• Title/Summary/Keyword: 엔터테인먼트 콘텐츠

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클릭, e업체- 게임 등 엔터테인먼트가 SKT의 신성장동력

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.12 s.139
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    • pp.114-115
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    • 2004
  • ‘SK텔레콤이 요금인하와 40일 영업정지 등 어려운 경영여건 속에서도 성장세를 이어가는 내용의 3분기 실적을 발표했다. 이는 무선인터넷 매출증가에 힘입은 것으로 김신배 SK텔레콤 사장 역시“무선인터넷이 성장의 견인차 역할을 하고 있음이 입증된 만큼 음성통화 중심이 아닌‘Digital Product Provider’로서의 신성장동력 마련에 주력하겠다”고 밝힌 바 있다. SK텔레콤의 핵심부서로 떠오를 게임사업팀을 찾아봤다.

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게임리뷰- 싸워

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.7 s.146
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    • pp.78-79
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    • 2005
  • 귀여운 캐릭터를 바탕으로 한 슈팅타입의 캐주얼 대전액션 게임인 ‘싸워(SSaWar: Small Soldier Action War)’는‘라그하임’·‘라스트 카오스’를 개발, 서비스하고 있는 나코인터랙티브의 모회사 나코엔터테인먼트가 게임사업부 신설 1년만에 선보이는 온라인게임으로 엽기와 코믹을 메인 소재로 하고 있다. 지난달 23일부터 25일까지 진행했던 이 게임의 2차 클로즈베타 서비스에 참여, 어떤 모습인지 살펴봤다.

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업체탐방 / 위메이드엔터테인먼트

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.12 s.127
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    • pp.74-75
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    • 2003
  • 만리장성 점령한 온라인게임 업체 1호 중국에서‘미르의 전설’로 게임계를 장악하고 있는 위메이드 엔터테이먼트가 최근 중국의 대형 이통사와 소송 문제로 국제분쟁까지 확산될 위기에 처해있다. 하지만 위메이드는 이를 계기로 다시한번 국제적으로 자사의 기술력을 입증하고 신규 사업을 통해 제2의 도약을 맞이할 것이라고 포부를 밝히고 있다.

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명작동화패러디…재기발랄캐릭터 '짱'

  • Jeong, Dong-Jin
    • Digital Contents
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    • no.12 s.151
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    • pp.84-91
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    • 2005
  • 국내 온라인 게임시장은 화려한 그래픽과 사실성을 강조한3D 온라인게임과 아기자기한 그래픽을 보면서 부담없이 즐길수 있는 2D 캐주얼게임으로 양분된다. 이번에 소개하는 <큐링>은 이처럼 양분된 온라인 게임시장에서 틈새를 공략하고 있는3D 횡스크롤 캐주얼게임이다. 개그액션RPG로 잘 알려진‘ 씰온라인’의 개발사인 그리곤엔터테인먼트가 게임을 개발했고 파란에서 서비스하고 있다.

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국산 온라인게임, 중국시장 재도약 시도

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.8 s.147
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    • pp.84-85
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    • 2005
  • 지난해 말부터 중국수출에 어려움을 겪어왔던 국내 게임업체들이 중국시장을 향해 재도약에 나섰다. 네오위즈, 엔도어즈, 인디21, 미리내엔터테인먼트 등 국내 게임업체들은 지난달 21일부터 24일까지 3일 동안 열린 중국 게임전시회‘차이나조이(China Joy)’ 에 참가, 국산 온라인게임의 최대고객인 중국 게이머들의 유혹에 나섰다. 이와 함께 한국소프트웨어진흥원은 베이징과 상하이에서 수출 상담회를 개최해 중국의 많은 업체들로부터 상담요청 및 계약을 성사시켰다.

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Analysis of Global virtual, augmented reality Contents States (가상, 증강현실 콘텐츠의 동향파악을 위한 국내외 선진 현황 분석)

  • Kim, Jung-Hee
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.7-16
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    • 2017
  • In this thesis, the objective is to identify and analyze trends in the evolution of virtual reality in the midst of the trend of digital content and the trend of the 4th industrial revolution. The analysis is divided into devices, development, distribution platforms and content fields, which are divided into active, static, and classical content and trend. This thesis is meaningful as a basic material in the planning stage of virtual augmented reality contents.

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.

Motion Capture System for Digital Entertainment (디지털 엔터테인먼트에서의 모션 획득 시스템)

  • Lee, Man-Woo;Kim, Soon-Gohn
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.85-93
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    • 2007
  • The motion capture system has shown its great potential as a new image expression means for handling such challenging tasks as realistic animation of humans or animals in motion, which cannot be handled by the existing key frame method satisfactorily, and also projects involving a large scale or a burdensome economic expenses. Its applications also has been intensified and widened in the entertainment arena including motion pictures, TV, advertisements, documentaries, music videos, etc. centering around games. Despite of these merits, though, a number of issues have been surfaced in the digital image expression utilizing the motion capture system, such as a burdensome amount of preparatory work, the needs for attachment of markers and for remedial corrections of motion data, and the lack of trained manpower. We would like to present in this paper a new direction for making the digital image production more efficient, based on the extensive analysis of prior image production projects that used the motion capture system.

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.