• Title/Summary/Keyword: 판권장

Search Result 2, Processing Time 0.016 seconds

A Study on the Transition of Elements of the Book Colophon in Korea (우리나라의 도서 판권기 기술요소 변천 고찰)

  • Lee, Myoung-Gyu
    • Journal of Korean Library and Information Science Society
    • /
    • v.41 no.3
    • /
    • pp.329-349
    • /
    • 2010
  • Colophon means an element to describe bibliographic areas of the concerned book on the specific space like a back of the title page or the last page of a book. Colophon functioned as an information source when cataloging in a library, an area concerning the copyright and as an useful information to readers. The publication of a new book has begun since early 1900s in Korea. And the element of the colophon is dependent on changes in the social and cultural environment. Among the element of the colophon early 1900s until now, the elements consistently appear on the title and the author, a place of publication, a publisher, the date of publication and the price. Additional the elements according to the change of social environment are the edition, ISBN, the registration of publisher, the address of publisher and an author career. On the other hand, omitted elements are the address of author, the account number and the seal. In the future, the size of the book is additionally wanted to describe in the colophon.

  • PDF

Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.6
    • /
    • pp.163-173
    • /
    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.