• Title/Summary/Keyword: 엔터테인먼트 콘텐츠

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콘텐츠라인 / 3/4분기 디지털콘텐츠대상

  • Sin, Jong-Hun
    • Digital Contents
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    • no.12 s.127
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    • pp.82-89
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    • 2003
  • 정보통신부가 주최하고 한국소프트웨어진흥원과 한국데이터베이스진흥센터가 공동으로 주관하는 디지털콘텐츠 대상 3/4분기 수장작이 정됐다. 디지털영상, 온라인게임, 교육용콘텐츠, 무선콘텐츠, 웹정보콘텐츠 등 5개 부문 총 7개 작품이 선정된 이번 3/4분기 디지털콘텐츠 대상 수상작들은 전 분야에 걸쳐 우수한 작품들이 제출돼 심사과정에서도 고민이 있었다는 후문이다. 수상작들을 살펴보면 디지털영상 분야에서는 캐릭터플랜의‘망치’와 아이코닉스엔터테인먼트의‘뽀롱뽀롱 뽀로로’가 수상의 영예를 안았고, 온라인게임 분야에서는 위젯의‘메이플스토리’와 그리곤엔터테인먼트의‘씰온라인’이 공동으로 선정됐다. 교육용콘텐츠에서는 유니메이션코리아의‘스몰 포테이토(Small Potatoes)’가 수상했고, 무선콘텐츠 분야에서는 웹이엔지코리아의‘부루마불’이 선정됐다. 마지막으로 웹정보콘텐츠 분야에서는 로앤비의‘온라인법률정보’가 대상을 차지했다. 이번 디지털콘텐츠 대상 수상업체들은 향후 정통부의 해외 진출과 마케팅을 위한 각종 활동에 우선적으로 참가하는 혜택을 누릴 수 있으며, 연말에 열리는‘디지털콘텐츠페어 2003’전시회에 참가하고, 대통령상 후보에 오르는 자격을 얻게 됐다.

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A study on the Uses and Gratification of Micro-blog between PC and mobile for Chinese undergraduates students (중국대학생들의 미니블로그 이용과 충족 연구: 컴퓨터와 모바일기기 기반 웨이보(微博)서비스를 중심으로)

  • Tao, Jing;Kim, Se-hwa
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.295-296
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    • 2013
  • 중국 대학생의 미니블로그 이용 시, 이용동기에 있어서 두 매체 모두 '정보공유', '자아존재감', '대인커뮤니케이션', '엔터테인먼트' 요인이 나타났으며, 모바일에서는 '유명인 접근성'요인이 추가적으로 나타났다. 충족요인에 있어서 두 매체 모두 '콘텐츠', '사회적 교류', '관계형성' 요인이 나타났으며, 두 매체의 차이로 PC의 '기능성', '편리성' 요인에 반해, 모바일에서는 '정보공유', '엔터테인먼트'요인이 나타났다.

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Empirical Study on Strategies for Successful Mobile Contents Services (모바일콘텐츠 서비스의 성공전략에 관한 실증 연구)

  • Kim, Keun-Hyung;Kim, Si-Yeon;Lee, Bong-Kyu
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.89-98
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    • 2006
  • Mobile contents mean all contents that could be served by mobile terminals. The mobile contents are categorized by three areas, which are communication, information and entertainment. Since the various mobile contents have own characteristics, there are differentiations among the service success factors according to types of the contents. In this paper, we do not only derive important factors that influence success of mobile contents services, but also analyze how the factors influence the success of mobile services. We also analyze whether measures of the factors might differ significantly among the types of mobile contents services.

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Entertainment Tourist's Pursuit Values -Focus on Perfomance Arts- (엔터테인먼트관광자의 가치추구 -공연예술을 중심으로-)

  • Jang, Hye-Won;Hyun, Gye-Dam
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.1006-1016
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    • 2013
  • This study seeks to identify the Entertainment tourist's pursuit values using means-ends chain theory. Data collection for this study is from July to October, 2012 in Jeju island. The procedure, Soft Laddering involves a series of one-on-one deep interviews with tourists who enjoyed performance arts. To carry out this study, first of all, contents analysis was employed to interview results. Second, Implication Matrix was made by contents analysis which showed direct and indirect relations. Finally, HVM was mapped for value systems. The results showed that Entertainment tourist's pursuit values were classified resulting in three values: Aesthetics, Communication with others, Pleasure. Especially in entertainment tourism, the major attributes was fun; the consequences was sensorial pleasure; the ultimate pursuit values was pleasure. These results support that entertainment tourists is homo ludens and entertainment tourism's marketer should concentrate on story-watching than story-telling.

User's Emotion Modeling on Dynamic Narrative Structure : towards of Film and Game (동적 내러티브 구조에 대한 사용자 감정모델링 : 영화와 게임을 중심으로)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • This paper is a basic study for making a system that can predict the success and failure of entertainment contents at the initial stage of production. It proposes the user's emotion modeling of dynamic narrative on entertainment contents. To make this possible, 1) dynamic narrative emotion model is proposed based on theoretical research of narrative structure and cognitive emotion model. 2) configuring the emotion types and emotion value, proposed model of three emotion parameter(desire, expectation, emotion type) are derived. 3)To measure user's emotion in each story event of dynamic narrative, cognitive behavior and description of user(film, game) is established. The earlier studies on the user research of conceptual, analytic approach is aimed of predicting on review of the media and user's attitude, and consequently these results is delineated purely descriptive. In contrast, this paper is proposed the method of user's emotion modeling on dynamic narrative. It would be able to contributed to the emotional evaluation of entertainment contents using specific information.

