furthermore, confidence education should be provided so that the possibility of success in an entertainment start-up and a sense of adventure in a new job can be developed. Second, the space and equipment necessary for start-up (club room, student start-up room, entertainment-related equipment, etc.) should be provided centering on the opinion survey of students who are interested in starting a business, and various regulations of universities and government for student start-up should be relaxed. will have to In addition, education for the formation of entrepreneurial knowledge inside and outside of the school, special lectures and consultations by experts, and on-the-spot education, etc., should be made to create more practical entrepreneurial knowledge. something to do. Third, for students wishing to start a business in the entertainment industry, it is necessary to inform their families about the field situation of the entertainment industry accurately so that their children can develop a positive perception rather than a negative perception when choosing a business field. In addition, by promoting various successful cases of college students to their families after starting a business, families should be encouraged so that their children can develop a challenging spirit about starting a business. Fourth, it should be possible to form continuous clubs or gatherings with friends who wish to start a business in the entertainment industry, and furthermore, an opportunity to listen to the opinions of friends who actually started a business through these meetings should be provided. In addition, the meeting and the formation of friends should create a place for discussion about writing a business plan, how to succeed in starting a business, and management of startups, and psychological stimulation activities should be conducted so that each other's will to start a business arises. Fifth, various knowledge related to start-up (methods for securing funds, management of start-up organizations, grasping information about the market in which they want to start a business, etc.) should be cultivated, and how to write a business plan for the various entertainment industry fields they want to start up. You will also need to train them to be practical. Also, based on this knowledge formation, students themselves should be able to respond to risks and changes that may occur in entrepreneurship. Lastly, it is necessary to increase the understanding of business start-up management, and various psychological stimulation activities are needed to make the confidence and fear of starting a business disappear.

Entrepreneurship in Entertainment Industry: Marketing Self-efficacy and Start-up Intention (엔터테인먼트 산업의 기업가 정신 : 마케팅 효능감과 창업의지)

  • Kim, Jung-Rae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.1-9
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    • 2020
  • Self-efficacy and entrepreneurial self-efficacy on the positive effects of entrepreneurial intention are well developed in past research but marketing self-efficacy, linked to the competencies of marketing field and is closely related to self-efficacy and entrepreneurial self-efficacy has not received enough attention on the prediction of start-up intention despite marketing and entrepreneurship are crucial when creating a start-up. Moreover, there have been several empirical studies but, most of the previous studies have focused on university students majoring in business and economics. Therefore, there is still little understanding of the effect of marketing self-efficacy on start-up intention. The purpose of this study then was to investigate the effect of marketing self-efficacy on start-up intention for college students majoring in entertainment-related studies. Questionnaires were employed to collect data from three universities in Korea. A total of 120 completed questionnaires were returned. Logistic regression analysis was used to test the hypothesis. The results indicate that marketing self-efficacy was positively and significantly related to start-up intention. The results of this study empirically confirmed that university students majoring in entertainment-related studies with high marketing self-efficacy are more likely to desire to create a start-up. These results suggest theoretical and practical implications.