• Title/Summary/Keyword: 영화 마케팅

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Analysis of Factors of the commercial Success in the domestic film market on the French film, Taken (2008) (영화 <테이큰>의 상업적 흥행성과 가능성에 관한 연구)

  • Han, Hwa-Sung;Kim, Geon;Kim, Yang-Sik
    • Cartoon and Animation Studies
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    • s.33
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    • pp.293-315
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    • 2013
  • The number of French movies imported to and released in S. Korea is constantly increasing. All French movies released in Korean theatres, however, are not a great success. For the domestic film market and audiences, the idea French cinema is generally equivalent to 'diversity cinema' or 'arthouse films' is common notion. In this respect, French movies introduced throughout the country would be culture product into which one can read other cultural significances different from that of domestic cinema, and also serve significant cultural value to understand diversity in cinema, for domestic audiences. However, it could be said that French movies, in common with Hollywood films, obey rules in the film industry and needs for audience trends. In this content, what the researchers want to do is to analysis the tendency of the domestic audience reception and main causes of commercial success in the domestic film market, analysing Taken produced in France. The analysis, most of all, suggests the consideration for the film industry beside the notion of cultural diversity in cinema, as imported films are released in the domestic theatre. For this, the study examines the promotional strategy the french cinema perceived generally as the arthouse film applies extensively, analysing on Taken, and inquires into factors of commercial success, using SWOT Analysis. This study, the first of all, (briefly) examines what audiences consider when they choose a film to watch, articulating (generally) the choice-and-consume modality of the domestic audience. And then, it examines dominant factors Taken was a commercial success in domestic film market, even though the film is a french film, using SWOT Analysis. On the basis of SWOT Analysis, finally, this study draws up promotional plan for Taken, and shed new light on dominant preconditions, when the foreign cinema would be imported from the now on.

사회연결망이론(Social Network Theory)을 이용한 온라인 게임개발사와 게임퍼블리셔간의 관계분석

  • Park, Bong-Won;An, Jae-Hyeon
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.472-477
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    • 2008
  • 온라인 게임은 국내뿐만 아니라 전세계적으로 선풍적인 인기를 끌고 있다. 국내 온라인 게임 시장규모가 영화산업의 규모를 뛰어넘으면서 게임 마케팅의 대상이 일부 게임 매니아에서 다양한 연령으로 확대되고 있다. 또한 시장규모의 확대로 다양한 개발사와 퍼블리셔가 출현하게 되었다. 온라인 게임 서비스 초기에는 게임 개발사가 게임에 대한 퍼블리싱도 같이 하는 경우가 많았으나, 차츰 개발과 퍼블리싱의 영역이 나눠지고 있는 추세다. 게임개발사는 새로운 아이디어를 기반으로 게임 개발에만 집중하고, 퍼블리셔는 안정적인 마케팅과 서비스에 최선을 다하는 모습을 보이고 있다. 게임산업의 핵심 축인 게임 개발사와 게임 퍼블리셔간에 어떠한 관계를 맺고 있는지 사회연결망이론을 통해 분석한 결과, 개발사와 게임 퍼블리셔간의 연결망이 일부 퍼블리셔에 집중되는 모습과 개발사가 퍼블리셔의 역할을 동시에 함으로써 다른 망과 연결되지 못하는 모습을 보였다. 또한, 게임종류별로 특화된 퍼블리셔가 존재하며, 일부 게임개발사는 여러 퍼블리셔와 연결되는 모습을 보이고 있다.