A Study on the Automobile Telematics Contents according to passenger types (탑승자 형태에 따른 차량용 텔레매틱스 콘텐츠에 관한 연구)

  • Kim, Sung-Hee
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.101-104
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    • 2007
  • 텔레매틱스(Telematics)는 IT와 인터넷의 발달로 인해 유비쿼터스라는 큰 흐름 속에 가상공간을 확장해주는 개념으로 자동차의 역사를 새롭게 변화시키고 있다. 현재는 태동 단계의 편의성과 약간의 엔터테인먼트성의 콘텐츠에 초점이 맞추어져 있지만 향후 텔레매틱스를 통해 제공되어지는 콘텐츠는 상상하기 힘들 정도로 풍부해지리라 본다. 현재 텔레매틱스 콘텐츠는 운전자와 동승자에게 구분없이 제공되고 있어 운전자의 안전을 위협하고 있는 실정이다. 그래서 본 논문에서는 운전자와 동승자에 따라 어떤 형태로 콘텐츠가 제공되어야 적합한지에 대해 연구해 보았다. 연구결과 운전자에게는 안전과 편의성 위주의 콘텐츠를 제공하고 동승자에게는 엔터테인먼트성 위주의 콘텐츠를 제공해야 하는 것으로 연구결과 나타났다.

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콘텐츠연재 / 디지털 콘텐츠, "마케팅에 죽고 마케팅에 뜬다"

  • O, Ik-Jae
    • Digital Contents
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    • no.7 s.122
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    • pp.136-140
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    • 2003
  • 콘텐츠 비지니스란 엔터테인먼트, 정보, 교육 콘텐츠를 창작하고 디지털로 개발해 디지털 상품화시켜 유통하는 비지니스이다. 콘텐츠 비지니스에서 마케팅이란 콘텐츠 비지니스를 하고자 하는 기업 또는 개인이 콘텐츠를 기획, 제작, 편집해 소비자에게 경험시키는데 관련된 모든 체계적 비지니스 활동이다. 문화산업에서 콘텐츠 마케팅은 문화 마케팅이다. 문화 마케팅은 마케팅으로 문화를 창출하는 것이며, 문화를 마케팅에 접목하는 것이다.

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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.

Possibility of Debt Financing by Korean Entertainment Companies : Case of SM Entertainment and YG Entertainment (한국 엔터테인먼트 기업의 부채금융 가능성 탐색 - SM엔터와 YG엔터 사례를 중심으로)

  • Kim, Daewon;Kim, Seongcheol
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.227-236
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    • 2014
  • The purpose of this paper is to explore the possibility for Korean entertainment companies to enter into debt financing. In particular, this study focuses on the possibility of issuing corporate bond and the asset backed securities (ABS) by two leading entertainment companies in Korea: SM Entertainment (SM) and YG Entertainment (YG). Depth interview with specialists such as investment bankers (IB), bond brokers, and financial directors and executives in entertainment companies was done. The results show that IB's opinion on issuing corporate bonds by SM and YG is positive. However, they may need to meet four requirements including maintaining stable cash-flow, diversifying sales source, enhancing accounting and legal transparencies and verifying managerial capabilities. In addition, Psy' s 'Gangnam style', his global hit song, turns out to have high potential as a base asset for ABS.

A study into effect the terminological definition of cultural industry has on creativity of cultural contents - Based on comparative study between Korean Cultural Industry, US Entertainment Industry and UK Creative Industry - (문화산업의 용어적 정의가 문화콘텐츠 창의성에 미치는 영향에 관한 연구 - 한국 문화산업, 미국 엔터테인먼트 산업, 영국 크리에이티브 산업과의 비교를 통하여 -)

  • Yoo, Jun-Ho;Yoon, Sung-Gum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.1
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    • pp.1-18
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    • 2010
  • Cultural industry along with cultural content that forms the center of cultural industry is the field whose interest is continually increasing due to the increase of weight in the national economy and the strengthening of importance in future value. Cultural content, particularly, accounts for the essential position in starting a business around one-person business, which recently arouses high interest in a nation. However, it is true that the debates on the rapid growth and identity of cultural content in contrast to the reinforcement of its position, and the criticisms about the lack in development of material and cultural content in staring a business show the limitation of overall cultural content in Korea. This research examines recognition of cultural industry or cultural content through terminologies of definition as well as the relationships of configures in accordance with the outcome of cultural content. Findings demonstrate that cultural content in Korea revealed the highest cultural orientation which is the same as existing interpretations, and as comparison objects, entertainment industry in the U.S. and creative industry in the UK contained the highest part of entertainment and creativity respectively. It reflects that mythical elements of language that has been discussed from the structuralist perspectives are projected in the relevant field. In conclusion, the conceptual definition of cultural content has the structure to project advantages and disadvantages of existing culture, and this limitation needs to be overcome in securing the items and business value in starting a business.

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