• Title/Summary/Keyword: 장르 간 경쟁

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The Dynamics of Film Genre Box Office Success: Macro-Economic Conditions, Fashion Momentum, and Inter-Genre Competition (영화 장르 흥행의 동학: 거시경제, 유행의 동력, 장르 간 경쟁의 효과)

  • Dong-Il Jung;Yeseul Kim;Chaewon Ahn;Youngmin Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.389-397
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    • 2023
  • This study examines how macro-economic conditions, fashion momentum, and inter-genre competition affect movie genre's popularity, thus shaping fashion trends in the feature film market in Korea. Using panel data analysis of genre-specific audience sizes with 6 genre cateories and 132 monthly time points, we found that favorable economic conditions generate the fashion trend in the action/crime genre, while the deterioration of the economic conditions leads to the decline of action/crime genre. The finding implies that economic situations influence cultural consumers' psychological states, which in turn shape the fashion trend in certain direction. Furthermore, we found that the action/crime genre has a greater fashion momentum and its competitive power is stronger than other genres, suggesting that this genre has longer fashion cycle even if other genres rise to the top in their popularity. We argue that such enlengthened fahion cycle and competitive stength of the action/crime genre are associated with its breadth of niche width and audience loyalty. Scholarly and practical implications are discussed.

The Gratification Niche of Webcasting and Television in terms of genres (인터넷방과 텔레비전의 장르별 증폭비교 연구)

  • Kang, Myoung-Shin
    • Korean journal of communication and information
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    • v.19
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    • pp.7-36
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    • 2002
  • The purpose of this study is to compare the webcasting and television from the perspective of genres. It adopted the niche theory in analyzing them, avoiding simply comparing the collective average of the two media's gratification. As a result, television turned out to expand broader at niche breadth than the Webcasting and thus presented more diverse functions thar the Webcasting. The niche overlap was investigated with the average of overlapping values. The competition between the two media was rather eased in dimensions of education, culture, and entertainment. And in terms of competitive superiority, the music service sector was the only function that the Webcasting had superiority to television. Upon the results, the Webcasting was absolutely inferior to television in a whole sense. But one thing which requires consideration is that the Webcasting will have functional mergers among genres and thus develop different functions from the corresponding ones of television.

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A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (Hendry 모형을 이용한 한국 온라인 게임 시장의 장르별 경쟁 강도 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.43-52
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    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing > ${\cdots}$) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (${\cdots}$ > Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.

Competition among Chinese Broadcastings, CCTV1, Hunan and Gangso Satellite Broadcasting : The Programming Niche Dimension (중국 방송사들의 프로그램 자원의존 전략에 관한 연구 -CCTV1, 후난 위성방송, 강소 위성방송의 편성행위 분석을 중심으로-)

  • Yu, Sae-Kyung;Gu, Yang
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.116-126
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    • 2015
  • The purpose of this study is to analyze the change of programming strategies of chinese broadcasting as competitions intensify in the niche dimension. Specifically, the niche breadth which indicates the diversity of program genre and way of program production, the niche overlap which indicates the degree of competition among the channels, are investigated. The results show, as the competition has intensified, three chinese television pursued different programming strategies; CCTV1 maintained programming strategy without big change, while Hunan and Gangso pursued change of programming strategy. However the change of programming strategies of Hunan and Gangso showed different direction; Hunan has tended narrows niche breadth of program genre and the way of progrm production, while Gangso broadens niche breadth. In overall, Chinese broadcastings have found the way of co-exist pursuing different programming strategy. And the programming strategy of Gangso satellite broadcasting which broadens niche breadth has showed better performance in rating and advertising revenue.

The Study of Genre Differentiation in Korea Film Market (국내 극장용 영화 시장에서의 장르 차별화에 관한 연구)

  • Joung, Won-Jo;Cho, Eun-Ki
    • Korean journal of communication and information
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    • v.51
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    • pp.47-64
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    • 2010
  • Korea film market is heterogeneously divided market that comes from competition between Korean movies and foreign imported movies. This research empirically analyzes genre differentiation in Korean film market with three dimensions (film audience preference, production and import, box office hit). The results indicate that, first, audiences who preferring Korean movie preferred 'cultural factor oriented genres', but audiences who preferring foreign movie preferred 'high budget oriented genres'. Second, imported foreign movie genre distribution was little bit different with box office hit genre of foreign movies. Foreign movie was imported not only hit genre (action genre) but also low cost genre (comedy and Drama/melodrama genre), but most of all Korean film was produced in box office hit genres (comedy and Drama/melodrama genre), third, Korean movies hit a box office in comedy and Drama/melodrama genre, but foreign movies hit a box office in action and SF/Fantasy genre. Those results show that Korea movies' genres are concentrated very much in cultural factor oriented genre. Those results can give implication of diversity policy and movie production strategy of Korea film market.

