• Title/Summary/Keyword: Cultural Industry Policy

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Study on Development of Crafts Cultural Industry - Central Region of South Korea Craft Industrial as center - (공예문화산업의 발전방안 연구 - 중부권 공예문화산업 중심으로 -)

  • Kim, Sung-Min
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.385-390
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    • 2016
  • Cultural industry consists of a national own value and life style known as the cultural characteristics, and it has decorative and practical features so it covers necessaries and items of personal preference that the public use. Craft Culture Industry means the craft industry where goods with cultural features of traditional art are made based on specific region and surroundings, which is a series of process in which inherent traditional and cultural elements are produced, representing cultural industry. With the review on issues and solutions in each section of Craft Culture Industry, it would help solve the problem when developing Craft Culture Industry. This study examines the popularity and status of the craft cultural products and figures out the current situation of the domestic cultural industry and the development plan.

Reflection and Suggestions on the Effects of Game Culture Policy (게임문화정책의 효과에 대한 성찰과 제언)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.95-110
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    • 2018
  • The game industry has grown to represent the domestic cultural industry, but the socio-cultural status of the game is not as high as industrial growth. In the early 2000s, the problem of dysfunctional use of youth games became a social issue and the game culture policy was established for 15 years. The purpose of this study is to examine the effect of policy on the prevention of dysfunction, The prevention of dysfunction of the game is somewhat effective, but the diffusion of positive function is insufficient and the improvement of recognition becomes more negative tendency. The effect is insufficient compared to the policy results. It is necessary to adjust the direction of game culture policy through consideration of securing basic data, post-management of policy, enhancement of cultural meaning, and universality of game culture.

Status and Development Study of the craft industry (공예문화산업의 현황과 발전방안 연구)

  • Kim, Sung-Min
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.527-532
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    • 2015
  • There are crafts industry has a complex nature of the artistic and cultural features. Artistic features are deemed to be areas of strong artistic personalities of the artistic and intellectually formative activities that embody creative ideas. Crafts and cultural features of the culture industry "creates" are as that meet the essential needs of human being sand has been used on part of cultural goods industry. Cultural industry crafts cultural products in terms of culture and traditional craft industry is tinge creativity to express ethnic uniqueness production is intended to study the part of the surge in demand by examining income levels and cultural life of modern man. In this study, we investigate the status of the craft industry for cultural goods. Based on this study of what is likely a problem with the craft industry and research, we propose away to melt complex ways.

A Study on the Comparison of the UK Creative Industries with those from South Korea - Focusing on the Animation Industry (국내 현황과 비교를 통한 영국 창조산업(Creative Industry)의 동향에 관한 연구 - 애니메이션 산업을 중심으로)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.12
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    • pp.121-131
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    • 2007
  • This paper will be devoted to investigation of recent changes in cultural policy. This includes the increasing policy concern with 'social effects' of culture and the development of policies for 'cultural and creative industries'. British creative industries approaches the arts as a business that can both sustain individual artists and lead to wealth creation in the economy of whole countries. In this context, this study aims to investigate the comparison and contrast of the impact and stature of the UK creative industries with those from South Korea.

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A study into effect the terminological definition of cultural industry has on creativity of cultural contents - Based on comparative study between Korean Cultural Industry, US Entertainment Industry and UK Creative Industry - (문화산업의 용어적 정의가 문화콘텐츠 창의성에 미치는 영향에 관한 연구 - 한국 문화산업, 미국 엔터테인먼트 산업, 영국 크리에이티브 산업과의 비교를 통하여 -)

  • Yoo, Jun-Ho;Yoon, Sung-Gum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.1
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    • pp.1-18
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    • 2010
  • Cultural industry along with cultural content that forms the center of cultural industry is the field whose interest is continually increasing due to the increase of weight in the national economy and the strengthening of importance in future value. Cultural content, particularly, accounts for the essential position in starting a business around one-person business, which recently arouses high interest in a nation. However, it is true that the debates on the rapid growth and identity of cultural content in contrast to the reinforcement of its position, and the criticisms about the lack in development of material and cultural content in staring a business show the limitation of overall cultural content in Korea. This research examines recognition of cultural industry or cultural content through terminologies of definition as well as the relationships of configures in accordance with the outcome of cultural content. Findings demonstrate that cultural content in Korea revealed the highest cultural orientation which is the same as existing interpretations, and as comparison objects, entertainment industry in the U.S. and creative industry in the UK contained the highest part of entertainment and creativity respectively. It reflects that mythical elements of language that has been discussed from the structuralist perspectives are projected in the relevant field. In conclusion, the conceptual definition of cultural content has the structure to project advantages and disadvantages of existing culture, and this limitation needs to be overcome in securing the items and business value in starting a business.

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A Comparative analysis of cultural power as a soft power among national power (국력요소 중, 소프트파워로서의 문화경쟁력 비교분석 연구)

  • Choi, Chang-Hyun;Park, Jeong-Bae;Kim, Jong-Geun
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.55-68
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    • 2014
  • In this study, we performed an empirical research on how cultural power affects soft power as one of the elements of National Power. To fully exert the force of cultural power, appropriate level of "resources for power" need to be disseminated into cultural elements. Utilization of these resources need to appropriately developed and produced in quality and quantity when needed. This activity should be ensured with "composite support competence"; which is the combination of support organizations and their potentials. Indicators of cultural power includes society favorability rating, cultural favorability rating, E&D industry competitiveness index, and T&T competitiveness index. According to analysis of cultural power by each country, cultural industry (E&D) competitiveness index and travel and tourism (T&T) competitiveness index shows relatively high correlation. This research aims to analyze the "cultural power as soft power" of South Korea, China and US, and how they are different and how their resources of power are represented in their E&D and T&T competitiveness.

