• Title/Summary/Keyword: Comics Industry

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A Study on the Solutions to overcome the obstacles of Digital comics contents industry development (디지털만화산업 발전의 장애요인과 활성화방안 연구)

  • Kim, Soo-Young;Ha, Kyu-Soo
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.709-723
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    • 2013
  • This study aims to diagnose the present condition of the Digital comics industry, including the "webtoon", which is receiving attention as the new Korean wave (Hallyu) cultural content, and explore ways to vitalize these contents. Considering the fact that the distribution rate of smart devices in Korea is the highest in the world as of June 2013, and that comics as contents have been known to show the easiest and fastest adaptation to changes in the media, the Digital comics industry is certainly an area with high expected growth, but its actual size of the industry shows a very low growth rate compared to other digital contents. This study analyzes the present condition of the Digital comics industry through theoretical and precedent study, and deducts 7 major factors that inhibit the growth of Digital comics industry by summing up the industry structure through making surveys of major businesses in the industry. Further, problems and possible solutions of the digital comics industry are discussed through in-depth interviews with total 10 digital comics industry experts. Building a ecosystem based charged service, realizing a total management system, government support and improvements on restrictions are discussed as solutions to a sustained growth of the Digital comics industry.

A Study on the Necessity to enact Comics Promotional Law' around of 'Culture Industry Promotion Basic Law', 'Publication Promotion Law' (만화진흥법 제정의 필요성:문화산업진흥기본법, 출판문화진흥법과 납본제를 중심으로)

  • Han, Sang-Jung
    • Cartoon and Animation Studies
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    • s.16
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    • pp.67-78
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    • 2009
  • To celebrate the Centennial Anniversary of korean comics, the various and meaningful programs are organized. But then, it is apprehended that these programs don't deal with the present and urgent problems. In particular, in the fast-changing media environment, in the changing of promotion-organizations, it's very important that the recherche on relevant laws and institutes around comics to defend and to explore an ecosystem of the comics culture and the comics industry. This study insist to point out the limits of Cultural industry-related laws and Cultural promotion-organizations at present for the concrete policy of comics culture and comics industry. Treating and analysing specially 'Culture Industry Promotion Basic Law', 'Publication Promotion Law' and 'Legal Deposit', this article suggest to enact Comics Promotional Law to aide the filed of korea comics.

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The Establishment of the Third Medium and Long Term Development Plan of the Comics Industry and the Policy of Training Professional Manpower (3차 만화산업중장기발전계획 수립과 전문인력양성 정책)

  • Kim, Byoung Soo;Lee, Won Seok
    • Cartoon and Animation Studies
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    • s.32
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    • pp.189-220
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    • 2013
  • It is expected that interests and supports for 'the creative economy' will increase considerably since the establishment of the Park Geun Hye Administration. According to a report with respect to its cultural policy handed in by the Minister of Culture to the president on March 28, 2013, the administration will set up a basic plan of establishing regional fusion-typed laboratories including such genres as story telling, animations, games, cartoons, performances, etc. in May this year, and opening contents Korea laboratories across the country by the first quarter in 2014 as part of its core task. Furthermore, it will focus on implementing such policies for training professional manpower as creative mentoring programs, expansion of education for field employees and expansion of a creative education for young students, including a plan to train 1,000 creative contents talents by 2017 as described in the report. Since the Comics Promotional Law took effect in August 2012, the Korea Culture and Content Agency and the Comics Industry have been establishing the third plan for medium and long term development of the comics industry together. One of the most important policy is about training professional manpower. "Joint Business with Creative Talents," in which the amount of 4.5 billion won was invested, has already been implemented, and "Support Business for Field Employees of Comics Creating Enterprises," in which the amount of 0.6 billion won was invested, has been performed so far through the Korea Comics Contents Agency upon the request of the Comics Industry. The government's plan to train professional manpower is interlocked with its foundation and employment policies, and thus, this will be a good opportunity for colleges and universities that have comics related majors, especially for those that need proper measures for bring their graduates a chance to get a job. Accordingly, it seems that if the government develops more aggressive policies, reflects this on the third medium and long term development plan of the comics industry, and then organizes policy and study meetings led by the learned societies to implement this, it will be able to generate a significant synergy effect. This Article will concentrate on first examining the flow and patterns of the policy to train special manpower by the comics industry, the Ministry of Culture and related institutions since the establishment of the Comics Promotional Law, analyzing some problems in the first and second medium and long term development plan of the comics industry to be implemented from 2003 through 2013 and the third medium and long term development plan to be announced in June 2013 to train professional manpower, and then suggesting an effective direction and some alternatives to train professional manpower in universities in a medium and long term way.