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Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

Identifying the Usefulness of Weblog Genre Analysis in Organizational knowledge Creation: A Social Construction of Technology Perspective (조직내 지식창출을 위한 웹블로그 장르분석의 유용성 발굴: 기술의 사회구성론적 관점)

  • Park, Ji-Hong
    • Journal of the Korean Society for information Management
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    • v.25 no.1
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    • pp.5-17
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    • 2008
  • The purpose of this paper is to identify the usefulness of Weblog genre analysis in knowledge creation within an organization where communications are occurred frequently among the employees with information and communication technologies (ICTs). Knowledge creation is essential to achieve competitive advantage in today's knowledge-oriented working environments. There has been huge investment on knowledge management systems to achieve such advantages. It is, however, widely recognized that distributed knowledge management systems often fail due to the different social contexts across the sub-organizations where the local information systems are deployed. It is important to coordinate such social gaps across the sub-organizations to achieve better advantages. Given that Weblogs users often feel a shared social norm. Weblogs playa positive role of narrowing the social gaps. This paper argues that the genre analysis of Web logs could provide important clues to narrow the social gaps existed across the sub-organizations within an organization. Hence, such taxonomical practice may be a solution for the high rate of failure in knowledge management system implementations in an organization. This paper uses the theory of organizational knowledge creation (Nonaka & Takeuchi. 1995) and social construction of technology (SCOT) approach (Bijker, 1995) to compare the socialized with the non-socialized integration of distributed information systems. The findings of this research provide a useful framework for better implementing knowledge management practices especially in distributed working environments.

The Structural Relationship of Factors Impacting on e-Loyalty to MMORPG (MMORPG 이용자 충성도에 대한 영향요인간 구조적 관계)

  • Kim, Jung-Ho;Kim, Yoo-Jung;Kang, So-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.274-289
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    • 2010
  • MMORPG makes up 25.9% of domestic market share in game industry, and it has become increasingly fierce in competition. Game developer and publisher make every effort to build customer e-loyalty to sustain their competitiveness. Thus, this paper examines the determinants of e-loyalty that reflect the features of MMORPG such as intensive and real-time interactivity. For this purpose, we selected interactivity, sense of community, reward and fun as the key antecedents of e-loyalty based on the extensive review of previous researches related to online game and Internet service usage. A total of 202 responses were used for analysis and the research results are as follow. The findings show that interactivity, sense of community and reward influence significantly on fun, then fun is positively related to e-loyalty. Also, interactivity and reward are proven to have a positive influence on sense of community, and sense of community mediates the effect of interactivity and reward on fun.

Korean TV Talk Shows Trend from a Self-disclosure Perspective (국내 오락 토크쇼 흐름과 소통 형태 및 구조에 대한 연구-자기노출 관점을 바탕으로)

  • Oh, Mee-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.70-82
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    • 2014
  • The competitive circumstance among domestic TV stations caused by TV channels of comprehensive programming appearance in 2011 brought the rapid growth of talk shows. The purpose of this article is to diagnose the talk shows trend from a self-disclosure perspective to consider a social aspect and communication structure in popular TV programs. 26 domestic TV talk shows from 2011 to 2014 were collected and analyzed to understand current state and grasp genres and formats. The results show that self-disclosure talk shows are increasing under the leading of terrestrial TV channels. The talk only type of talk show is superior in numbers compare to the variety type talk show includes such as game and quiz. The popular talk shows were produced inside studio mainly with fun seeking topics. Multi MCs and guests encountered many to many communication structure. The marked changes among self-disclosure talk shows to encourage participation of entertainers' family members and ordinary people are emerging and it is a noteworthy phenomenon.

The Publicness of Public Art : Focused on the "Golden market, Golden Age" Public Art Project (공공미술의 공공성과 주체간 관계의 특성 -<황금시장 황금시대> 공공미술 사업 사례를 중심으로-)

  • Nahm, Kee-Bom;Nam, Miyoung
    • Journal of the Economic Geographical Society of Korea
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    • v.16 no.1
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    • pp.118-134
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    • 2013
  • This paper analyzes the pubic nature of New Genre Public Arts. It is very sensitive to the social issues and supports democracy and communities with the diverse civic participation. Therefore, it is be widely known without doubt that new genre public arts is more public in nature compared to the previous public arts. This research observes the practices of new genre public art and focuses on the problems of the revealing nature of new genre public art through the analysis of the interrelations among government, artists, and the residents by through observation on the , Seoul City Gallery project from October 2008 to January 2009. The implementation of the project is divided into three constituent parts: local government for funding, artists for planning and implementing, and residents. Local government supports and commands the public art works to create more competitive and harmonious city. Artists emphasize the revitalization of community and take the residents as the passive objects of enlightenment. Whereas, the residents hope to use the funds to improve economic conditions. Artists accept the top-down commands of government, whereas residents tend to passively participate and become objects for enlightenment by artists, after all, might be alienated by the project. These kinds of communications and relationships raise the issue of the possibility of failure of public arts projects.

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