• Title/Summary/Keyword: 캐릭터 브랜드

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Storytelling Strategy of and Its Potential to Evolve into Transmedia Franchise (<자이언트 펭TV> 스토리텔링 전략과 트랜스미디어 스토리텔링으로의 가능성)

  • Cho, Hee-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.211-227
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    • 2020
  • This study intends to analyze the storytelling strategy of EBS's YouTube channel , which has been creating a remarkable cultural phenomenon since April 2019, and to examine the potential for its transition to transmedia franchise. Based on Henry Jenkins'seven principles of transmedia storytelling, shows satisfactory relevance in all but 'multiplicity'out of the 10 capacities consisting of the principles. In particular, was found excellent in terms of core capacities such as 'spreadability', 'immersion', 'worldbuilding', 'continuity', 'drillability' and 'performance'. In addition, critical discourse analysis(CDA) in sociocultural practice dimension of the keywords of the related news articles has discovered that is strongly linked to the following five values: 'social integration', 'resistance against authoritarianism', 'self-dignity and reasonable individualism', 'gender neutrality' and 'ecologism', indicating the reason why the work has been able to resonate so extraordinarily with participants across all generations. By answering the two chosen research questions, this study has proved that has high potential to be successful in evolving into transmedia franchise, while keeping building a new realm of edutainment storytelling by cleverly exploiting EBS's unique identity as a public education broadcaster. is viewed as an exceptional property capable of advancing transmedia storytelling in the local market; thus, productive arguments and contemplation over its evolution in storytelling needs to continue so that it can maintain a long-lasting positive influence.

The Application of Agent and Advertising in 3D Sports Game (3D 스포츠 게임에서 Agent와 광고의 활용에 관한 연구)

  • Lee, Yong-Jae;Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.10
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    • pp.2269-2276
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    • 2010
  • This research shows how autonomous character agents work in 3D sports game and its application to advertising. It is a kind of interdisciplinary study between game and advertising. In other words, advertising can be used a beneficiary model in game industry. For the purpose of analyzing the role of agents, 3D table-tennis game and advertising tools are developed. The role of agents is booming up and focusing on the game by their voices and texts. In game, several famous brands are showed up as a mean of advertising. This study analyzed the role of agents and advertising from the game user's position. For validity and reliability of the research, questionnaires were analyzed. As a results, several facts are found. Firstly, the agents worked positively as a game boomer. More than half of the respondents answered the agents are useful for the game. Secondly, the advertising tools showed up on the game are helpful to understand the brand. In other words, the game is contributed to build up the brand image. These kinds of attempts may be significant in that the agents are performed as a parter of functional and woman-oriented game. And advertising brands when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing 3D game as an interdisciplinary study.

Case Study on User-Participatory Internet Advertising -Focused on the Game-Like Internet Banner Advertising (사용자 참여적 인터넷 광고의 사례연구 -게임성향 배너광고를 중심으로)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.505-510
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    • 2012
  • As games have been used throughout the advertisement design in diverse ways, the paradigm of the internet advertising has also been changed. At the same time, there has been a growing tendency among companies to maximize the purpose of advertising by using game-like internet banner advertising, which provides internet-users with the information of the advertisements by exposing specific information, brands, characters, or image. In spite of the quantitative expansion of the game-like internet banner ads, according to a survey with regard to their click-through rate(CTR), the result indicates the CTR is less than 0.5%. Therefore, this study aims to examine what types of displaying elements of the game-like banner ads gaining in popularity can leave the users with a strong impression, and also to explore what types of displaying elements need to be highlighted for the users' active and aggressive access to internet banner advertisements. Currently advertised game-like banner ads on the internet web sites in different fields are selected. Then, they are analyzed by using seven categories. The findings are expected to lay out systematic and practical guidelines for the future production of game-like banner ads.

