• Title/Summary/Keyword: 전쟁영화

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Study of films marketing made from original games (게임 원작으로 만든 영화 콘텐츠의 흥행성 연구)

  • Wang, Shu;Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.417-426
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    • 2019
  • The purpose of this study is to analyze the success and failure of the movie made by the original game by comparing the box office environment of the movie made by the original game and to derive the necessary elements to make a good original movie. The specific analytical content studied the specific successes and failure factors of the remake of the game with , , and . Analyzes of the research show that the audience can be divided into game fan and non - game fans, and how to reflect the expectation on both sides of the movie is an important factor in making the movie. Also, games of different styles and genres from other themes can not be created in the same way as remixing movies, but flexible diversity and management are needed. Unconditional scenarios of games or game switching of movies can not be popular among the public, and it is very important to analyze specific target audiences.

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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A Study for Expressing the Image of Anticommunistic Ideology Reflected in (<똘이 장군>에 반영된 반공적 이데올로기 이미지 표현에 관한 연구)

  • Jang, Yeon-Yi
    • Cartoon and Animation Studies
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    • s.15
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    • pp.109-122
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    • 2009
  • Cultural policy, a part of ideological policy has affected remarkable changes in movie and animation. Korean animation was called cartoon movie and popular only among children, but works dealing with anti-communism ideology have been introduced in Korea since before/after 1970s. Animation focusing on ideology is not unique in Korea, but division of two Koreas after Korean War made great influence on social, cultural and educational aspects of the nation. Moreover, modification in movie-related laws and regulations made in 1960s - 1970s affected movie and animation significantly and is a means of strengthening anti-communism. In particular, Director Cheong-gi Kim's released in 1978 is meaningful in that it is the first long piece of animation movie. In this study, I clarify anticommunistic ideology reflected on the anticommunistic animations and the imageable expression of ideology reflected on . Most of all, I emphasize on clarifying how the cultural policies and social & cultural background influence on the advent of anticommunistic animation in 1960${\sim}$1970. Also, to communicate anticommunistic ideology reflected on produced under the social & cultural background, I clarify the expressive characteristic which the image of animation has.

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Analysis of the Factors for the Box Office Success in Korean, Chinese and Japanese Film Market Approach to the Storytelling (스토리텔링의 관점에서 본 영화흥행요소분석 - 한국·중국·일본영화를 중심으로)

  • Park, Chul
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.51-61
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    • 2013
  • This Paper aims to explore the key factors that drive box-office success in Korean, Chinese and Japanese film market regarding to the storytelling of the movies. At first, I researched the top 20 movies at the box office of Korean, Chinese and Japanese film market from 2007 to 2011.And then I tried to figure out the key factors for the success and the differences among those countries. Usually the purpose of the movie planning in Korea is for the domestic market. In the profit structure of Korean film industry, it is really hard to focus on the overseas film market. In Chinese film market, recently it has been changed a lot especially film genre. The movie liked to watch is melodrama, romantic comedy movie It is being changed to the comedy genre from the war and martial arts movie. And it is emphasized the importance of the scenario in the film production. They want to watch their lives like a real and dreams at the movie and the movie tries to show this trend. In Japanese film market, they made movies in which TV drama, animation and cartoon according to the O.S.M.U. strategy. The movies like to watch are the blockbuster movies, horror movies, thriller movies and melodrama. Comparing with Korea and China, they like movies which show more fantastic and fairy tale imagination.

Press Activity toward the South by North Korea during the Korean War: Focusing on the Chosuninmin Bo and the Haebang Ilbo (한국전쟁 기간 북한의 대남한 언론활동: "조선인민보"와 "해방일보"를 중심으로)

  • Kim, Young-Hee
    • Korean journal of communication and information
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    • v.40
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    • pp.287-320
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    • 2007
  • This study was to look into the press policy and the related activities performed by North Korea in the South during the Korean War and to evaluate them. In order to understand the concrete contents of the activities and their characteristics, the two representative newspapers published in the South by North Korea at that times - the Chosuninmin Bo and the Haebang Ilbo - were reviewed and analyzed. North Korea operated broadcasting and started newspapers just after the possession of Seoul. and also performed various positive press activities - such as the distribution of the newspapers and periodicals of North Korea and U.S.S.R., putting the movies on the screen, and founding the weekly, etc. But the target of all the media were the same. It aimed to support Kim Il-Sung's scheme which intended to carry out the war successfully and to make the South under occupation Communism System by introducing the Northern law and system. The two newspapers, as agent of power, made only such a role to agitate and exaggerate the false things with unrealistic optimism. They intended to ideologically mobilize the South people and to affect on their perspectives and acts. However the media including the two newspapers being operated in the South during the war had not got the faith or the good response from the South people as an audience. Most of South Koreans were tired with their endless and one-sided propaganda, agitation and ideological enlightenment. It could therefore be evaluated that the press activities by North Korea in the South during the Korean War resulted with many limitations in ideologically organizing and mobilizing the South Koreans.

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Liberal Education for Engineers and the Case of Edison (에디슨의 사례를 통한 공학소양교육의 탐색)

  • Song, Sung-Soo
    • Journal of Engineering Education Research
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    • v.13 no.1
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    • pp.17-22
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    • 2010
  • This paper examines major activities of Thomas Edison as an example to liberal education for engineers using researches in the history of technology. Edison, as a system builder, developed almost everything necessary to use electric light in the aspects of technology and management. On the contrary, Edison took a conservative stance to new alternating current technology in the case of current war. Edison developed phonograph and motion pictures but didn't understand the meaning of mass culture grown up based on his inventions. This study not only provides an illustrative content to the liberal education for engineers, but also helps to grope for the dynamic character of technological innovation and the desirable features of engineers.

