• 제목/요약/키워드: Digital Contents Industry

검색결과 695건 처리시간 0.021초

디지털콘텐츠 산업의 융합화와 수출 가능성 (A study on Convergence of the Digital Contents Industry and Possibility of Exportation)

  • 전병준;최동길
    • 통상정보연구
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    • 제12권3호
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    • pp.55-78
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    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

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컨버전스 환경에서의 디지털콘텐츠산업 정책 프레임워크 (A Framework of Policy for Digital Contents Industry under the Convergence Environment)

  • 노시춘;방기천
    • 디지털융복합연구
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    • 제6권1호
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    • pp.35-41
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    • 2008
  • The digital economic environment of next generation, which digital high-technology industry appears to be the economic center of the high degree of industry structure, is expected to be developed as the existing traditional industry is merged with high tech digital one. The developing system of contents policy for digital industry means the policy and vision, and strategic structure which get the mechanism of contents industry structure to work. The promotion organization of digital contents policy is requested to secure the framework of digital contents industry based on cluster, the infra framework of digital infra culture, the infra framework of industry-academic cooperation, and the overall digital contents based on motive policy for the vitality of the youth. The application of digital contents policy may lead to establish the framework of the growth for the every unit of industry with the cluster oriented system.

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An Analysis on Multiplier Effects for the Digital Contents Industry of Korea

  • Jones, Trever;Kim, Shin-Pyo;Noh, Kyoo-Sung;Cho, Jae-Wan
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2004년도 International Conference on Digital Policy & Management
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    • pp.99-109
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    • 2004
  • Key goal of the study is to analyze the economical ripple effect by the digital contents industry. In this study, the results of analysis of multiplier effects of digital contents industry can be summaries as follows: (1) Output multiplier for the manufacturing sector was the highest with value of 3.0509 while that of digital contents industry is the lowest at 1.6511. (2) Employment multiplier is the lowest for the manufacturing sector with value of 4.2895, while that of digital contents industry is the lowest with value of 1.0238. (3) Income multiplier is the lowest for the manufacturing sector with value of 5.3331, while that of digital contents industry is the lowest with value of 1.0081. Therefore, digital contents industry is clearly a new-growth power industry in the future rather than in the present.

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디지털 문화콘텐츠 인력양성 방안에 관한 연구: 충남지역을 중심으로 (A Study on Nurturing Human Resources for Digital Cultural Contents: in the Case of Chung-Nam Province)

  • 정해용
    • 디지털산업정보학회논문지
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    • 제6권4호
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    • pp.199-216
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    • 2010
  • The objectives of this study are to provide advices and methods for cultivating labor in the digital cultural contents industry in the Chung-Nam Province. For the purpose of this study, review of theoretical and practical literature, identifying the present status of affairs, and three times FGI and surveys were executed. The results of research show a lack of professional labor in the digital cultural contents industry; even so most of laborers want to get a job in or around the Seoul region. To activate digital cultural contents in the local area, a development model for the Chung-Nam digital cultural contents industry was introduced and four strategies were also suggested. The nurture of a professional skilled labor force through a strategically designed joint relationship between university and companies in the digital cultural contents industry was found to be quite necessary. In this way, the need for specialized training and education in the university classroom can be supported.

디지털 컨텐츠 산업의 업무프로세스 및 분류체계에 관한 연구 (A Study on Business Processes and Corresponding Classifications of Digital Contents Industries)

  • 임춘성;최봉균;윤용기
    • 한국전자거래학회지
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    • 제7권3호
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    • pp.105-120
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    • 2002
  • The importance of contents industry is growing up in various industries because of internet and digital economy. Recently, contents industry is challenging to new businesses such as total service industry with digital contents. It is important to classify digital contents to use it in contents industries and information and telecommunication service industries. Previous contents classification frameworks is based on contents quality, business model and application methods. They didn't consider business processes, interfaces of business unit and interactions in contents industries. In this paper, we present core business processes in digital contents industries, a corresponding digital contents classification, and analysis method of digital contents industry.

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디지털콘텐츠 유통 웹사이트의 성공요인(에 관한 연구) (Success Factors of Digital Contents Distribution Websites)

  • 최용석;권혁인
    • Journal of Information Technology Applications and Management
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    • 제13권4호
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    • pp.215-235
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    • 2006
  • Recently, Development of IT and digital-tech, and this is becoming factor of digital contents industry development. But, problem that is more suitable e-business model's necessity and quality enemy of distribution web-site to digital contents as transaction this firm dispute by transaction special quality and Payment-system increase of digital contents increases rapidly was risen. In this study, Digital Contents qualify estimation very important persons of digital contents as sequence of study that investigate from target's viewpoint which is serviced through web-site that digital contents is not factors of web-site service method whether digital contents distribution web-site factors effect that is some in customer satisfaction from general viewpoint of actuality digital contents distribution and is the actual proof enemy. This paper's goal that these study finding leads as digital contents industry discusses individual enterprise's success and failure as field of business in quickening period yet but domestic digital contents industry field will be roared and may can have competitive power by enterprises which wish to already started business or inaugurate an enterprise enter in field with successful beginning and direction and develop continuously.

