• Title/Summary/Keyword: Cultural Contents Industry

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The Sustainability of Korean Management in Global Market: Competitive Strategy and Performance in Korean ICT Industry

  • Kwak, Kyu Tae;Cheon, Youngjoon;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.3
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    • pp.1344-1361
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    • 2016
  • ICT contents market is globally considered as an industry of high added value, where sustainability is accomplished through stories that cover wide range of consumers. However, the need for long-term internationalization strategy is growing as countless number of applications and games has pushed the local market to its limit. Thus, this research explored on the industrial characteristics and the internationalization of ICT contents firms through acquisition of competency. Based on Resource Dependence theory, the authors studied how pursuit of legitimacy and autonomy functioned in the expansion process of ICT contents firms. A survey analysis of 212 key decision makers of Korean ICT content firms were performed, to reveal that resource environment and interdependence must undergo a thorough consideration.

A Critical Review of Body Contents in Cultural Study (문화연구에서의 몸의 문화: 콘텐츠화된 몸의 비판적 검토)

  • Kwon, su-bin;Kim, jin-hee
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.91-92
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    • 2016
  • 문화연구에서 몸은 사회현상의 담론 주제로 성, 젠더, 섹슈얼리티, 이미지 등을 중심으로 다루어져왔다. 신자유주의 시대 몸은 점차 세분화되고 기능적으로 구획화되어 단절되었다. 콘텐츠화된 몸은 몸을 둘러싼 권력을 내재화하며 왜곡하고 길들여진다. 본 연구는 한국 문화연구에서 몸에 대한 연구내용을 분석하고, 이를 토대로 몸에 대한 연구영역의 혼종성을 제기하고자 한다. 나아가 본 연구의 목적은 몸의 담론들마저 인위적으로 콘텐츠화되어 정체해 있음을 비판하는데 있다.

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Role of the Cultural Contents Industry in the National Economy Analysis (문화콘텐츠산업의 파급효과 분석)

  • Min, Yong-Sik;Jung, Kun-Oh;Lim, Eung-Soon
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.175-184
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    • 2009
  • Korea shared 2.4% of world culture contents market in 2006 and ranked 9th. Therefore Korean government classified culture contents industry as a new growth-driving industries and started fixing the total contents policy promote system, exterminating illegal copying, protect copyright,improving contents creativity power, and supporting foreign market pioneering. Thus the importance of culture contents industry is increasing day by day. This study analyze the amount changes about production-inducing effect, value-added-inducing effects, employ-inducing effect, supply shortage effect and sectoral price effect, using inter-industry analysis according to time series. Especially, the sectoral price effect of culture contents industry increased by time pass. Thus, the influence of price changes in the culture contents industry to the other industries are increasing.

Glass ceiling in arts and culture professionals: Between J and R industries (문화예술분야 전문인력에 대한 유리천장효과 분석: J산업과 R산업 중심으로)

  • Chan, Jong-Sub;Heo, Shik
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.3-28
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    • 2018
  • This study focuses on analyzing the glass ceiling effect in arts and culture professionals through the quintile decomposition applied to the RIF unconditional quantile regression and Oaxaca-Blinder decomposition technique. From the industrial viewpoint, we divide arts and culture professionals into cultural contents professionals(large category J industry) and arts professionals(large category R industry). For our analysis, we employ the pooling data of 'Wage Structure Survey' from 2009 to 2016. Our results are summarized as follows. First, as OLS wage decomposition showed that the gender wage gap among the arts professionals was lower than cultural contents professionals, but the discrimination portion of total gender wage gap was larger. Second, from quintile regression decompositions, the glass ceiling effects of two types of professionals showed different results. Cultural contents sector was observed with the "steady glass ceiling effect" as the portion of the discrimination was continuously increased, while the arts sector was observed with the "limited glass ceiling effect" as the discrimination had drastically increased in the 80s and 90s.

Analysis of Visual Culture Contents -Focusing on the Analytic Methodology for Visual Fun (시각 문화콘텐츠 분석에 관한 연구 -시각적 재미의 분석 방법론을 중심으로)

  • Park, Young-Won
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.170-181
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    • 2012
  • The study on the analytical and productive methodolgy of visual culture contents is meaningful because cultural contents are regarded as a national growth industry. The fundamental notion of cultural contents is researched based on the notion of visual culture, and important factors of the fun are analyzed as a creative motive of visual culture contents. So this paper provides anaytical methodologies for the fun in visual culture contents, which are based on semiotic theories of Charles Morris, Roland Barthes and Roman Jakobson. These analytical matrix can be references for the study of the mechanism of fun and the basic theory for using fun effects in the visual culture contents.

