• Title/Summary/Keyword: Content Competitiveness

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A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.

A Study on the Economic Effects of Big Tech Companies: Focusing on the Google Revenue and Tax Issues (글로벌 플랫폼이 국내 경제에 미치는 영향 연구: 구글 매출 추정 및 세원잠식 사례연구를 중심으로)

  • Kang, Hyoung-Goo;Jeon, Seongmin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.1
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    • pp.1-11
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    • 2023
  • Big tech companies are further strengthening its status against the background of data accumulation, price competitiveness by the platform, and competitive advantage due to the network effect. The competition subcommittee of the European Union(EU) imposed a huge fine on Google for antitrust violations, which was interpreted as an attempt to collect Google's unpaid taxes. In fact, taxation efforts in the form of 'Google tax' are underway, targeting expedient tax avoidance by global platforms. It has power and has a considerable influence on the startup ecosystem. The domestic sales and tax scale of global platforms, which have a great impact on domestic content startups and small and medium-sized venture companies, are not accurately measured. In the case of Google, according to research literature, sales in Korea were estimated at about 2 trillion to 3 trillion won in 2017, but Google Korea reported sales of 290 billion won in 2021 and paid 13 billion won in taxes. This study aims to verify the economic effect of the global platform that has a great influence on Korea, and specifically to quantitatively estimate the annual domestic sales and taxes of Google, a representative global platform. As a result of estimating Google's annual domestic sales and taxes based on the figures presented in the document related to Google's economic effect published by Google, the result was 4 to 9 trillion won in annual sales and 390.6 to 913.1 billion won in taxes. This study is meaningful in that it provides basic data on the direction of national and tax policies in the future digital economy era by estimating the problem of tax authority by country of global platform companies with a specific example of Google.

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Analysis of Career Education in the 2022 Revised Curriculum (2022 개정 교육과정에 나타난 진로 교육 분석)

  • Yoon Ok Han
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.107-115
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    • 2024
  • Curriculum revision is a very important process for improving students' learning achievement and abilities, responding to social needs, strengthening equality and inclusiveness, strengthening teachers' professionalism, strengthening national competitiveness, and responding to the era of globalization, and for continuous development and innovation. Through this, we can provide better educational opportunities and environments for future generations. The 2022 revised curriculum is a curriculum that reflects the knowledge and skills students need in modern society and enables them to respond to changes in industry and society. The purpose of this study is to present the direction of career education by analyzing the career education shown in the 2022 revised curriculum. If we analyze only the contents related to career education in the 2022 revised curriculum that directly mention career and occupation, the following contents are found. First, in the curriculum for future response, contents related to career education appear in the strengthening of basic digital knowledge. Second, in the field of autonomous innovation support tasks at school sites, the organization of the free semester system and improvement plans are presented among the details of the improvement of flexibility in the operation of the elementary and secondary school curriculum. Third, in the area of strengthening learner-customized education, the core of career education is strengthening career-linked education between elementary, middle and high schools. Career education is mentioned in the area of the detail itself. As such, it is no exaggeration to say that the core content of the 2022 revised curriculum is career education. The direction and contents of career education are faithfully reflected in the 2022 revised curriculum.

Case Study of Regional Cultural Contents Development Using Peacock Fan Intangible Cultural Asset (충남 무형문화재 공작부채를 활용한 지역문화 콘텐츠 개발 사례 연구)

  • Kim, Dae-Gi;Son, Ji-Yeong;Baek, U-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.87-102
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    • 2020
  • The purpose of this study was to develop regional dance contents in order to receive attention from the region and re-illuminate the peacock fan, the intangible cultural property of Seocheon, Chungnam, which has been preserved in history and has been preserved in the face of rapid urbanization and modernization. The representative four series are composed of one-person dance, two-person dance, military dance, and creative dance. The titles of each piece are basic dance , male and female love dance , military dance , and finally Korean creative dance . The commonality of the four series is the traditional dance using peacock fan, and each dance showed unique emotion and atmosphere through different themes and music, costumes, and stages. It was found that the development of regional dance contents re-created reflecting the characteristics of regional cultural heritage should create an environment that can be steadily revitalized through modernization. Through this study, it was found that the intangible cultural properties, which are our traditional cultural resources, have unlimited potential to contribute to enhancing regional and national competitiveness along with the growth potential of regional differentiation. Through such research, if existing cultural resources are preserved for globalization and produced as contents that can be easily accessed by the public, various contents besides regional dance using regional unique culture can be developed and utilized.