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A Study on the Change of Education System with the Development of Digital Content Industry

  • Kim, Jisoo
    • International journal of advanced smart convergence
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    • 제8권3호
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    • pp.145-150
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    • 2019
  • Due to the development of science and technology and the emergence of new industries, the environmental change of the digital contents industry is rapidly progressing. The scope of technological development in the digital contents industry is affecting not only the entertainment industry but also various industries. Recently, with the development of digital convergence using realistic content, games, video, and VR have provided new opportunities for the growth of the content industry. The researcher determined that a new education system would need to be changed as the digital contents industry developed. For this purpose, an AHP questionnaire was conducted for experts with a high basic understanding of the education platform based on previous studies. We proposed a platform model for human resource development as an education system that meets the demand of digital contents industry. The education system for nurturing talents needed by future society should include elements that can interest the learning of users. The platform should not be approached from a system point of view, but should be developed from the content and user's point of view, considering the platform's original purpose.

21세기 신성장 동력, 문화콘텐츠 정책의 방향 (Policy Vision on the Cultural Contents Industry as a New Growth Power in the 21 Century)

  • 김정훈
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2007년도 춘계학술대회
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    • pp.171-180
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    • 2007
  • The purpose of this paper is to find an policy vision and action plans for the growth of the Korean cultural contents industry as a new growth power in the 21th century. For this purpose, I referred to sundry records to analyze the characteristics, industrial situation and the prospects of the cultural contents industry. I also made an analysis on the outcome of the cultural contents policy with the help of the official concerned in the Ministry of Culture and Tourism, which made it possible for me to draw a few urgent problems of Korean cultural contents industry. With these preceding analyses, I proposed the strategy and action plans of the government policy for the Korean cultural contents industry as follows : strengthening the creative power of the cultural contents industry, systemizing the healthy circulation of the cultural contents, and improvement of the cultural welfare on the basis of contents.

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한류문화 확산에 따른 디지털콘텐츠 산업의 수출확대방안 연구 (A Study of a Scheme on the Export Promotion of the Digital Content Industry with the Spread of Hallyu Culture)

  • 이충배;이정민
    • 통상정보연구
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    • 제8권2호
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    • pp.79-98
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    • 2006
  • With shifting the paradigm to digital economy, the digital industry becomes one of the national strategic industries. The digital industry has not only significant effects on forward and backward related industries but is also creating its own value. Furthermore, the effects of conversion with diverse products also play an important role in adding value. Since the early 2000s, Korea's culture so called 'Hallyu' (Korean wave) has been spreading to neighboring Asian countries such as China, Japan, Hong Kong, Therefore we have a good opportunity to increase our competitiveness with the development of the digital content industry using various base resources in conjunction with the spread of Hallyu culture in the Southeast Asian region. In this paper we attempt to suggest several schemes to promote our exports of digital contents while analyzing the current status of the Korean digital industry and addressing some problems and barriers to the export of the digital content industry. There are several schemes to be proposed in order to promote Korean exports of digital contents, as follows: 1) to foster global digital contents, 2) to establish a supporting system, 3) to build a marketing and R&D center, 4) to operate a test-bed of digital contents and 5) to fund expenses such as marketing.

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디지털 문화 콘텐츠 산업이 지식경제사회에 미치는 파급효과 분석 (The role of the digital culture contents industry in the knowledge economy: An input-output analysis)

  • 신용재;이동현
    • 지식경영연구
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    • 제17권1호
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    • pp.73-89
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    • 2016
  • 디지털 문화 콘텐츠 산업은 지식경제사회의 핵심적인 산업으로 디지털 강국으로 부상함과 더불어 문화 산업의 성장이 빠르게 진행되는 한국의 상황에서는 더욱 중요하게 여겨지고 있는 산업이다. 따라서 본 연구에서는 출판, 만화, 음악, 게임, 방송, 영화, 애니메이션 그리고 이를 구현하는 콘텐츠 솔루션까지 포함하는 디지털 문화 콘텐츠 산업을 외생화하여 경제적 파급효과를 분석하였다. 수요유도모형을 통해 생산유발효과, 부가가치유발효과 그리고 취업유발효과를 알아보았고, 공급유도모형과 레온티에프 가격 모형을 통해 공급지장효과, 물가파급효과를 알아보았다. 마지막으로 전후방연쇄효과 또한 분석되었다. 분석 결과 생산유발효과는 2.39542원, 부가가치유발효과는 1.29895원 취업유발효과는 0.39657명인 것으로 나타났다. 또한 1원 생산이 지장될 때, 공급유도모형에 의한 공급지장효과는 0.56631원, 레온티에프 가격모형에 의한 물가파급효과는 0.06017%인 것으로 나타났다. 마지막으로 영향력계수는 1.75237로 1위, 감응도계수는 0.54952로 28위를 나타내 디지털 문화콘텐츠는 원료의 성격이 아닌 최종재의 성격이 강한 것으로 나타났다.

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