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A Study on Effective Adjustment of the Curriculum in Film and Film Related Major in Korean Colleges (국내 대학의 영화 및 영화 관련학과 교과과정 효율화를 위한 연구)

  • Lee, Chan-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.11
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    • pp.3514-3523
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    • 2009
  • Before 1990's, Korea had only few colleges that had film and film related majors. As Korean film industry started its marvelous improvement in both commercial and artistic phase, many colleges were interested in this new academic field. They hurried up to launch this new and profitable major; as a result, Korea now has more than hundred colleges and universities that has film related majors. Each college enumerates numbers of academic courses that may look reasonable; they have almost every course a fine film school should provide such as film theory, production, and performance in film. Lots of film schools offer lots of film courses; and they look alike. One unique thing in film major is its vast sub fields and categories. After you decide to study film, you have to select what specific field in film you want to study. Studying film theory and film production can be as different as majoring physics and physical education. The problem Korean colleges are dealing with is that there are too much film schools, and moreover those colleges have similar curriculums that just look like a department store that sells everything. One suggestion is specializing its curriculum in which the school can take advantages using their special conditions. San Francisco Art Institute is one of United States well known private film schools, but many people remember this school as a specialized film school in experimental film. San Francisco where this school is located has had many liberal and experimental artists as the city has been supporting and offering them an environment they can concentrate their work. Naturally, the school has world famous faculty members in experimental film, and students who want to study and make experimental film come to this school from all over the world because they know this school would be the best to study experimental film. There are many film schools in metro Los Angeles area; since its location near Hollywood, no wonder these schools concentrate on film producing and film production. They take advantage of their geographical location to hire film industry professional and to focus on commercial feature film productions. What we can do now to adjust the curriculum in film and film related major in Korean colleges is to adapt new standards in this changed film industry. One school can emphasize digital production while another school focuses on digital intermediate process. But if one school tries to both fields or all fields of film major just like we have done so far, the school could not take care of all the equipment and the faculty that the fields would need. Korean film schools should devide the field in film major and concentrate what they selected. Selection and concentration can be and should be applied in Korean film schools.

A Study of the Trans-Media Storytelling in Brand Marketing (브랜드 마케팅의 트랜스 미디어 스토리텔링에 관한 연구)

  • Kim, shin youp
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.135-136
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    • 2015
  • 트랜스 미디어 스토리텔링은 이용자의 적극적인 참여를 기반으로 디지털 컨버전스 시대에 새롭게 등장한 텍스트 유통 관습이자 미디어 경험 양식으로 영화, 드라마, 애니메이션 등의 콘텐츠 사업의 경우 다양한 트랜스 미디어 스토리텔링 시도가 활성화 되고 있지만 기업 브랜드의 경우 아직 기존의 OSMU의 범주를 크게 넘어서지는 못하고 있는 실정이다. 그러나 본 연구에서는 OSMU의 범주를 넘어 커뮤니케이션했던 브랜드의 트랜스 미디어 스토리텔링의 대표적 사례인 모닝케어 레이디 티안나걸스(T-ANNA Girls)의 사례를 통해 디지털 컨버전스에 적응하며 새로운 부가가치를 창출할 수 있는 브랜드 커뮤니케이션의 발전적 방안에 관해 논의코자 한다.

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A Study on the Utilization Calligraphy of using Social Media (소셜 미디어를 이용한 캘리그래피 활용에 관한 연구)

  • Joo, heon-sik
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.387-388
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    • 2015
  • 본 연구에서는 스마트미디어를 사용하여 캘리그래피 활용을 나타낸다. 스마트기기를 이용한 SNS로 트위터, 페이스북 등 다양한 수단을 이용하여 캘리그래피를 CI, BI, 영화 포스터, 책 표지타이틀, 전시, 마케팅 전략 등 기업의 수익 모델과 개인 작품 활동들을 공유함으로써 다양한 정보제공과 영상으로 그 효과는 매우 크다 따라서 이러한 스마트기기를 활용한 캘리그래피는 앞으로도 더 많은 정보 제공과 수익 모델을 창출하며 그 영향력은 매우 증대될 것으로 사료한다.

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Prospects and Challenges of Mobile Video Contents such as Mobisodes which are focused on Past American Mobisodes and Mobile Ad Marketing (모비소드(Mobisode)의 사례연구를 통한 모바일 영상 콘텐츠의 전망과 과제 - 미국 모바일 영상 콘텐츠와 모바일 광고를 중심으로)

  • Chung, Moonsik
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.91-92
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    • 2013
  • 모바일 기기인 스마트폰, 태블릿 PC의 대중화를 통해 영화, TV, 컴퓨터와 더불어 제4의 스크린이라 불리는 모바일 영상 콘텐츠 혹은 모비소드(Mobisode)는 영상물 시청에 있어서 때와 장소를 가리지 않는 편리함으로 인해 시청자들에 대한 파급력이 확대되고 있으며 이로 인한 모바일 광고와 마케팅의 수단으로서의 활용가치가 크게 주목되고 있다.