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Study of Spatial Characteristics with Polyphony Film -Focused on the Movie Rashomon- (폴리포니 필름으로 본 공간적 특성 연구 -영화 <라쇼몽>을 중심으로-)

  • Park, Ki-ung;Kim, Byeongsoo
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.155-162
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    • 2019
  • The characters' voices in the movie, Rashomon mean the absence of memories created by self-consciousness in order to avoid the crisis. The varying statements of the characters and the three spaces: the space of Nakanimon (th e ruins), the representation space as polyphony (the forest), the egoistic space of truth (the guardian), show the social ills of doubtfulness and mistrust among the Japanese at that time due to the defeat from the war. This matches with the polyphony theory of Mr. Bakhtin, a Russian cultural critic. The key concept of polyphony theory is that the voices that do not accord each other are not harmonized but each voice builds their own world and participates in the novel without being influenced by the creator. This study's aim is to discuss two aspects; Bakhtin's polypony theory allows polyphony film s to function as cinematic composition and spatial characteristics of polyphony films in the movie, Rashomon.

A Study on the Box-office Performance of Films based on Computer Games - Forcusing on film Warcraft: The Beginning 2016 - (컴퓨터게임 원작 영화의 흥행성에 관한 연구 -영화 워크래프트 : 전쟁의 서막을 중심으로-)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.193-199
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    • 2017
  • This study applied the scenario of the film "Warcraft: The Beginning, 2016" based on the world view and nonlinear story of online games to the basic requirements of a good story of five items. Based on this, it was found that the storyline of the film "Warcraft: The Beginning, 2016" was faithful to the game series with the same title, but weak for a film. This film did not satisfy any of the five requirements of a good scenario used for Hollywood production. Even before this film, many hit games were made into films, but box office hits are hard to find among them. As the game World of Warcraft was very famous worldwide, when it was made into a film, the film was expected to be a box office hit. However, it failed miserably at the box office. This is a result of failing to recognize that the characteristics of games that an individual leads the story are different from those of films that no interaction or choice can be made. It is necessary to understand that although games and films are the same in that they have narrative structures and visual stimulation graphics, they are totally different in the way they immerse people.

Hong Sang-soo in Deleuzean theater (들뢰즈 극장의 홍상수)

  • Lee, Wang-joo
    • Journal of Korean Philosophical Society
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    • v.117
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    • pp.249-273
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    • 2011
  • In this paper, I suggest a discourse on some delicate relations between the philosophy and the cinema, or between the visualizing philosophical reflection and the contemplating cinematic imagination. In this context, G. Deleuze is not a simple philosopher and Director Hong, not a director. Each is a kind of metonymy. Deleuzean style of philosophizing asks for Hong's nomadic style of producing cinema. and of course in the same manner, the latter asks for the former. The latter visualizes the speculative empiricism of the former, the former crystalizes the visual esthetics of the latter. To speak with Deleuzean vocabularies, it is not possible for the State Apparatus to capture the diverse works of director Hong. Because each of them is a kind of War Machine which always slips from every tackle of State Apparatus. Deleuzean key word 'genetic becomming' is a main concept of Hong's works. The point is not to dispose the theses 'becomming' of his works in the line of series but to release them in the line of rupture. My paper would show the sharp ridicules director Hong had poured on the conservative circle of the cinema in the context of Deleuzean nomadology.

기록형 DVD 시장 전망

  • Korea Database Promotion Center
    • Digital Contents
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    • no.11 s.114
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    • pp.92-95
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    • 2002
  • DVD(Digital Versatile Disk)에 관한 관심이 고조되고 있다. DVD가 현재 침체기에 있는 PC시장을 활성화시킬 수 있는 구세주로 등극할 것으로 예상되면서다. 최근 시장조사기관 IDC와 일본 파이오니어의 공동 보고서에 의하면 DVD와 관련된 홈 시어터, DVD 레코딩, 비디오 편집 분야가 PC 시장의 새로운 변수로 작용하고 있다. DVD롬 드라이브를 통한 DVD영화 시청은 물론, 직접 캠코더로 촬영한 동영상을 편집하고 DVD로 굽는 일련의 작업을 PC를 통해 수행하는 소비자들이 빠른 속도로 증가하고 있다는 얘기다. 이에 따라 관련업계의 움직임이 바빠지고 있다. 특히 DVD 관련 업체들의 DVD 표준 규격 확보를 위한 경쟁은 전쟁을 방불케하고 있다. 현재 마쓰시타, 소니, 도시바, HP, 삼성, LG 등 주요 광 드라이브 업체들이 DVD-R/RW, DVD-RAM, DVD+R/RW 등 각기 다른 차세대 기록형 DVD 규격을 놓고 경쟁하고 있다. 표준 규격을 거머쥐는 쪽이 향후에 전개될 차세대 DVD 시장을 주도할 것으로 예상되기 때문이다. 본 고에서는 현재 제기되고 있는 기록형 DVD 표준화 동향을 중심으로 차세대 DVD시장을 진단해본다.

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