• Title/Summary/Keyword: 흥행요인

Search Result 80, Processing Time 0.024 seconds

The Analysis on Adaption Method from Game to Film : Case on Angry Bird (게임의 영화화 각색방법에 대한 고찰 : 앵그리버드를 중심으로)

  • Bo, Ding Zhi;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.205-206
    • /
    • 2017
  • Casual games are often have simple rule and easy to play. Like Angry birds, players can sling a bird as a bomb to destroy target. But the film adaption encounters numerous questions. games in pursuit of strong sensed presence, pay attention to experience; film stress the integrity of the story, attaches great importance to plot. However, casual games don't have story and plot. This paper take angry birds as example, analyzes the difficulties and method of adaptation from leisure mobile games to films, summarizes the key successful elements of adaption, such as subdivided the target group, chose an appropriate genre, write a script follow the basic logic and frame of film, set contradiction, complicated the character and still contain key elements of the game, in order to provide new ideas in the future development of integration of game and movie industry.

  • PDF

Group Behavior Pattern Analysis with respect to Playing Loyalty among Blade & Sole Game Users (충성도에 따른 블레이드 앤 소울 게임의 사용자 그룹 행동 패턴 분석)

  • Chung, Ji-in;Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.22 no.10
    • /
    • pp.1340-1346
    • /
    • 2018
  • There have been researches on game continuance intention based on consumer behaviour theory of management science. Such macro access of computer game analysis might be insufficient to draw valuable results due to complex subsystem structure of recent computer games. In this paper, we choose 'Blade and Soul' game that was first published in 2012 and has been within top 20 MMORPG in Korea but known as a 'long time users' only game'among game players recently. Three user groups - long loyalty, concentrated, casual - are classified based on their play history and play time per day of Blade and Soul. The first survey with 222 subjects revealed that the real strength of the game was not the combat - Dungeon, Arena, Battleground competition - but very cohesive game community Blade and Soul has. Thus, we conduct another survey on the game community issues among 148 long time users (over 3 years playing history) and analyze their traits and behaviour patterns.

Storytelling of K-content <Itaewon Class> and Interculturalism (K-콘텐츠 <이태원클라쓰>의 스토리텔링과 상호문화주의)

  • Jeong Hee Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.135-140
    • /
    • 2023
  • In the era of globalization, universal values and empathy are analyzed as important factors in the success of media content. In this context, the perspective of interculturalism is meaningful in K-culture discourse. The TV drama <Itaewon Class> presented a storytelling structure in which the existing order was overturned and new values triumphed. This concept has led to great success in the global market. First of all, it shows multiculturality through the symbolic space of Itaewon. It reproduces people who have various cultural differences in various standards. Characters with diverse values realize intercultural values through cultural dialogue. Such storytelling is evaluated as something that can be widely accepted by people around the world. Interculturalism enables us to seek the direction of sustainable Korean Wave.

A Study on the Effect of the Creative Characteristics of the Film Crew on the Success of Movies (영화제작진 특성과 영화성과 관계 연구)

  • Moon Sung Joon;Nam Sang Moon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.681-686
    • /
    • 2024
  • The film crews is a unique organization composed of members with expertise in each field and operated temporarily for a relatively short period of time. This study attempted to infer that the group characteristics and ability of the film crews to draw out the members' capabilities will affect the success or failure of the film, and to investigate their influence relationship. To this end, the research model was designed with diversity, cohesion, and information utilization as independent variables, and the artistry and box office performance of the film as dependent variables. As a result of the analysis, it was found that the diversity of the film crew affects both the artistry and box office performance, and the cohesion only affects the artistry. However, it was found that information utilization had no effect on film performance. It was confirmed that the diversity of the film crews was related to the film performance, and the cohesion had a limited effect. The results of this study provide implications that the design concept of the film crews based on diversity may be more important than process factors such as information utilization.

A Study on the Success Factors of Marvel Game Using Marvel IP (마블 IP를 활용한 마블 게임의 성공 요인에 관한 연구)

  • Park, Jong-Hoon;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.07a
    • /
    • pp.155-158
    • /
    • 2021
  • PC 게임, 모바일 게임 시장에는 마블IP를 활용한 게임들이 꾸준히 출시되어왔다. 23편(엔드게임까지)의 마블 영화는 작품성이나 흥행성 등 다양한 측면에서 큰 성공을 거두었다. 하지만 마블IP를 활용한다고 게임이 반드시 성공하는 것은 아니었다. 출시된 마블 게임들을 보았을 때 성공한 게임과 실패한 게임 사례로 나눌 수 있다. 본 논문에서는 마블 IP를 기반으로 제작한 게임들의 특징을 살펴보고 성공 요소와 실패 요소의 대해 분석한 내용을 제시하여 게임을 개발할 때 고려할 요소로 활용할 수 있을 것이다.