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The Study on the Factors of film's Processing Fluency Inducing Film's Preference Fluency (영화의 선호도 유창성에 영향을 미치는 영화의 처리 유창성 요인에 관한 연구)

  • Choi, Nak Hwan;Lim, Ahyoung
    • Asia Marketing Journal
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    • v.13 no.4
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    • pp.29-54
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    • 2012
  • Recently, as film has been admitted as the artistic merit and higher value-added business, the past studies on film have been lively carried on various fields. Especially, the film business is thought to be value-added business and has explored the causes of influencing spectators. However, there are no researches enough to explain what induces the choice and diffusion of the film. The film is not only hedonic products but also typical example of experiential products. So how to process film formation plays important roles in explaining the procedures of forming preference on the film and the movies spread more widely. But the great part of study of films has been concentrated on exploring hedonic factors of influencing spectator's choice. Until now there is not enough study for the relationship between experiential information processing and film preference. To explain film's preference, our study focuses on preference fluency and processing fluency that can provide an insight for our question about the relationship. In this article, to explain the procedures of processing experiential information and forming preference on the film, our study focuses on finding the relationship between film's processing fluency and film's preference fluency and explores the factors that affect film's processing fluency. To achieve the goal of this study, we distinguish factors of film's conceptual fluency from factors of film's perceptual fluency and explore the paths from the factors to film's preference fluency. The factors which have effects on perceptual fluency are hypothesized to be distinction of image expression, distinction of sound expression, correspondence between actors' image and their role. The factors which have effect on conceptual fluency are supposed to be well-organized story, suitability of lines expression. The experiments in which students were sampled at 'C' university were conducted in 2010 (december). Data collection was proceeded through questionnaires. We test the hypothesized model by using structural equation modeling(Amos 17.0). The fit indices for the model are as follows : x2=416.266(df=213, p=0.00), GFI=0.855, AGFI=0.812, RMSEA =0.069, IFI=O.925, CFI=0.920, TLI=0.905. According to the guidelines, there is evidence that our measurement model fits data. The results of empirical study are as follows. The path from film's perceptual fluency to film's preference fluency is supported(estimate: 0.223, C.R: 2.641). The path from film's conceptual fluency to film's preference fluency is supported(estimate: 0.397, C.R: 4.863). The path from distinction of image expression to film's perceptual fluency is not supported(estimate: 0.113, C.R: 1.665). The path from distinction of sound expression to film's perceptual fluency is supported (estimate: 0.190, C.R: 2.042). The path from correspondence between actors' image and their role to film's perceptual fluency is supported(estimate: 0.686, C.R: 5.566). The path from well-organized story to film's conceptual fluency is supported(estimate: 0.396, C.R: 4.023). The path from suitability of lines expression to film's conceptual fluency is supported(estimate: 0.536, C.R: 5.441). Concludingly, our study explored the influencing factors of film's processing fluency inducing film's Preference fluency. First, film's perceptual fluency and film's conceptual fluency have positive effects on film's preference fluency. Second, distinction of image expression is not significant on film's perceptual fluency, but distinction of sound expression and image's correspondence of actors' image and their role have positive effects on film's perceptual fluency. Lastly, well-organized story and suitability of lines expression have positive effects on film's conceptual fluency.

