• Title/Summary/Keyword: 영화 마케팅

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An Analysis of Movie Consumption Behavior from Transaction Cost Perspectives (거래비용관점에서 본 영화 소비행위 분석)

  • Park, Hye Youn;Kim, Jai Beom;Lee, Chang Jin
    • Review of Culture and Economy
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    • v.20 no.3
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    • pp.3-33
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    • 2017
  • The present study analyzed movie consumption behavior from the perspective of transaction cost, taking into account the possible incurrence of additional costs in the process of consumers obtaining movie information to choose movies. Regression and multinomial logistic regression analyses were performed in the analysis by taking movie information and the individuals' social demographic characteristics as independent variables and the number and frequency of movies watched as dependent variables, using information from the "2015 movie consumer survey." The results showed that consumers considering elements such as "directors" and "online reviews" were found to be more active in movie consumption. The analysis of movie-watching frequency showed that the information considered when choosing a movie was different for high- and low-frequency movie viewers. Putting these factors together suggests that movie consumption can vary according to an individual's cultural capital, preferences, and their degree of movie information awareness. While existing studies have mostly analyzed the determinants of box office performance, the significance of the present study is its empirical analysis of individual movie information in terms of transaction cost. Based on the results above, it can be inferred that the cyclical structure of trading expenses influences movie consumption and, once preferences are formed through a certain level of consumption, the trading cost expenses decrease, which results in increasing consumption. Therefore, film makers need to establish and execute marketing strategies that appropriately use movie information so that consumers can reduce the trading costs necessary for movie watching.

A Study for the Drivers of Movie Box-office Performance (영화흥행 영향요인 선택에 관한 연구)

  • Kim, Yon Hyong;Hong, Jeong Han
    • The Korean Journal of Applied Statistics
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    • v.26 no.3
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    • pp.441-452
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    • 2013
  • This study analyzed the relationship between key film and a box office record success factors based on movies released in the first quarter of 2013 in Korea. An over-fitting problem can happen if there are too many explanatory variables inserted to regression model; in addition, there is a risk that the estimator is instable when there is multi-collinearity among the explanatory variables. For this reason, optimal variable selection based on high explanatory variables in box-office performance is of importance. Among the numerous ways to select variables, LASSO estimation applied by a generalized linear model has the smallest prediction error that can efficiently and quickly find variables with the highest explanatory power to box-office performance in order.

Digital Technology Facilitating the Fusion of Video Games and Films (디지털 기술의 발전 아래 전자 게임과 영화의 융합 연구)

  • Li, Juan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.71-82
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    • 2019
  • Today's media environment is becoming very complicated and the trend of media convergence is getting clearer. The convergence of media is the supreme hot issue. In this wave of convergence, there has also been a huge change between movies and electronic games. The remake boom between them showed a tremendous economic effect that can be achieved by exchanging two media of essentially different characteristics. As computer virtual reality technologies evolve, electronic games will provide a virtual world that can satisfy the demands of the visual, auditory, and tactile aspects very real to the public with the Internet. At that time, movies and other media will be thoroughly melted into the virtual world created by electronic games, and they will become an element of the virtual world as those media that exist in the truth world.

Study on the Immersion by the American Audience's Biotic Response to Narrative of and (<블라인드 사이드>와 <행오버>의 서사에 대한 미국 관객의 생체반응에 의한 몰입도 연구)

  • Woo, Jeong-Gueon
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.652-660
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    • 2018
  • The common point between and is that the immersion was high at the point where all the place movements occurred in the narrative before the full-blown incident occurred. The immersion level showed the maximum at the turning point that passed to the place. Seven key events occur, and the audience's immersion is peaking at the time of each incident. The core event and the immersion are highly correlated. It is at a point where the background, such as movement from the third act, where the most central event is solved, or return to the original place, is changing. The immersion degree of the audience is closely related to the narrative from the first film to the third film of the narrative.

An Experimental Evaluation of Box office Revenue Prediction through Social Bigdata Analysis and Machine Learning (소셜 빅데이터 분석과 기계학습을 이용한 영화흥행예측 기법의 실험적 평가)

  • Chang, Jae-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.167-173
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    • 2017
  • With increased interest in the fourth industrial revolution represented by artificial intelligence, it has been very active to utilize bigdata and machine learning techniques in almost areas of society. Also, such activities have been realized by development of forecasting systems in various applications. Especially in the movie industry, there have been numerous attempts to predict whether they would be success or not. In the past, most of studies considered only the static factors in the process of prediction, but recently, several efforts are tried to utilize realtime social bigdata produced in SNS. In this paper, we propose the prediction technique utilizing various feedback information such as news articles, blogs and reviews as well as static factors of movies. Additionally, we also experimentally evaluate whether the proposed technique could precisely forecast their revenue targeting on the relatively successful movies.