A Study of Contemporary Fashion Industry According as the Change of Customer's Cultural Trend - Focusing on the 'Meme' Theory of Richard Dowkins - (소비자 문화 트렌드 변화에 따른 현대 패션산업 특성 고찰 - 리처드 도킨스의 밈(meme) 이론을 중심으로 -)

  • Yang, Hee-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.4
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    • pp.83-99
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    • 2013
  • This research is a follow-up study about analysis on the many different customer groups and their various culture trend, which intends to realize diverse values depending on the sense. The purpose of this study was to develop direction forecast for the future fashion industry through consideration about the characteristics of contemporary fashion industry by the change of different customer's culture trend. And also try to find solution to survival strategy of fashion fields able to evolve with customer. Change of the customer's cultural trend draws a shift in policy in the 21st fashion industry as follows : 1) mash-up 2) complexation through decentering and blurring 3) invisible and immaterial value oriented 4) expansion of minor small market. Moreover, this shows sociocultural meaning as follows. First is spread of flexible and horizontal relationship through collaborative consumption and collaboration. Second is concentration on floating and indeterminate chance through dismantling of various different fashion categories. Third is formation of the permanent difference by selection and focus. Last is expansion of understanding about cultural-ecology. Customer cultural trend is 'meme' of cultural gene in fashion field, so it intends to co-evolute with customer by continuous change.

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Characteristics of Interaction among Actors in Triple Helix of Cultural Contents Industry Cluster in Daegu (대구문화콘텐츠산업 클러스터에서 트리플 힐릭스 주체의 상호작용 특성)

  • Park, Kyung-Sook;Lee, Chul-Woo
    • Journal of the Korean association of regional geographers
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    • v.19 no.3
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    • pp.401-415
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    • 2013
  • This study aims to examine the characteristics of interaction among innovative actors including industry, university and government, participating in cultural contents industry cluster in Daegu. Specifically, the study focuses on the change of role for each actor. Triple helix of cultural contents industry cluster in Daegu has been developed backed up by strong contribution of both industry and government, and by interaction between them. However, As technologies surrounding cultural contents industry become complicated and diversified, The role of the university as an entrepreneurial university is more important. In this sense, respective actors should strengthen its capacity in order to improve triple helix of cultural contents industry in Daegu. Based on this, government policy should be established and implemented toward to encouraging cooperation among participating actors.

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A Study on Improving Institutional order of the Exhibition Design Industry (전시디자인 산업의 발주제도 개선방안에 관한 연구)

  • Ji, Hwan soo
    • Korean Institute of Interior Design Journal
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    • v.24 no.5
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    • pp.136-143
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    • 2015
  • At this present, the world is in the era of digital and culture.Tourist resources through cultural infrastructure have been a crucial factor of a country's competitiveness. A Museum is tourism resource facility like one of core cultural infrastructures which provides experiential culture, history and tradition. The field of a planning and a design for a museum should be recognized like professional design industry.n Korea, the government has various laws and systems to support the design promotion policy but it is not sufficient. If you plan to extend the scope of the maintenance of law and institutions As today 'Exhibition Industry Development Act, which is responsible for maintenance, including a permanent exhibition area in the exhibition industry facilities will be efficient alternative. And also, it would like to analyze states of the orders in the exhibition design industry for past five years (2010 ~ 2014) and show the problems and alternatives. Exhibition business-related orders investigation into the recent five years to analyze and suggest improvements. In the delivery method it was found three types of goods, the services, the delivery method through the analysis of the enforcement order to the Corporation and that are mixed.If these alternatives has been reviewed and used for basic data to promote professional companies and designers for museums, it must be expected to be well worth a careful study.

A Longitudinal Study on the e-Business Models of Korea and U.S. (한국과 미국 e-비즈니스 모델의 종단적 비교 분석에 관한 연구)

  • Shin Hyung-Bae;Hwang Kyung-Tae
    • Journal of Information Technology Applications and Management
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    • v.13 no.3
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    • pp.107-127
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    • 2006
  • Understanding characteristics of Internet businesses from cross-cultural perspective could offer valuable insights on developing business strategy and policy. This work is concerned with revealing divergence and convergence of Internet business models in their financial performance, given organizational conditions and cultural context. For this, we studied the association between organizational attributes (core activity, origination, firm age, and industry) and their effects on a firm's financial performance (gross revenue and net income). Relevant data was gathered from representative Internet firms in Korea and U.S. Data analysis indicated that there exist both similarities and differences between Korea and U.S and year 2003 and 2006. While core activities and industry types of U.S. firms has not been changed much between the periods, Korean firms show much difference. In addition, while core activities and industry type were found to have strong relationship with financial performance, age and origination of a firm weak connections with financial performance. This study is expected to provide a foundation for developing more robust and systematic research model and performing further empirical research in this area.

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