  • PDF

A Study on the Success Factors of Mobile Game Using Webtoon IP (웹툰IP를 이용한 모바일게임의 성공 요인에 관한 연구)

  • Kim, Suk-Soon;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.539-542
    • /
    • 2020
  • 모바일 게임의 시장에서 기존 PC 게임, 애니메이션, 웹툰 등 원작 IP를 활용한 게임들이 늘고 있다. 그중 웹툰 IP를 활용하여 제작되는 게임이 종종 출시되고 있지만 흥행하지 못하는 게 현재의 웹툰 IP 게임의 상황이다. 본 논문에서는 원작 IP 중 웹툰 IP를 기반으로 제작한 게임들의 특징을 살펴보고 성공요소와 실패요소에 대해 분석한다. 본 논문에서 제시한 성공요소와 실패요소는 웹툰 IP를 기반으로 게임을 개발할 때 고려할 요소로 활용할 수 있을 것이다.

  • PDF

A Study on How to Revitalize the Domestic Mobile eSports (국내 모바일 e스포츠의 활성화 방안 연구)

  • Jae-Yong Lee;Jong-Won Lee
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.07a
    • /
    • pp.155-158
    • /
    • 2023
  • 최근 몇 년간 e스포츠 산업은 전 세계적으로 꾸준히 성장하고 있다. 특히 모바일게임은 PC나 콘솔 게임에 비해 낮은 비용으로 쉽게 접근할 수 있어 모바일 e스포츠 산업 규모 또한 점진적인 성장을 보이고 있다. 하지만 국내 모바일 e스포츠 산업은 해외 모바일 e스포츠 산업과 비교했을 때 시장의 규모에서 큰 차이를 보였고, 국내 PC e스포츠 산업과 비교해 보아도 상대적으로 시장 규모가 작아 국내에서는 모바일 e스포츠 산업이 비주류로서 소비되는 모습을 확인할 수 있었다. 본 논문에서는 다른 국가의 모바일 e스포츠 흥행 요인 등을 분석하여 국내 모바일 e스포츠 산업 발전 방안을 제시하고, 국내 e스포츠 산업의 새로운 수익 모델로 모바일 e스포츠를 제안하고자 한다.

  • PDF

Analysis to the Essential Factors of Humor Emerging in Chinese Cartoon Around Year of 2000 (2000년을 전후로 하여 중국 애니메이션에 나타난 유머요인 분석)

  • Dong, Peng;Oh, Jin-Hee
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.189-215
    • /
    • 2014
  • Since the launching of in 1963, a large amount of outstanding cartoons had been produced in China by the year 1980. During this period of time, international reputation was achieved with the extremely full expression and characteristic stories originated from Chinese culture. Decades of cartoons were produced ever year benefiting from support of the government in the last years. However, the quality and in fluence power dropped down comparing with the increasing productivity. The outward followed by examples of successful international box office most of the animation made in China. These cartoons did not obtain admitting internationally, or disclose any traditional speciality of China, although the domestic box office is considered to be fairly successful. The key factors to the successful cases should be analysed and researched rather than simply estimating, in order to achieve both artistic and commercial success. Factor of humor, as a key element of a successful cartoon is proposed in this thesis. Prior to the discussion, a general definition of humor factor is described through Henri Bergson's comedy concept, based on which the key factors of humor will be analysed. A classification system would be derived and introduced as a tool for the analysis of humor factors. According to Henri Bergson, Humor is determined by circumstance, language and character factors. Humor factors are divided into visual, scene and acoustic factors in this research taking the Speciality of cartoon media into consideration. It is the speciality that, in addition to the visual and language factors, multiple acoustic elements are also introduced in such a presentation pattern. This classification system would be considerably applicable to the analysis of humor factors in Chinese cartoons. In this study, around the year 2000 to share the Chinese animation masterpiece were analyzed by selecting and , and . This discussion about key factors of humor is likely to be beneficial to the development of Chinese Cartoons in the future.