디지털 영상/음향 콘텐츠 교육을 위한 AVID Tralning Center 구축

  • 김대수
    • Proceedings of the Korea Contents Association Conference
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    • 2003.11a
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    • pp.23-40
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    • 2003
  • 6. ATC 성공사례 및 국내 현황 중앙대학교 AVID Training Center 1).사 업 명 AVID 미디어 공인 교육 센타 (AVID Tanning Center) 2003년 6월 서울 지역 유일하게 활동시작 2). 사 업 내 용 - 산업용 디지털 콘텐츠의 개발 - 생산 및 리 소스확보 - 디자인. 애니메이션. 영화. 게임 등 콘텐츠 제작에 필요한 다양한 디지털 이미지 음향등 산업용 콘텐츠를 산학협력에 의해 확보 - 공동활용체계 구축으로 디지털 콘텐츠 산업의 경쟁력 강화 - 디지털 콘텐츠 유통 및 전문인력 양성 콘텐츠의 국내 외 유통기반 구축 - 저작권 보호 관련기술의 표준화 지원 및 기술개발 사업지원 - 디지털 영화 제작 산업디자인, 사진, 게임, 디지털 콘텐츠의 기획 -콘텐츠 제작 관련 교육을 통한 콘텐츠 제작자의 저변 확대 - 디지털 콘텐츠 분양 정보 공동체 조성 - 디지털 콘텐츠 경영정보, 마케팅 정보의 공유 - 디지털 콘텐츠 산업 통계 및 지표 연구, 지역별 특성 연구 지원 - 디지털 콘텐츠 산업 관련 정보 네트워크 구축 제공

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Investigation about Figure Industry by Extension of Image Media (Game, Animation, Motion Picture) (영상미디어(게임, 애니메이션, 영화 분야)의 확장에 따른 피규어 산업에 대한 고찰)

  • Sohn, Jong-Nam;Lee, Jong-Han
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.67-74
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    • 2008
  • Various image media such as game, animation, movie is developing. Goods called Figure as extension that use contents source of one kind in several forms were made, and is drawing a lot of popularity today. However, is handled as simple toy of children in the Korea. So, development of allied industry is slow. In case of overseas recognized the importance by means of marketing in contents industry. In this paper, explain meaning about figure and kinds of figure and through philosophical thought and theory, analyzed personality which figure has through scientific investigation(theory of Walter Benjamin, Freud and psychologists). Nowaday, figure industry of the Korea and other foreign country is continuing development. Especially the contents of Hanryu(Korea) star figure has lots of value and possibility of future growth.

Machine Learning Approach for Prediction of VOD Usage (머신러닝을 활용한 VOD 이용건수 예측)

  • Jeon, Jong Seok;Jang, Ha Eun;Oh, Joo Hee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.507-513
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    • 2022
  • This study developed a model for predicting the number of VOD uses of IPTV, an online market in the film industry. A machine learning-based prediction model was established using the VOD usage data collected by the Korean Film Council from 2017 to 2021. Through literature research and cluster analysis, the difference between the offline market and the online market is revealed, and a new category of VOD usage is proposed. The purpose is to help IPTV companies establish marketing strategies as well as support decision-making by developing a machine learning-based VOD usage prediction model.

A Study on the Policy Implication on the Relation of Social Media & Movie industry : Focusing on Emotional Perception & Audience Trends (소셜미디어와 영화산업 관계의 정책적 함의 연구: 감성인식과 국내 영화 관객추세 분석을 중심으로)

  • Song, Myung Bean;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.295-303
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    • 2014
  • This exploratory study deals with the digital policy proposal through emotional perception of real name SNS and WOM effect. Research was based on the audience trends analysis of the movies having official SNS sites and the movies not having official SNS sites among the opened 90 movies in Korea from 2012 to 2013. Therefore, researchers confirmed that the representative real SNS, facebook was utilized as emotional marketing tools and tried to analyze the effectiveness of SNS critically. The research results are the follows. First, the movies to actively utilize facebook showed statistically significant differences in terms of daily, weekly audience and seat share (occupancy ratio). It is indirectly confirmed that real name SNS such as facebook is much effective in WOM marketing. Second, in the daily trends and weekly trends, the movies showed a similar pattern and above all, the movies to actively take advantage of facebook maintained their audience trends. Thus the government and the corporation have to understand the emotional WOM effect of real name SNS for policy effectiveness. Therefore this study gives the contribution practically for boost up the policy effectiveness through emotional ripple WOM effect of the strength of weak tie of real name SNS.

A Study on the Development Direction and Cognition of Viral Video

  • Lee, Yong-Whan
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.65-73
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    • 2020
  • Viral video advertising is being used in the advertising and film industry for pre-promotion of certain products or pre-release films which has a lot of effect on investment. An analysis of viral video recognition is needed to predict future development directions. In response, the study conducted a survey on viral videos, focusing on college students in their 20s, who are the most exposed to advertisements and movies. Through this, the survey was conducted on recognition of viral videos, memorable viral videos, satisfaction level, message propagation method, positiveness of viral videos, expected future development, and desired viral video type. The survey showed that viral video recognition was 16.7% and the most memorable viral video; the "Let it Go" viral video from the movie "Frozen" was 69.1 %, according to the survey. The satisfaction level was not high at 31.2 %, and 73.5% of people sent messages to others after watching viral videos, which was very high. Negative opinions on viral videos were low at 13.7 %. 64.5% of the surveyors said the future of the viral videos would "develop" and 6.7% said would "not develop."