The development of the comics studies in Korea (우리나라 만화 연구 경향 분석과 향후 과제)

  • Lee, Sang-Min;Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.16
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    • pp.1-20
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    • 2009
  • This paper explores the research trends in the area of the comics studies in Korea. In this article, the 664 academic articles are examined in terms of the characteristics of the researchers, the field of comics studies, the research theme and the research methodology. This study is on the basis of the recognition that there have been no consensus on what the core essence of comics studies is. As a result, there are a few articles on the academic identity of the comics studies. The comics studies have not consider the distinctive characteristics of the Korean comics significantly. In Korea, over 50% of the academic articles on the comics have been published by comics scholarships in the field of pedagogy and human sciences. Since the 1990's, comics studies have started to consider the value of the comics positively. The comics text studies also have increased since the 1990's in Korea. The comics studies on the comics policy and comics industries have been increased since 2000. The rise of comics studies is concomitant with the increased awareness of comics in Korea. The article concludes that the comics studies need to become an independent academic discipline in the future. The interdisciplinary studies on the comics is necessary to study the diverse aspects of the comics. In addition, the infrastructure for the comics studies should be established in order to improve the comics studies.

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Characteristics of research The Transmedia Storytelling in the Disney Marvel (디즈니 마블의 트랜스미디어 스토리텔링 특성 연구)

  • Kim, hui;Park, Sung-ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.159-179
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    • 2018
  • As digital media evolves, image changes have evolved from 2D to 3D. At the end of the 1930s when the US overcame the economic crisis and met the Second World War, people needed a hero to escape reality. In DC (Detective Comics), superhero comics started to become popular by making superhero series mainly with Super Man and Bat Man. Timely Comics, founded by Martin Goodman in 1939, also published Marvel Comics, the first comic strip in epochal comics on October 1 of the same year. From this point on, Marble has developed mainly in the cartoon industry. However, in the development of the times and the change of media, Marble boldly grasps the influence of Hollywood movies from the comic centered development system, and moves from the cartoon market to the movie market. Especially, the trans-media storytelling strategy was well reflected in the movie "Avengers" series, which Marvel produced after the merger with Disney. In this paper, When Marble Comics compares with the time when the comic book industry developed before the merger and the time when the movie industry was focused after the merger with Disney What kind of change and development, and The purpose of this study is to investigate the causes of these changes.

Revitalization of Old Time Comics: Case Study on the Remake Policy Managed by KOMACON (만화산업의 발전과 진흥 사례연구: 한국만화영상진흥원의 리메이크 정책을 중심으로)

  • Kwon, Jae-Woong;Park, Seung-Hyun
    • Cartoon and Animation Studies
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    • s.19
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    • pp.199-224
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    • 2010
  • Since the mid 1990s, Korea has recognized the importance of content industry and has carried out several support policies. Especially, the support system for the comic industry has been systematically organized, and organizations for this area have tried to extend the type of support programs and objects as well. One of the remarkable changes made by these support programs is to encourage the remaking of old comics, which mostly are published comics in 1970s and 1980s, into the new format, the webtoon. Some of revitalized old comics are open to public through several portal web sites, and people can reach them easily by free. This research is to consider support programs run by policy organizations that are managed in the regional level. This research mainly deals with the type of support programs for the remade old comics and, at the same time, considers the meanings of this support programs for the Korean comic industry.

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Studies on Role Model of 'Korea Comics Museum' of Bucheon for Promoting Comics Creation (만화 창작 진흥을 위한 부천시 한국만화박물관의 역할 모델 연구)

  • Park, Shin-Eui
    • Cartoon and Animation Studies
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    • s.13
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    • pp.13-27
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    • 2008
  • This paper is studios about a new role model of 'Korea Comics Museum' which will be extended Into 'Korea Institute for the MANWHA & Moving Image Content's planning. Scanning all activities of 'Korea Comics Musium' until now, I'd like to suggest how to promote the comic industry by a Comic Museum's practical contribution. It needs conditions for doing its intrinsic activities, faithfully, most, than a value of Bucheon's city brand or superiority in industrial aspects. And also it is Important that establishing collection policy for spreading excellence of Korean comics, internationally and setting structure for mating network among the museums in abroad and institutions related comic industry. Finally comic museum has to equip a new working structure, furthermore, perform exhibition planning and cultivating system of artists and for this, it needs its own independent organization.