Digital Archives of Cultural Archetype Contents: Its Problems and Direction (디지털 아카이브즈의 문제점과 방향 - 문화원형 콘텐츠를 중심으로 -)

  • Hahm, Han-Hee;Park, Soon-Cheol
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.17 no.2
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    • pp.23-42
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    • 2006
  • This is a study of the digital archives of Culturecontent.com where 'Cultural Archetype Contents' are currently in service. One of the major purposes of our study is to point out problems in the current system and eventually propose improvements to the digital archives. The government launched a four-year project for developing the cultural archetype content sources and establishing its related business with the hope of enhancing the nation's competitiveness. More specifically, the project focuses on the production of source materials of cultural archetype contents in the subjects of Korea's history. tradition, everyday life. arts and general geographical books. In addition, through this project, the government also intends to establish a proper distribution system of digitalized culture contents and to control copyright issues. This paper analyzes the digital archives system that stores the culture content data that have been produced from 2002 to 2005 and evaluates the current system's weaknesses and strengths. The summary of our findings is as follows. First. the digital archives system does not contain a semantic search engine and therefore its full function is 1agged. Second, similar data is not classified into the same categories but into the different ones, thereby confusing and inconveniencing users. Users who want to find source materials could be disappointed by the current distributive system. Our paper suggests a better system of digital archives with text mining technology which consists of five significant intelligent process-keyword searches, summarization, clustering, classification and topic tracking. Our paper endeavors to develop the best technical environment for preserving and using culture contents data. With the new digitalized upgraded settings, users of culture contents data will discover a world of new knowledge. The technology we introduce in this paper will lead to the highest achievable digital intelligence through a new framework.

A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.

The Impact of Education-Orientation on Technology Innovation and Company Outcome : Focusing on Korean Companies in China (기업의 교육지향성이 기술혁신과 기업성과에 미치는 영향 : 대 중국 투자 한국기업을 중심으로)

  • Kim, Jung Hoon;Lim, Young Taek
    • The Journal of Society for e-Business Studies
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    • v.19 no.4
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    • pp.231-249
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    • 2014
  • We define $21^{st}$ century as an amalgamation of globalization and localization, or Glocalization. Additionally, due to the increasing supply of smart phones and wide usage of social networking services, the ability to utilize such global and regional information has increased a coperation's competitiveness in its market, and even the business models have evolved from the conventional "production and distribution" to E-commerce, through which either a direct or a non-direct transaction is possible. My hypothesis is that the ability to adapt to this trend is possible through transfer of learning, and consequently, this will have an impact on company's performance. Thus, this thesis analyzes the mid- to the long-term impact of such ability and environmental factors on the performance and technology innovation of Korean companies in China. Ultimately, this study intends to engender a basic foundation for a corporation's management strategy in China. Finally this research focuses on those Korean companies in China only and on the proof of influential factors' impact on technological innovation and technological innovation's impact on those corporations' future performances. Section I is an abstract and section II, the case examines the uniqueness and current status of Korean companies in China identifies the concept and the definition of influential factors such as education-orientation, technological innovation, and performance, and then scrutinizes each factors through a closer look at their past researches. Section III explains the thesis model, the survey's method and target, the thesis, variable factors, the content, and the method of analysis. In section IV, the thesis is proved based on the outcome of the survey. The result in Section V highlights the high comprehension of technological innovation: both education-orientation and technological innovation prove to have a positive (+) correlation with the performance. The vision on education orientation proves to have a positive (+) influence on technological innovation. The vision on education-orientation and technological innovation prove to have a positive (+) influence individually on company's performance.

Comparative Study on Perceived Effectiveness of Suncheon Bay International Garden Expo - 2013 and 2023 with a Focus on Visitors - (순천만국제정원박람회 개최효과 인지 비교 연구 - 2013, 2023년 방문객을 중심으로 -)

  • Kim, Tai-Won;Kim, Gunwoo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.6
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    • pp.1-11
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    • 2023
  • By comparing and analyzing the effects of the 2013 Suncheon Bay International Garden Expo and the 2023 Suncheon Bay International Garden Expo, designated as Korea's first national garden, this study aims to present basic data for the future operation direction and sustainability strategy. First, in both fairs, satisfaction throughout the event was high, 4.0 or higher. In particular, the satisfaction level of the 2023 Suncheon Bay International Garden Expo was higher than that of the 2013 Suncheon Bay International Garden Expo. As the longest international event held since the COVID-19 pandemic, it reflected the citizens' demand for healing and recharging in natural spaces. Second, as a result of comparing the types of perceptions that affected satisfaction, it was found that economic, environmental, and ecological types commonly affected satisfaction at the 2013 and 2023 Suncheon Bay International Garden Expo. The 2013 Suncheon Bay International Garden Expo established the brand value as an "ecological city" by creating a garden in the city center along with an ecological resource called Suncheon Bay. In addition, the 2023 Suncheon Bay International Garden Expo expanded the scope of the garden to the entire city center. It also attempted to create a city where humans and nature coexist by realizing values, such as responding to climate change and carbon neutrality. In other words, one of the ways to secure urban competitiveness is to attract corporate investment and tourists and build a differentiated brand in Suncheon by promoting the 2023 fair based on the potential ecological values of the region after the 2013 Suncheon Bay International Garden Expo. Therefore, if the Suncheon Bay International Garden Expo continues to develop environmental and ecological content and programs in line with changes in society and tries to establish itself in citizens' perception through cooperation with local governments and residents, it will be able to establish its identity and brand power.