• 제목/요약/키워드: Contents industry

검색결과 3,917건 처리시간 0.029초

Analysis of Educational Content Related to 'Clothing Life Industry' in Middle and High Schools According to Curriculum Revision (교육과정 개정에 따른 중·고등학교 '의생활산업' 관련 교육내용 분석)

  • Lee, Eun Hee
    • Fashion & Textile Research Journal
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    • 제26권1호
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    • pp.15-24
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    • 2024
  • At a time when the direction of the middle and high school curriculum is being discussed in line with the change in the future education paradigm to the 4th industrial revolution and the post-COVID-19 era, this study attempted to establish the identity of middle and high school clothing life education by exploring the clothing life contents with content analysis method and analyzing the 'clothing life industry' related educational content of the curriculum revision period. Following the revision of the curriculum, the contents related to the middle and high school 'clothing life industry' were not systematic. In the 2022 revised curriculum, the 'clothing life industry' and the digital fashion industry are presented as content related to the 'clothing life industry', so it is expected that the textbooks implemented in the educational field in the future will mention specific content about this. In addition, research on the direction of sustainable clothing life is also needed because the 'clothing life industry' can be an important cause of environmental pollution from production to consumption. Above all, it is expected that follow-up studies will be conducted to enhance the value of clothing life education in the future in the reality that the awareness of middle and high school clothing life education is low.

Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
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    • 제7권1호
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    • pp.37-44
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    • 2011
  • This research attempts to analyze brand placement in game. Brand placement, being acclaimed as a new beneficiary model in game industry, is raising important mean of advertising. For development of game industry, the interdisciplinary study between game and advertising is indispensible. Therefore, the purpose of this study is to find creative types of brand placement in game for illuminating how advertising works in game contents. The results showed three types of brand placement in game. They are contextual type, prominent type and independent type. Contextual type is one where the brand is present within the game contents without being formally expressed: it plays a passive role. Prominent type is one where the brand is present within the game contents with being formally expressed: it plays an active role. Independent type is one where the brand is present within the game contents with being formally expressed but it is not related with the program: it plays an additional role. The research showed, among these three types, a prominent type is becoming mainstream of brand placement in game. In other words, the prominent type of brand placement is the most effective beneficial alternative in game industry.

Evaluation of the Construction Plan of Gyeongbuk Cultural Content Promotion Center (경북문화콘텐츠지원센터 설립계획의 평가와 정책대안)

  • Lee, Chul-Woo;Choi, Jeong-Su
    • Journal of the Korean association of regional geographers
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    • 제14권5호
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    • pp.536-552
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    • 2008
  • In Korea, a variety of policies for the regional cultural industry development have been carried out: the promotion policy of cultural industry cluster, the establishment of cultural industry support center, and the construction of cultural industry complex and the supporting works for the cultural research center. The cultural industry has a dual character of the manufacturing industry and the service industry. The cultural industry of Gyeongbuk province is mostly centered upon small manufacturing firms with low value-added. Thus, it is desperately in need of the building-up of the enterprise supporting system. However, it is difficult to expect that private business service finns can be activated. In this sense, local and regional governments seek to establish so called 'the cultural contents support center'. However, it is not clear whether the center is an organization for the production of cultural contents or an agency for the support of cultural contents industry. Also it does not prepare any major functional introduction facilities and performing programs. Most of all, it is necessary to establish a proper orientation that 'the cultural contents support center' must be not an organization for the direct production of cultural contents, but an organization supporting cultural industry by way of providing cultural industry enterprises with what is necessary for the production of cultural contents. Also, a system for the establishment of business fitting support policy that can cover the whole sectors of cultural industry must be prepared. Furthermore, a synthetic support system for the cultural business associated industries centered on specified sectors such as films, edutainment, and storytelling must be constructed. Finally an environment for the creation and inducement of cultural industry enterprises, and for the active participation of enterprises and related groups in the promotion planning and in the policies of cultural industry must be built along with on- and off-line networks.