Development of New Variables Affecting Movie Success and Prediction of Weekly Box Office Using Them Based on Machine Learning (영화 흥행에 영향을 미치는 새로운 변수 개발과 이를 이용한 머신러닝 기반의 주간 박스오피스 예측)

  • Song, Junga;Choi, Keunho;Kim, Gunwoo
    • Journal of Intelligence and Information Systems
    • /
    • v.24 no.4
    • /
    • pp.67-83
    • /
    • 2018
  • The Korean film industry with significant increase every year exceeded the number of cumulative audiences of 200 million people in 2013 finally. However, starting from 2015 the Korean film industry entered a period of low growth and experienced a negative growth after all in 2016. To overcome such difficulty, stakeholders like production company, distribution company, multiplex have attempted to maximize the market returns using strategies of predicting change of market and of responding to such market change immediately. Since a film is classified as one of experiential products, it is not easy to predict a box office record and the initial number of audiences before the film is released. And also, the number of audiences fluctuates with a variety of factors after the film is released. So, the production company and distribution company try to be guaranteed the number of screens at the opining time of a newly released by multiplex chains. However, the multiplex chains tend to open the screening schedule during only a week and then determine the number of screening of the forthcoming week based on the box office record and the evaluation of audiences. Many previous researches have conducted to deal with the prediction of box office records of films. In the early stage, the researches attempted to identify factors affecting the box office record. And nowadays, many studies have tried to apply various analytic techniques to the factors identified previously in order to improve the accuracy of prediction and to explain the effect of each factor instead of identifying new factors affecting the box office record. However, most of previous researches have limitations in that they used the total number of audiences from the opening to the end as a target variable, and this makes it difficult to predict and respond to the demand of market which changes dynamically. Therefore, the purpose of this study is to predict the weekly number of audiences of a newly released film so that the stakeholder can flexibly and elastically respond to the change of the number of audiences in the film. To that end, we considered the factors used in the previous studies affecting box office and developed new factors not used in previous studies such as the order of opening of movies, dynamics of sales. Along with the comprehensive factors, we used the machine learning method such as Random Forest, Multi Layer Perception, Support Vector Machine, and Naive Bays, to predict the number of cumulative visitors from the first week after a film release to the third week. At the point of the first and the second week, we predicted the cumulative number of visitors of the forthcoming week for a released film. And at the point of the third week, we predict the total number of visitors of the film. In addition, we predicted the total number of cumulative visitors also at the point of the both first week and second week using the same factors. As a result, we found the accuracy of predicting the number of visitors at the forthcoming week was higher than that of predicting the total number of them in all of three weeks, and also the accuracy of the Random Forest was the highest among the machine learning methods we used. This study has implications in that this study 1) considered various factors comprehensively which affect the box office record and merely addressed by other previous researches such as the weekly rating of audiences after release, the weekly rank of the film after release, and the weekly sales share after release, and 2) tried to predict and respond to the demand of market which changes dynamically by suggesting models which predicts the weekly number of audiences of newly released films so that the stakeholders can flexibly and elastically respond to the change of the number of audiences in the film.

An Integrated Study on Determinants of Performance in Korean Film Industry (한국영화의 흥행성과 결정요인에 관한 통합적 연구)

  • Limb, Seong-Joon;Kim, Joo-Soo
    • Knowledge Management Research
    • /
    • v.12 no.3
    • /
    • pp.1-25
    • /
    • 2011
  • This research empirically examined the determinants of competitive advantages and performance of Korean film industry from 1996 to 2003 over a sample of 396 movies. Especially, the effects of knowledge-based resources, social capital, product differentiation strategy, and market entry strategy on a film performance were hypothesized and empirically tested. Findings of this study are as follows; First, confirming the importance of knowledge-based resources in film industry, both the superior business track records of producers and the superior artistic track records of directors and actors had positive effects on film performance. Second, supporting social capital hypotheses, while the strong ties between directors and producers had positive effects, the strong ties between directors and actors had negative effects on film performance. Third, confirming the importance of product differentiation strategy, genre differentiation against competing films had positive effects on film performance. Finally, confirming the importance of market entry timing, the number of competing films released following a film opening within a week had negative effects on film performance. The findings of this research suggest that producers, directors, and actors are not only the critical knowledge-based resources to create competitive advantages indeed, but the pattern of relationships among them also systematically influences the film performance. Moreover, it is suggested that film performance may be improved by the proper genre differentiation and opening day selection.

  • PDF