A study on the user experience of mobile Fintech service in Z generation -Focused on KakaoPay and Toss- (Z세대의 모바일 핀테크 서비스 사용자 경험 연구 -카카오페이와 토스를 중심으로-)

  • Chung, Seung-Jae;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.315-320
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    • 2020
  • This study is a study on the user experience of mobile Fintech service of the Z generation, and the past Finance was one of the industries that users felt difficult. However, the Z generation, who grew up in the digital environment, feels comfortable with mobile payment. This study is limited to Kakaopay and Toss, which are representative domestic Fintech services, and aims to suggest the direction of domestic Fintech services in the future. A total of 8 subjects were interviewed by the target group interview and the survey was conducted simultaneously. As a result of the study, Z generation was greatly influenced by various factors such as corporate brand, image, character, and event in addition to economic aspect. Also, it is considered most in the field of reliability and value, so a strategy is needed to secure it. In the future, we expect the development of Fintech service reflecting the needs of Z generation that will lead consumption in the future.

Design Program for the Regional Development (지역진흥을 위한 디자인개발 프로그램)

  • 하상오
    • Archives of design research
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    • v.15 no.1
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    • pp.379-388
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    • 2002
  • Since policies of each local government toward regional development have been focusing on only development of the individual applied items such as a character merchandise, co-regional brand, and developing a speciality for the region, the adverse effects of design have been came out. So we carried out this research to minimize the adverse effect of design and also we would like to give the opportunity of thinking of a new way to activate local economy, to create regional identity and to develop local resources by applying the Cl program which have bean used as the way of business improvement coping with the conceptional change of competitiveness with a comprehensive view. Therefore, for design to play an important role in regional development, as standing on the basis of regional development it is necessary to attain the various goals such as activating administrative organization, improving the administrative image, and making the local in go unique. And also it is necessary to develop the communicational strategy as an innovative and expressive program which can consider human network development as an regional resource. To carry out this communicational strategy effectively, in particular, it is not only inevitable to operate the strategic and comprehensive programs promoting the regional development according to the of 6 stages design develop cent program which consists of region's self-verification and self-recognition, self-determination, development of self-innovation, visibility to unify the regional images, creating the design system, and carrying out and verifying the program, but also it is necessary to apply regional development system which can change the regional basic plan, aiming at regional development, into unique regional trait that has an future image by improving the program with constant management and feedback through verifying the design program.

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Validity and Expected Effect of International Marketing Cooperative for Korean Animation (애니메이션 해외 배급 활성화를 위한 마케팅 협동조합 도입의 타당성 연구)

  • Kim, Young Jae
    • Cartoon and Animation Studies
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    • s.36
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    • pp.121-145
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    • 2014
  • Operating under the principle of user-benefit maximization and democratic user-control, cooperatives are being spot-lighted as a business model satisfying the various social, financial needs. In Korea, the Law of Cooperative was enacted as of December 2012, which has enabled the establishment of cooperatives in variety of industry fields. This study is to discuss the expected effect and validity of marketing cooperative as a solution for insufficient sales revenue in international distribution of Korean animation. The interviews with Korean animation studios found out the key problems of overseas distribution, which are; 1) lack of marketing expertise and weak organization, 2) lack of ancillary rights exploitation due to the deals based upon all rights package with the broadcasters who are not interested in ancillary business, 3) lack of localized marketing support in each territory. The solution for these problems takes large and long-term marketing investment and it is far beyond the capabilities of small Korean animation studios. Marketing cooperative can provide services not available otherwise such as in-depth market research which will help the improvement of international marketing expertise. Also. as the cooperative carries enough volume of animation catalogue, it can increase negotiation power satisfying the various needs of buyers. Also, it can provide the precise marketing support for each territory by integrating every process of value chain, from TV broadcasting, merchandising, and digital media platform. Above all, a clear benefit of marketing cooperative is that, because of its user-benefit and user-control principle, the principal-agent problem can be minimized while it maximizes the profit for member studios.