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A study on the revitalization of tourist industry integrated with culture contents industry : about the only area of cheju (문화콘텐츠산업과 접목을 통한 관광산업 활성화 방안 : 제주지역을 중심으로)

  • Lee, Chang-Hoon
    • Cartoon and Animation Studies
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    • 통권15호
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    • pp.267-281
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    • 2009
  • This study was conducted in order to look for how to create added values by combining cultural contents with other industries effectively. For this purpose, we examined in what directions the tourist industry, which is the main industry of the Jeju Special Self-governing Province, should be combined with cultural contents. It is widely admitted that cultural contents can create various added values, but there have been insufficient efforts to develop cultural contents and link them to added values. In particular, local self-governing bodies' understanding of cultural contents is seriously poor. In order to improve this, we need to have appropriate perception of cultural contents and to change our idea for effective linking of cultural contents to added values. Thus, this study proposed that the development of cultural contents is achieved not simply through the development of contents but through the combination of various methods including the establishment of product development strategies, the establishment of tourist program development strategies, and the integration of slogans.

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The Comparative study on Game Contents Costing by Single Game Element and Multi Game Elements (다중게임요소와 단일게임요소에 의한 게임콘텐츠 원가산정 방법에 관한 비교연구)

  • Lim, Deuk-Soo;Lee, Kook-Chul;Park, Hyun-Ji
    • Journal of Information Technology Applications and Management
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    • 제15권1호
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    • pp.67-81
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    • 2008
  • Last decade, IT industry in Korea has been developed greatly. The game industry as an international leader has given good value added to its country. Game industry is one of the speedy improved one and it showed over 20% of growth rate from 2002. Most distressings in Game industry, there are no established costing system in spite that there should be in emerging market. In 2004, Game Contents Costing Model using Mission and Event was developed and also the study of Game Elements weight was done in 2005. The cost of Game Contents can be calculated by GEP and its unit price. The study of Game Contents Sizing Model was done in 2005. The costing of Game Contents by single Game Element which represents software which is one of 3 Game Elements-plan, graphic and software-and it is counted by mission and event. If the software element only can not well represent Game Contents volume, we can include plan and graphic elements for Game Contents costing. And we can say above two methods as a costing model of Game Contents. In this paper, these models were tested empirically and proved as usable.

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The Relative Importance and Priority of Game Contents Industry Policy (게임콘텐츠산업정책의 우선순위에 대한 연구)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • 제19권2호
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    • pp.55-66
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    • 2019
  • This research studied how game contents related experts recognize the transition of contents industries in intellectual information era. This study also studied experts' priorities of evaluation elements in contents industry policies. For this, Analytic Hierarchy Process was utilized to analyze the relative importance and priorities of evaluation elements in contents industry policies. According to the analysis, the order of priorities was 'strengthening content technology', 'training content experts', 'improving the contents-related system' and 'strengthening content usage and consumer safety'. Also, in complex importance analysis, 'strengthening R&D system for content' was gauge as the most important element. In the analysis about each related group's thinking, industries and policy institutes considered 'strengthening content technology' important and academia evaluated 'training content experts' as the most important one.

A Study on Influence of the Canada Home-made Wine on Wine Industry in Korea (캐나다 홈메이드 와인이 한국 와인 산업에 미칠 영향에 관한 연구)

  • Choi, Gwang-Ung;Ko, Sang-Mi;Youn, Ho-Chang
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2004년도 추계 종합학술대회 논문집
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    • pp.26-29
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    • 2004
  • This study discuss about influence of domestic wine industry through advance of Korea Home-made wine come from Canada, and contrast Korea wine industry with Canada, for representative example, Home-made wine influencing on the wine industry.

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A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • 제10권4호
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.

A Study on the Co-movement of Stock Returns Between Korean Digital Contents Industry Market and Foreign Market (디지털컨텐츠산업의 해외 주식시장 동조화 연구)

  • Wi Han-Jong
    • The Journal of the Korea Contents Association
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    • 제6권8호
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    • pp.78-85
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    • 2006
  • This study examined the stock return co-movement among Korean digital contents industry, American NASDAQ, and Japanese NIKKEI225. This is to identify the reaction of Korean digital contents industry on the movement of foreign stock market. To investigate the co-movements, during the period of 1999 to 2005, daily logarithm difference returns of each stock market indices are tested by the methodology of Granger(1963, 1969)'s causality test. The positive influence from NASDAQ index to Korean digital contents industry index are found, but not vice versa. It means that the market value of firms in Korean digital contents industry affected by the movement of American NASDAQ market which composite with digital IT firms. However, the co-movements with NIKKEI225 did not found.

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