• Title/Summary/Keyword: Character Licensing

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A Study on Construction Plan for Character Archives (캐릭터 아카이브 구축 방안 연구)

  • Pyeon, Hyunchang;Rieh, Hae-young
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.29 no.2
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    • pp.149-168
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    • 2018
  • In modern society, the economic and cultural influence of characters is increasing day by day. However, there is no comprehensive records management system for characters in Korea. The purpose of this study is to identify the necessity of comprehensive character records management system and requirements for records producers and users, and suggest a construction plan for archives that reflects this idea. Related cases in domestic and overseas were identified and analyzed, survey was conducted of character designers and users participating in the '2017 Character Licensing Fair' in order to understand their needs on character archives, and it was followed by interviews of two character designers. From the implications of the related cases and the analysis results of the questionnaire survey and the interviews, plans for records collection, management, and services were suggested for constructing character archives. Specifically, preparation of collection policy, insertion of watermark to prevent pirating, online sales of characters, and one-stop service that can provide licensing for copyright protection and record utilization were suggested.

Study on Character Licensing in connection with Animation Gamification - Focus on (애니메이션의 게이미피케이션과 캐릭터 라이선싱 연계 연구 - <터닝메카드>를 중심으로)

  • Lee, Seon-Young;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.41
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    • pp.357-378
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    • 2015
  • The recent domestic toy market is filled with the fever of 'Turning Mecard' produced as a character product of units showing in . The toy market of the domestic character licensing industry has shown such rapidly changing trends during the period of broadcasting contents like animation or special films targeting children. Through these contents, the characters are cognized, and also the immersion and loyalty can be increased depending on the progress of the story, on top of marketing effect while the animation is broadcasted. This effect is called gamification meaning that consumers voluntarily participate in the contents after receiving fun. Through the purchase of character products, the immersion and loyalty participate in the animation. Thus, this study analyzed the gamification elements by examining the animation and toy products of currently gaining popularity in the toy market. In the results of the study, the story structure of has the sustainment just like game, which is connected to its character product. Therefore, the users who have watched build up the relationship with each other, and the competition and reward can be done through the game using the character products, which is connected to such high immersion and loyalty.

An Analysis of Character Image Used to Fashion Commodity (패션상품에 활용된 캐릭터의 이미지에 대한 분석)

  • Yoo, Tai-Soon;Baek, Kyung-Sil
    • Fashion & Textile Research Journal
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    • v.3 no.3
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    • pp.241-248
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    • 2001
  • The purpose of this study is to examine the preference according to the domestic fashion company use the character image of the inside and outside of the country, the recognition for the importance of the character by examining the purchasing behavior of high school girls and college women as the major consumer in the character fashion commodity (in the center of the clothe and accessory), and the aid for the self-development and the licensing of the character in the future. This study targeted 491 high school girls and college women in Daegu and Kyung-pook area. The character preference according to the character image applied the fashion commodity was used the scale of seven point modified the S D (Semantic Differential) method for Kim, Chun-Ae's image measure. The followings are the conclusions of this study; Both the group of high school girls and the group of college women almost represented the similar reaction result for the images of 9 characters. For the preference of the group of high school girls and the group of college women for 9 character, for characters Tweety, Bugs Bunny, the group of college women represented more preference than the group of high school girls. However, for characters of Hello Kitty, Pazama sister's and Dalki, the group of high school girls represented more preference than the group of college women.

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A Semiotic Study of the Generative Trajectory in Animation 'My Neighbor Totoro' Character Works (애니메이션 캐릭터의 기호학적 생성구조에 관한 연구 -<이웃집 토토로>를 중심으로-)

  • Kim Yun-Bae
    • Journal of Science of Art and Design
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    • v.6
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    • pp.288-312
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    • 2004
  • Despite the government's efforts and excessive investments in the establishment of an infrastructure for animation, it can be said that the reasons for the inferiority in character licensing and weak performances compared to other leading countries is attributed to the fundamental factor tying within the piece of work itself. Therefore, this research is aimed at finding a counterproposal by assuming that the reason for the failure of our country's animation 'Oseam' was because of its narrative tactics. First, it is possible for a narrative structure to be participated by the audience's creative strategy Second, the audience's participation makes it possible to create the character into a multilateral and a complex personality. Third, this kindof creative strategy is possible when semiotic analyses are utilized. The sole objective for this is to provide a comprehensive viewpoint for the semiotic approach in the creation process of the character.

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Research on Character Merchandising for Advertising Universities - Focusing on Kirin, symbolic animal of UOU (대학홍보를 위한 캐릭터 상품화 연구 - 울산대학교의 상징동물 기린을 중심으로)

  • Jang, Weon-Chul;Park, Noh-Seok
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.21-26
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    • 2006
  • This paper suggests our own new brand, Kirin. Not only we are able to design the symbolic animal of UOU, but also we are able to use the character to advertize UOU and merchandize it. These days many men between teens and 30s contact with the various characters through internet games, also they purchase goods related with the characters. For women between elementary students and workers, they purchase the various character goods such as stationery, clothes, and dolls. However, there are not many universities that produce their own characters to advertize their schools and to merchandize them. From this point of view, developing new brand would be the medium of transmitting joy to attract excellent students and to elevate the love of school. Originating the distinctive character in UOU can be used as various merchandising through licensing. Moreover, this friendly brand using character would be produced as skin image of fun and stories and spread through internet homepage. Finally, it would accord with the brand needs of consumer and contribute to advertize UOU.

