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Exploring the Effects of Factors on Hollywood Movies Box Office Success : Focusing on Top-rated Movies on the First Week of Release (할리우드 영화의 흥행요인에 관한 연구 : 개봉 첫 주 흥행 1위 작품을 중심으로)

  • Park, Seung-Hyun;Lee, Pu-Reum
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.1-13
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    • 2019
  • This study examines the impact of factors that affect Hollywood movies' box office performance, using a sample of 149 movies that were ranked number 1 on the first week of release between 2014 and 2018. Such factors as production budget, the number of opening screens, the valence and volume of both critics and netizens, rating, distributor's power, remake, high season, genre are introduced to analyze box office performance. The result shows that the determinants of the US box office and the total box office are different. Considering the difference in budget by genre, the number of opening screens is not influential in the US box office performance of all genres with production budget of less than $100 million. The result suggests the need to refine more elaborated models for future research on box office performance.

A Study on the Education and Training system in Korean Animation Industry - Suggestions about Curriculum in a Department of Animation in Korean Universities from the Perspective of Arts and Cultural Management (한국 애니메이션 인력 양성 시스템에 대한 연구 - 대학 애니메이션 교육 과정에 대한 예술경영적 제언)

  • Kang, Yunju
    • Cartoon and Animation Studies
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    • s.34
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    • pp.317-344
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    • 2014
  • Perspectives on the basis of arts and cultural management, this study intends to suggest improvements in core curriculums that are required in order for South Korea, a country that has initiated into the animation industry through outsourcing from big-budget animation production countries such as America and Japan, to develop its own strong base in creative animation industry. The perspectives of arts management in this context means an integration nexus between human studies, social science and management, and suggestions are as follow: First, it is crucial to understand the current trend of animation industry structure across the globe, as well as to develop the ability of co-production. Animation industry often requires technical skills, capital strength and human resources, each having equal importance. Therefore, thorough analysis of the three components in worldwide animation industry must be preceded for animation production services. To do so, collaboration with major animation creation countries is the best option and is highly encouraged, so that the national animation curriculum shall be enhanced to meet such demands and hence develop various abilities. The second is a good understanding of new-media and new-platforms. Not only the traditional distributor of animation such as television and theater, the distribution system expands its scope to a variety of online sources including pod-casts and the Internet. Under these circumstances, a deep understanding towards animation distribution system and an analysis of the new consumer channel are also of paramount importance for animation production. Third, a possibility of animation supply chain through diversified routes and media have paved the way for a possible animation production services and distribution without a mega-budget. Thus, new curriculum shall need to reinforce marketing and management aspects that will in turn help individuals to establish a self-employed creative business. Last but not least, this study further includes illustration of current curriculum of animation studies in national universities, followed by detailed suggestions for the curriculum improvements based on the above mentioned three factors. It was observed that the current curriculums have been solely focused on practical works and technical skills of animation and art studies; a four-year-course colleges that provide animation courses usually lack components of human studies, social science and management. Thus, this study proposes essential contexts of management studies that are needed for individual business and also curriculum improvements that are derived from the analysis of the current industry and the new media.

Characteristics of Korean Film Market by Using Social Network Analysis (사회 연결망 분석을 이용한 국내 영화 시장의 특성 연구)

  • Kim, Tae-Gu;Cho, Nam-Wook;Hong, Jung-Sik
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.93-107
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    • 2014
  • Recently Korean film industry has continuously experienced a rapid growth and expanded its influence to foreign countries. Accordingly, there have been numerous studies in various research areas to investigate the characteristics of the industry. In this study, we applied social network analysis based on the attributes such as genres, ratings, distributors, nationalities, sizes, and profitability to divide the movies into several clusters with respect to their similarity. Results suggested that the ratings and nationality rather than the genre are the major factors to divide the motion picture market into clusters and the profitability also varies much across the clusters. Furthermore, estimation of the diffusion model showed the positive relationship between the success of a movie and the word-of-mouth effect, while the relatively unsuccessful titles exhibited a monotonic decreasing diffusion pattern with the high initial demand and the early peak time.

A Study on the Effects of Online Word-of-Mouth on Game Consumers Based on Sentimental Analysis (감성분석 기반의 게임 소비자 온라인 구전효과 연구)

  • Jung, Keun-Woong;Kim, Jong Uk
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.145-156
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    • 2018
  • Unlike the past, when distributors distributed games through retail stores, they are now selling digital content, which is based on online distribution channels. This study analyzes the effects of eWOM (electronic Word of Mouth) on sales volume of game sold on Steam, an online digital content distribution channel. Recently, data mining techniques based on Big Data have been studied. In this study, emotion index of eWOM is derived by emotional analysis which is a text mining technique that can analyze the emotion of each review among factors of eWOM. Emotional analysis utilizes Naive Bayes and SVM classifier and calculates the emotion index through the SVM classifier with high accuracy. Regression analysis is performed on the dependent variable, sales variation, using the emotion index, the number of reviews of each game, the size of eWOM, and the user score of each game, which is a rating of eWOM. Regression analysis revealed that the size of the independent variable eWOM and the emotion index of the eWOM were influential on the dependent variable, sales variation. This study suggests the factors of eWOM that affect the sales volume when Korean game companies enter overseas markets based on steam.

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.