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A Study on Korea Comics Industry Policy (한국의 만화산업 발전 정책에 관한 연구)

  • Kim, Byong-Soo;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.12
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    • pp.1-12
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    • 2007
  • The long-term stagnation in the country involving missing it is starting from the late 1990s accumulated on the common vision. The government has, since 2002, cartoon comics industry nurture long-term industrial development of five-year plan, 346.7. During that period of unprecedented material support to the government's sweeping received. Upcoming in 2008 is the second long-term development plan will be effective. The temperature inside and outside the government, however, various tax and go to feel quite differently. The first plan is merely a period of enforced projects listed are only fit for Panathinaikos has endorsed this general trend, yirugo diagnosis. But fundamentally, the exact diagnosis is necessary for the long-term stagnation. Children's Learning Results cartoon wepmanhwawa not thrive households. Comics readers about the consumption pattern is changing. Therefore, long-term plan for the development of cartoon industry only a few government budget plan is not the government write 73 gala, companies and the private sector are coming together to plan and worry that the plan should be a comprehensive and bevels. In addition, through the selection and concentration to increase efficiency. You will probably need to strengthen the capabilities of our private organizations, it is a priority. Furthermore, the government's financial and policy support for the lobbying power also lead to an increase in betting. It features a think tank to study the policy framework for the establishment and promotion assume the ultimate proposal includes a cartoon film cozy confines of the legislation that parallels activities in the various proposals.

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A Service Scenario Development for Digital Comics Content using DRM Technology (DRM 기술을 활용한 디지털 만화 콘텐츠 서비스 시나리오 개발)

  • Oh, Sang-Hoon;Cho, Hyun-Joo;Kang, Ji-Hoon
    • The KIPS Transactions:PartD
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    • v.10D no.7
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    • pp.1213-1224
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    • 2003
  • In recently, digital comic content distribution was not stable for illegal distribution and the weak of intellectual property right in the internet. The research activities of suggest the distribution model and secure intellectual property right are going in international standard communities, not yet in Korea. As the basis of the research, the general framework of international projects and standards such as MPEG-21, IMPREMATUR, FILIGRANE was analysed. Targeting on the domain of digital comics industry, the digital comics distribution structure and business flow model are defined adapting secured distribution system, DRM. The detail content of this research consist of three themes. The first, survey and analysis of the international standard & leading DRM project's models. The second, suggestion of the service scenario on the digital comic content distribution. The third, suggestion of the model on the secured distribution of digital comics. Through this research targeting at the digital comics business, we found that standards technical items and requirements was well adapted into target domain, and would affect other domain in digital content industry.

Cartoon Distribution Environment and Strategies for Sport Webtoon Development

  • MOON, Bo-Ra;HAN, Seung-Jin;SEO, Won-Jae
    • The Journal of Industrial Distribution & Business
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    • v.11 no.11
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    • pp.39-53
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    • 2020
  • Purpose: With a rapid advance of communication technology, distributional systems of sport contents continue to show improvements. In particular, a traditional framework in creating sport cartoon has been influenced by the environment of the communication industry. Despite the development of distributional systems, the current sport cartoon industry still lacks in advancement. To this day, various research about sport contents have been conducted; yet, not many studies of the interaction between sport cartoons and communication technology have been done. In this respect, this study is to review the distributional environment of the sport cartoon industry and provide distributional strategies for developing sport cartoon industry. Research design, data, and methodology: In addition to in-depth interviews with five practitioners in sport cartoon industry, the study employed case study methodology. Interview data were analyzed by qualitative content analysis. Results: With new environments allowing anyone allowing to create and share webtoons, various genres including sports webtoons appear, and this became amotive to the growth of sports webtoons. Today, sports comics acted as a sports advertisement platform which not only created additional profit but also became an opportunity as a marketing method. On the contrary, the formal attributes of webtoons cause hardship in consistently creating sports webtoons. Hence, it is needed that supporting policies need to be established to nurture sport webtoon expertise. For example, Korea Creative Content Agency allows future webtoon authors to have an opportunity to be educated and equipped in producing creative sport webtoon contents. Moreover, revenue systems should be developed for motivating webtoon authors to involve in sport contents in their works. Conclusions: In order to promote the sports cartoon industry based on the findings, it is first necessary to create sports comics that reflect the formal characteristics of webtoons and the changing consumer environment. Second, it is important to acknowledge the industrial value of sports comics and it is necessary to promote policies regarding sports webtoon production and distribution from a national level. Third, by diversifying profits through OSMU and sports advertisements, it is possible to enhance the work environment and the treatment of authors. Implications and future directions were discussed.