• Title/Summary/Keyword: 엔터테인먼트산업

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DC여성파워 / 제이씨엔터네인먼트 김양신 사장

  • Sin, Jong-Hun
    • Digital Contents
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    • no.1 s.116
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    • pp.34-36
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    • 2003
  • 국내 IT산업은 지난 몇 년간 급속도로 발전해 왔고 이제 우리는 세계 어떤 나라와 비교해도 뒤쳐지지 않는 IT인프라를 구축하고 있다 하지만 앞으로 3~4년 뒤에도 우리가 세계 속에서 IT강국으로 남을수 있을지는 미지수다. 특히 세계는 지금 IT를 기반으로한 온라인디지털콘텐츠 시장 선점경쟁이 치열하게 전개되고 있다. 국내에서도 디지털콘텐츠 산업의 발전을 위해 지난해부터 정부와 산학연 관계자들이 함께 노력하고 있으며, 특히 디지털 콘텐츠 분야에서 나타나는 특징은 기존의 하드웨어 산업에 비해 여성의 역할이 더욱 중요할 뿐만 아니라 실제로 여성의 파워가 점차 커지고 있다는 점이다. 지난 98년 '워바이블'이라는 온라인게임을 통해 온라인 게임 시장에 진출한 이후 국내 온라인 게임 업계의 한 축을 이루고 있는 제이씨엔터테인먼트의 김양신(49) 사장을 만났다.

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Analysis for Survival Factors in the Cultural Contents Industry (문화콘텐츠산업의 생존요인에 관한 분석)

  • Kim, Tae-Hun
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.255-264
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    • 2012
  • This paper analyzes the survival rate of small & medium size-cultural contents industry, which includes printing, broadcasting, advertising, entertainment, other manufactures, and so on, by using survival analysis. In this article, after testing significance among characteristic factors and survival rate and hazard rate were estimated The results of the analysis are as follows: There are some significants differences among industries in details. Also there are some significants differences by region, by the number of employees, by financial status, and working periods of CEOs. The contribution of this study is to apply the method of survival analysis to the cultural contents industry in Korea.

The Influence of Macroeconomics Variables on Sportainment Industry - Case Study Using the Stock Price Changes of Nike, Adidas - (거시경제요인이 스포테인먼트 산업에 미치는 영향 - NIKE, Adidas 기업 주가를 중심으로 -)

  • Kim, Hun-Il
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.99-113
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    • 2021
  • This study to verify the influence of the macroeconomic factors to sportainment industry and also to find the value of use. For this, 'Dow Jones Industrial Average (DJIA)', 'West Texas intermediate (WTI)', and 'Gold Price (GP)' were selected from macroeconomic factors, and the 'Stock Price' of NIKE and Adidas for sportainment industry factor. The transaction data for 20 years (5,285 trade days) were analyzed through a two-step extraction process. Durbin-Watson regression analysis was performed to prove the influence and predict. From these analyses, the first, the Macroeconomics factors were found to have a significant effect on the sportainment industry. The second, each different levels of regression equations were found by the time setting, the environmental characteristics of each time period, and mutual relation between factors. Finally, it was found that the regression equation between specific period can be used for the future prediction in sportainment industry.

An Empirical Study on Factors Affecting Organizational Survival of Entertainment Corporations (조직생존요인에 관한 실증분석 : 엔터테인먼트 기업을 대상으로)

  • Kim, Hun;Kim, Jung Hoon
    • Review of Culture and Economy
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    • v.20 no.1
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    • pp.129-161
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    • 2017
  • Korea's entertainment industry laid its foundation in the early 2000s when global popularity of South Korean soap operas increased in Japan. K-pop has been recently leading the popularity in China. However, many Korean entertainment businesses are dying out. This study reviews factors influencing business survival for 42 chosen corporations listed in the Korea Stock Exchange based on organizational ecology. When all of the variables are analyzed at the same time, long period of public offering and high wages and global sales ratio positively affect business survival. When the individual variables are separately analyzed, long period of public offering and CEO incumbency and high wages and global sales ratio positively affect business survival. Meanwhile, size of businesses do not affect the survival. The results of this study imply that policies to help businesses list an entertainment corporation in the Korea Stock Exchange, increase sales and reciprocity with other culture are needed. Laws and institutions for evaluating intangible asset value should be improved. The results also suggest that a corporation should carefully consider change of CEO and make the best use of the popularity of Korean culture to increase global sales and pay competitive wages to attract professionals.

Research on the Influence of Interaction, Identification and Recommendation of Entertainment Communication Platform (커뮤니케이션 플랫폼의 상호작용이 동일시와 추천 의도에 미치는 영향)

  • Zhao, Yi-Dan;Choi, Myeong-gil
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.23-33
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    • 2021
  • Under the long-term influence of COVID-19, offline activities were interrupted and online communication became the main way. With the rapid development of Korean Wave and network information technology, there have been many entertainment communication platforms. Fans can communicate with stars and other fans and share information through entertainment and communication platforms. This can improve users' perception of the value of entertainment communication platforms, arouse emotional resonance and have a positive impact on users' platform recommendation intention. In this study, the influence of user interaction, identity and recommendation intention of entertainment communication platforms was investigated by questionnaire. The results are as follows: First, the interaction between fans and content has a positive effect on psychological and behavioral identity. Second, the interaction between fans does not affect their psychological and behavioral identity. Third, the interaction between fans and stars has a positive impact on psychological identity and behavior identity. Fourth, psychological identity and behavioral identity have a positive impact on community members' willingness to recommend. Behavioral identity plays a partial mediating role between psychological identity and recommendation intention. Based on the above analysis results, the present situation, limitations and future research directions of this study are put forward.