A Study on Classification of Wood Cultural Resources in South Korea (목재문화자원의 유형 분류에 관한 연구)

  • HAN, Yeonjung;LEE, Sang-Min;CHOI, Jinyoung;PARK, Chun-Young
    • Journal of the Korean Wood Science and Technology
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    • v.49 no.5
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    • pp.430-452
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    • 2021
  • The recent social atmosphere has been a preference for wood utilization and woodworks. The general public does not have many opportunities to enjoy wood culture, so there is a lack of awareness and foundation of wood culture. In this study, classification and case analysis of wood culture were conducted as basic research for establishing a promotion strategy for the general public to enjoy wood culture. The specificity of wood culture and cultural resources was analyzed to establish the concept of wood cultural resources. Through the analysis, wood cultural resources were defined as products created as a result of human activities that implied the cultural value of wood and wood use in terms of conservation, discovery, and utilization. The types of wood cultural resources were classified into seven categories using the classification examples performed on cultural resources: cultural heritage, cultural facilities, cultural festival, wood architecture, culture contents, culture education, and wood products. In addition, cases were searched and proposed for each type of wood cultural resources.

Research of the local cultural brand by analyzing the case of Honggildong cultual content business strategy (홍길동 문화콘텐츠사업 사례분석을 통한 지역문화 브랜드화 전략 연구)

  • Shim, Jae-Kwang;Lee, Sang-Gil;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.479-486
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    • 2010
  • A lot of local governments are trying to develop and brand the regional unique resources as a digital contents because of focusing on the intangible value of it's culture and economy of cultural industry. But every cultual contents business is not always successful. It must be successful on the condition that the cooperation of local government including citizens and private company's participation should make this business a good model of continuous potential growth power. The most important factor of it's business will be the realization of stable plan based on the design of business and carefully throughout plan. The other key factors are the analysis of the objective source and current market demands, the development of contents and story telling. Also the development of strategy of the content including OSMD(One-Source Multi-Device) and OSMU(One-Source Multi-Use) through the step analysis of the result must take into consideration. With the help of analyzing the successful cultural model "Honggildong cultual content business in Jangseong, Jeonnam" which is the representative case of OSMD and OSMU, this study attempts to suggest the successful strategy of regional culture resource brand. In order to provide a typical approach to the local government and cultural content industry which is trying to brand the regional cultual resource, this study researches the analysis of the development of Honggildong cultural resources and it's process step by step which was already finished it's first business stage.

Copyright and Creativity of Popular Music in the Digital Age: Towards a Sustainable Cultural System

  • Choi, Hwanho
    • International Journal of Contents
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    • v.13 no.3
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    • pp.9-16
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    • 2017
  • The music industry of the digital age has witnessed seemingly endless battles involving copyright. Though continuous efforts to strengthen copyright under romantic understating have benefited major actors in the industry, it has threatened creativity and net activism in the digital age. This study argues rhetoric used by the industry regarding how file sharing and digital environments hurt music sales is inadequate. It has enabled the industry and its major labels to embolden copyright and protective legislation with the government's support. This article will reveal that the issue surrounding copyright under the romantic notion is not an outdated one confined to the early era of digital music This article will argue that major players in the industry are repeating the old strategic approach of controlling the music market. This is achieved by limiting practices of music audiences and future creativity such as the creation of amateur content and emergence of new business models.

A Study on the Aim of Policies for Activating Practical Digital Sound Contents (실용적인 디지털 사운드 콘텐츠의 활성을 위한 정책방향 연구)

  • Lee, Eun-Hee
    • Journal of Digital Contents Society
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    • v.7 no.1
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    • pp.1-8
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    • 2006
  • The development of mass media along with technology development is accelerating the development of diverse contents. Among others, the role of music contents is now extended to be applicable to the overall cultural contents thus, the market is growing at a rapid speed. As the music market transforms from the record market to the digital music source market, the creation, distribution, and marketing techniques of digital sound contents become different. Likewise, the music industry has been dynamically changed and came to even demand a paradigm shift in the music industry. This study is meaningful in that it aimed to contemplate additional on-going issues for developing the music industry, such as national policy and support, amendment of related laws, and public awareness, and to suggest an aim to head for.

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A Study on the Development of the 『Guunmong』 Story's Digital Image-Contents by Collective Intelligence (집단지성기반의 『구운몽』 디지털 이미지 콘텐츠 개발 방안 연구)

  • Lee, Jung-Gon;Jeong, Dae-Yul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.11
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    • pp.501-512
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    • 2019
  • The purpose of this study is to explore the necessity and method of the development of modern digital image contents using the story of the literary work 'Guunmong'' by Kim Man-joong. Collective intelligence technique is one of the most recommended. Today, most cultural content development is achieved through the application of digital technology through collaboration of various people from the planning stage to the completion stage. Most prototypes of local cultural contents are developed based on the literary works of artists from the region or background of the region on the works. These local cultural resources can be developed into experiential tourism products and used for the development of local cultural industry. This study first examines the availability of collective intelligence method as a way to effectively develop local cultural contents, and proposes application of image-telling technique and using web-toon characters in digital image contents development. In order to prove the practical applicability of the proposed method, we present an example of cultural contents development of 'Guunmong'. Finally, we propose a new business model based on collective intelligence to develop a system of creation and distribution of the cultural contents through the continuous collaboration.