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Analysis the Commercial Success Factors of the One Source Multi-Use Contents (One Source Multi-Use 콘텐츠의 흥행요소 분석)

  • Park, Chan-Ik
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.788-791
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    • 2010
  • One Source Multi-Use(원 소스 멀티 유스)'란 하나의 소재를 서로 다른 장르에 적용해 파급효과를 노리는 마케팅 전략을 말한다. 이 같은 '원 소스 멀티 유스'의 대표적인 소재가 바로 만화다. 그러나 근래에 들어서는 만화를 비롯하여 소설, 게임, 애니메이션, 영화 등을 원천소스로 하여 다양한 장르로 변형되고 있다. 그중 대표적인 것이 '공포의 외인구단'과 '바람의 나라'를 들 수 있다. '공포의 외인구단'은 이현세의 원작이고(1982-1983)이고 '바람의 나라'는 김진의 만화가 원전이다(1992-2008현재). '공포의 외인구단은 곧바로 영화화 됐으며 20년 후인 2009년에 드라마로 만들어 졌다. '바람의 나라는' 1997년 국내 최초의 온라인게임으로 만들어져 현재까지 많은 사랑을 받으며 서비스되는 게임이며 또한 2006년과 2007년에는 뮤지컬로도 만들어졌고 최근에는 TV드라마로 만들어져 많은 인기를 얻고 있다. 또 다른 예로는 '툼레이더'를 들 수 있는데 이는 게임이 원작이고 게임의 인기를 업고 영화로 만들어졌으며 세계적인 흥행성공에 힘입어 속편까지 제작된 상태이다. 이에 본 연구에서는 '원 소스 멀티 유스'의 대표적인 성공사례인 '바람의 나라'와 '툼 레이더'의 여러 요소 중 시각적인 요소인 캐릭터와 영상이미지의 분석을 통해 흥행요인을 도출하고자 한다.

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Metaverse Ethics in the Movie 'Ready Player One' (영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴본 메타버스 윤리)

  • Kim, Seong-Hee;Yi, Sang-Wook;Bang, Jun-Seong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.568-571
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    • 2022
  • 2007년에 '메타버스 로드맵(Metaverse Roadmap)보고서가 발표된 이후, 메타버스 로드맵에 축이 되는 라이프 로깅, 증강현실, 거울세계, 가상세계의 의미와 활용내용에 대한 연구 역시 활발히 이루어지고 있으며, 이것이 갖는 산업적·경제적 영향에 대해 다양한 방송매체·미디어 등을 통해 접할 수 있다. 또한 메타버스를 활용한 사회적 기능으로는 ①경제(메타버스 활용 산업 생태계 육성), ② 교육(메타버스 기반 체감형 학습지원), ③문화관광(시공간 제약 없는 온택트 문화마케팅), ④소통(시민 중심의 맞춤형 열린 소통), ⑤도시(현실과 가상을 결합한 XR기반 도시혁신), ⑥행정(현실보다 편리한 신개념 가상 행정), ⑦인프라('메타버스 서울'의 안정적인 인프라 조성)를 통해 메타버스의 순기능을 극대화하기 위한 전략으로 활용되고 있음을 확인할 수 있다. 이에 본 논문은 메타버스에 대한 기술 및 활용에 관한 관심에 비교해 메타버스 윤리에 대한 논의가 부족한 상황이라는 점에 주목한다. 그래서 메타버스에 대한 사회적 기능에 대해서 살펴보고, 메타버스에서 발생할 수 있는 사회·윤리적 문제를 영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴보았다.

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An Estimation of the Market Potential for a New Service by Applying the Ordered Response Model (순위반응모형을 이용한 신규서비스 잠재시장규모의 추정)

  • Joo, Young-Jin;Sawng, Yeong-Wha
    • Journal of Global Scholars of Marketing Science
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    • v.15 no.2
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    • pp.141-159
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    • 2005
  • In this research, we develope an estimation method for the estimation of the market potential in the new service (or product) diffusion model. The developed method is based on the ordered response model which can effectively incorporate the survey result of the multi-point scale intention for subscription as well as the responder's characteristics, the characteristics & attitudes of the related service. We also apply the developed method to an estimation of the market potential of the digital multimedia broadcasting (DMB) service. As a result, an optimistic and a pessimistic estimates of DMB market potential are 41.10% and 14.83% of the cellular subscribers respectively.

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