A Study on Regional Approaches in Seoul city & Bucheon city of the Culture Industry (문화산업의 서울, 부천시 비교 접근방법연구)

  • Suk Chun-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.5 s.37
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    • pp.301-312
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    • 2005
  • In this paper, as the culture industry rises as the new scale of the nation's competivity. it is moving from the national standard to regional standard, and the demands of the regions and People for the culture industry, also known as the entertainment industry, are increasing. Also, the study executed an empirical analysis on region리 approaches and efficiency of the approaches for the development of culture industry in Korea. The followings show the summarized results of the study. The culture is changed by the social and economical conditions, and the culture industry is changed by changes in culture consumers and introduction of cultural policies. Under the social conditions, the rise of mass culture in big cities appear as the influencive factors and the rise of mass culture in small ton also work as the influencive factors but the people of the small towns emphasize the culture lifestyles. The shows that the big cities emphasize the masses but on the other hand, the small towns emphasize the lifestyles. Under the economical conditions, the diversification of culture distributions, culture commercialization, and culture cluster show to be the influencive factors in the big cities. Even in the small towns, the diversification of culture distributions and culture commercialization work as the influencive factors but the culture cluster could not have any influences.

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Analysis on Annual Film Distribution Portfolio of Lotte Entertainment (영화 투자배급사의 연간 포트폴리오 분석: 롯데엔터테인먼트를 중심으로)

  • Park, Seung Hyun;Ju, Young Kee
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.83-92
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    • 2014
  • We examined the annual film distribution portfolio of a Korean film distributor, Lotte Entertainment, investigating how the company puts big-budget films and low-budget movies together. As a result, the distributor was found to invest more than 80% of its whole budget in producing medium-size movies. The more successful box office, however, was witnessed from big-budget films that the company spent more than 6 billion Korean wons. With respect to genre, comedy and drama were the most and second-most frequently produced. However, Those two genres were not the most successful genres in the box office. Korean movie-goers favored actions and thriller the most and second most. Comedy took only the third place of the Korean box office, signifying a discord between the portfolio and the Korean box office.

A Proposal to Increase the Value of the 'MeToo' Movement - Focused on the Performing Arts Experience in New York City - ('MeToo' 운동의 가치 제고를 위한 제안 -뉴욕 공연계 경험을 중심으로)

  • Choi, Mi-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.237-245
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    • 2019
  • Entry of women into the higher positions or professions in the fields of entertainment and performing arts has been expanding gradually. Especially, women working in these fields in New York show a dynamic growth and development. As a result, women surviving in a male-dominated world have raised their voices for their human rights to live free from violence, sexuality, slavery, discrimination, etc.. In the entertainment and performing arts, women have been shouting their voices for a long time through the theme, performance process, and the shows. Their voices influenced politics, society, and culture as a whole. The 'MeToo' movement is the result of condensation from their voices. In other words, it is the result of women's voices against sexual harassment or assault in these fields. Starting in Hollywood, the 'MeToo' movement was rapidly spread out online and strongly supported by female leaders and activists in the world. It had a strong influence on the fields of theater and entertainment industry in Korea as well. By recognizing this phenomenon, the contents of this study suggest how and what to continuously increase the value of the 'MeToo' movement in Korea's entertainment industry.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

Changes in the Performance Industry Due to Social Distancing : Case Analysis of Online Performance Platforms (사회적 거리두기로 인한 공연산업의 변화 : 온라인공연 플랫폼 사례분석)

  • Kim, Jae-Sung;Han, Kyung-Hoon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.1-17
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    • 2021
  • Social distancing caused a sharp industrial stagnation in the performance industry. Due to the continuous industrial downturn, as well as the livelihoods of many related workers, the outlook for the performance industry has reached a point where it is impossible to foresee the future. As a result of seeking various ways to recover from the continuing industrial stagnation, online concerts drew attention as the most effective alternative. Its development potential was highly evaluated as it could provide a performance culture to consumers while complying with social distancing. This study has value in terms of academic contribution as it slightly suggests a direction for the sustainable development of online performances presented as a breakthrough amid the social and industrial stagnation caused by the pandemic. therefore, this thesis describes the changes in the performance industry due to social distancing, and collects and analyzes examples of online performances by type to illuminate the value of online performances as an industry in the pandemic era and develops them. The possibility was reconsidered and the direction to be taken in the future was suggested. In each type of case, the cases focused on social value did not satisfy the economic value of profit creatiom, and even in the opposite case, if the profit creation was satisfied, the analysis result showed that the social value was not satisfied, and the planning intention of each performance was not satisfied. Accordingly, cases such as satisfying both profit creation and social value were also confirmed. Therefore, the direction for online performances was presented through the improvement of technologies and systems and the commercialization of existing platforms.