A Study on the Tourism Resources of Baekje Restoration War : Focus on Yesan Imjon Fortress & Hongju Juryu Fortress (백제부흥전쟁의 관광자원화에 관한 연구: 예산임존성과 홍주주류성을 중심으로)

  • Choi, Inho
    • 지역과문화
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    • v.7 no.2
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    • pp.113-132
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    • 2020
  • This study explored ways to make tourism resources based on the historical significance and major legacies of Yesan Imjon Fortress and Hongju Juryu Fortress, the center of the war where the core leadership of Baekje Restoration War was located. After the collapse of Baekje, it looked at the process of the restoration war centered on Imjon Fortress, the main characters, Imjon Fortress and Juryu Fortress, and the legends related to the restoration war. The tourism value of Baekje Restoration War is highlighted in terms of location identity and dark tourism. After reviewing cases of similar characteristics to the Baekje Restoration War, the method of tourism resourceization was presented. The elements of resourceization include characters, battles, relics, places, and name legends. Reproduction strategy, experience strategy, hard branding strategy and soft branding strategy were presented. As an example of the reenactment strategy, the Baekgang Battle reenactment event was presented. Experience strategies include walking and Baekje pottery. As for the hard-branding strategy, installation of sculptures of major characters and upgrading of tourist information signs were suggested. Soft branding strategies raised the need for logo marks, catch phrases, character products, video contents, and story maps through the branding of fortresses related to the Baekje Restoration War.

A study on the Chinese Animation Industry -Focused on Economic Development in the Animation Market in China- (중국 애니메이션 산업 발전 방향에 관한 연구 -중국 경제 개발 정책에 따른 애니메이션 시장변화를 중심으로-)

  • Kim, Dong-Ho
    • Cartoon and Animation Studies
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    • s.48
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    • pp.311-332
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    • 2017
  • Currently, the world is making efforts to develop cultural industries around more refined parts of the world. The development of cultural industries has far-reaching implications for promoting national brands and national image promotion as well as economic benefits. In particular, China hopes to advance into its own animation market because it has an extensive animation market. In 2005 The Chinese government, however, banned foreign animation market from entering the Chinese animation market. However, at that time, Chinese animation firms also saw considerable economic losses because they had to undergo almost everything from animation to distribution to rationing. In fact, the policy was designed to protect Chinese animations, but instead of preventing Chinese animations from developing original contents, it caused various problems such as China's animations, or the development of Chinese animation industries. In this thesis, we will explore the policy related to animation industry in China, research and development of animation industry, and establish the direction of development of Chinese animation industry through suggestion of improvement in Chinese animation industry. For starters, we have diversified the contents of the Chinese animation industry by adapting the contents of the Chinese animation to the global market through the globalization of contents, stories and materials. Currently, animation is developing beyond 3D,4D and VR but there is no shortage of animation experts in China, so it is necessary to nurture specialized professionals by opening a related department in China. Also, the government will establish a National Animation Industry complex to work in various animation companies. We expect to develop cultural contents through mutual cooperation between animation companies in China and the sharing of information sharing and collaborative research.

Case Study of Regional Cultural Contents Development Using Peacock Fan Intangible Cultural Asset (충남 무형문화재 공작부채를 활용한 지역문화 콘텐츠 개발 사례 연구)

  • Kim, Dae-Gi;Son, Ji-Yeong;Baek, U-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.87-102
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    • 2020
  • The purpose of this study was to develop regional dance contents in order to receive attention from the region and re-illuminate the peacock fan, the intangible cultural property of Seocheon, Chungnam, which has been preserved in history and has been preserved in the face of rapid urbanization and modernization. The representative four series are composed of one-person dance, two-person dance, military dance, and creative dance. The titles of each piece are basic dance , male and female love dance , military dance , and finally Korean creative dance . The commonality of the four series is the traditional dance using peacock fan, and each dance showed unique emotion and atmosphere through different themes and music, costumes, and stages. It was found that the development of regional dance contents re-created reflecting the characteristics of regional cultural heritage should create an environment that can be steadily revitalized through modernization. Through this study, it was found that the intangible cultural properties, which are our traditional cultural resources, have unlimited potential to contribute to enhancing regional and national competitiveness along with the growth potential of regional differentiation. Through such research, if existing cultural resources are preserved for globalization and produced as contents that can be easily accessed by the public, various contents besides regional dance using regional unique culture can be developed and utilized.