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Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

Comparison of Baseball Merchandising Licensing Activation Status of the Baseball Team in South Korea and Japan -South Korea's Lotte Giants and Japan's Toyo Carp- (한일 야구 구단 판매 상품 활성화 실태 비교 -한국 롯데자이언츠와 일본 도요카프를 중심으로-)

  • Lee, Hyunji;Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.608-616
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    • 2018
  • The significance of leisure activities is highlighted, and professional baseball games, which featured the 2008 Beijing Olympics gold medal, are very popular. In recent years, along with the revenue from broadcasting, the club has been trying to gain revenue by developing various licensing products and merchandising products. However, sports related products are more advanced than Japanese professional baseball teams in Korea, and there is a lot of revenue from product sales. We want to compare the difference between the two countries sales of their products.

A Study on The Effects of Spokes-Character Characteristics on Perceived Quality and Brand Attitude (캐릭터의 특성이 지각된 품질과 브랜드 태도에 미치는 영향)

  • Sun, Min-Jae;Kim, Joon-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.15-26
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    • 2020
  • Many companies are increasing the use of characters to enhance brand image and brand value. The use of characters in the certain industry is active, however, the research on characters in academia is insufficient. The purpose of this study is to investigate how characteristics of characters affect on consumer's brand attitude and to suggest the guideline companies to concern on brand characters, in especial on designing or licensing them. The results showed that all characteristics of character positively influenced on brand attitude. Among nine characteristics of the character, trust was the most impact and nostalgia was the least impact on brand attitude, respectively. Perceived quality was mediated on in relations between the brand character and brand attitude. In indirect effect, familiarity was the most impact on brand attitude. In sum, we suggested that trust and familiarity of the character are the most weighted characteristics on brand character design strategy.

Study on the brand personality of animation character and the consumer's personality (애니메이션 캐릭터의 브랜드개성과 소비자개성 연구 - 브랜드개성과 소비자개성의 일치성이 브랜드태도에 미치는 영향에 관한 연구 -)

  • Lim, Byung-Woo
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.141-150
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    • 2006
  • The animation should be produced to attract the audience's interests. Its characters will have the intended personalities through the interactions with the audiences, discarding the attributes of the nature. These personalities form the brand identity when they are exposed visually and will be powerful brand assets which lead the animation industry to the high-value added products. The brand identity of the character, the brand assets, can be used for various products in form of licensing and is noted to make an affirmative leverage effect. In this regard, the author has conducted an empirical research on the animation characters from the viewpoint of the brand, adopting, in particular, the Brand Personality Scale (BPS), which is the output of J. Aaker's (1997) study on brand personality defined as the human properties in relation with the brand. In addition, this study determines the correlation among the animation, brand and consumers based on the Sirgy's study (1982) resulting in that the better the brand and the consumer's personality are matched, the more the brand attitude is improved. In consequence, it is found that the animation characters have three personality levels such as refinement/ability, integrity and interests. The consumer's personality is divided into the 'practical ego-image' and the 'ideal ego-image' in the survey, and the survey result shows that the brand personality of the animation character exists between them.

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An Empirical Analysis on the Determinants of Entry into Foreign Markets of Small- and Medium- sized Service Firms : Focused on Korean Beauty Industry (중소 서비스기업의 해외시장진출 결정요인에 관한 실증분석 : 대구.경북지역 미용서비스업 중심으로)

  • Hong, Song-Hon
    • International Commerce and Information Review
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    • v.11 no.2
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    • pp.149-172
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    • 2009
  • Service industries nowadays have become the subject of a scientific research. However, unlike research on manufacturing, there has not yet been a broader presentation of important aspects theoretically and methodologically. The importance of service sector in both national and global economies has grown significantly. An active participation of service industries in the internationalization process, notably by licensing and FDI, has occurred over time. But a few sub-sectors still dominate on this process, for example, financial institutions such as banks, securities, and insurance as well as producer services in advertising and accounting. On the other hand, personal services that are owned by small- and medium- sized firm have limited capabilities in their transnational transfer. This paper attempts to examine various factors influencing decisions for these small- and medium- sized Korean beauty firms in entering to the foreign markets. Determining factors for these firms in the engagement of internationalization depends largely on competitive advantages in both domestic and host countries, and they may be different from those in the sub-sectors mentioned above. Based on previous researches, i identified three categories of independent variables(characteristics of firms, managers, and competition) that can influence decisions to enter to the foreign markets. Seven hypotheses have been tested by using a sample of beauty firms in Daegu city and Kyungbuk province. The results show that the intention of these firms to enter to the foreign markets is significantly influenced by the factors of the innovative character of CEO's, the competitiveness of firms, and size of firms.

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