• Title/Summary/Keyword: Entertainment Industry

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Lean Startup and New Product Innovation - Focused on Idol TWICE Case - (린스타트업과 신제품 혁신 - 아이돌 가수 트와이스 사례를 중심으로 -)

  • Kim, Jung-Rae
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.47-57
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    • 2019
  • New product innovation is a key component of a company's survival and sustained growth. With the rapidly changing market environment and global infinite competition, The importance of innovative new product development is growing. In the domestic entertainment industry, Competition is intensifying, and many companies are focusing on developing innovative new products in order to secure continuous competitive advantage in the era of global infinite competition. The problem is that as the intensity of competition increases and the idol production system develops more and more, The costs of planning and marketing are increasing. The fair trade commission estimated the cost of creating an idol group to be about 1 billion won, and some large entertainment companies claim that the investment cost is about 20 ~ 3 billion won. Lean startup is attracting attention as an innovation framework for sustainable competitive advantage of companies. But, there are not many related studies in Korea despite the growing interest. In particular, Case studies that can help to establish specific strategies are limited. Therefore, this study analyzed the successful case of JYP Entertainment's idol singer TWICE who succeeded in new product innovation and suggested practical implications. Theoretically, This study extended the Lean startup to the entertainment industry and suggested practical implications as the basic data for establishing the innovation strategies for the idol singers of domestic entertainment companies.

A Study on Idol Marketing Strategies Using Web Entertainment - Focusing on - (웹 예능을 활용한 아이돌 마케팅 전략 연구 - <달려라 방탄>을 중심으로)

  • Lee, Shuo-Kun;Huh, Eun-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.99-109
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    • 2021
  • The purpose of this paper is to look at web entertainment in terms of marketing and analyze how consumers in Korea and abroad feel about it. To this end, methods such as literature research, case studies, and consumer interviews were used. The main conclusions of this paper are as follows. First of all, through the case of "Run BTS," the web entertainment program actively reflects the needs of viewers on entertainment content by utilizing the unique interactions of web entertainment in terms of products. In terms of price, web entertainment operated a paid service that contained more diverse contents. However, the degree of satisfaction with paid services was different for each age group or income of viewers. In terms of distribution, web entertainment can position viewers much more clearly than conventional TV entertainment, has strong communication with viewers, and is relatively free from political conflict or censorship in overseas exports. Finally, in terms of public relations, web entertainment is promoted in various ways to fans who are the mainstay of existing viewers, but public relations for various viewers other than fans are relatively weak. Based on the above analysis, this paper proposed ways to improve consumers of web entertainment by region, customized marketing by age, professional window for consumers to directly express their opinions on content, and wide promotion through various media.

Cash Retention and Firm Value of Entertainment Enterprises (엔터테인먼트 기업의 현금보유가 기업가치에 미치는 영향에 관한 연구)

  • Kim, Nam-Gon;Kim, Jee-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.55-70
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    • 2021
  • This study investigates the following important financial questions using entertainment enterprises: 1) how does cash reserve affect a firm's financial value? 2) what factors influence the level of cash retention of a firm? For empirical tests, we use accounting and financial data of entertainment companies listed in the KOSPI and KOSDAQ markets for a long-term time period covering from 2000 to 2018. The main findings of this paper are as follows: First, entertainment companies maintain higher level of cash holdings compared to non-entertainment companies. Second, the cash holdings of entertainment enterprises have positive influence on firms' financial value. Third, among various firm characteristics known for affecting the cash holdings level, leverage and profitability exhibit strong relationships in entertainment enterprises. Entertainment firms with lower leverage and higher profitability tend to reserve more cash inside them. These findings suggest that entertainment companies are highly valued by stock market participants as having prospective opportunities, thus, firms with sufficient cash holdings tend to have higher firm value. In addition, these findings imply that cash in entertainment enterprises functions as a substitute for debts and the cash holdings are less likely driven by agency problems.

A Study on the Recognition and Acceptance of Metaverse in the Entertainment Industry : Focusing on the Case of K-pop Idol 'aespa' Fandom (엔터테인먼트 영역에서의 메타버스 인식과 수용방식 연구 : 에스파(aespa) 팬덤 사례를 중심으로)

  • Kim, Soo-Hyun;Yoo, Ji-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.1-15
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    • 2021
  • With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.

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 Study on the Influence of systematization of Entertainment Company (연예매니지먼트 기업성과에 관한 영향 연구)

  • Park, Jeong-Bae;Shin, Phil-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.11
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    • pp.5411-5416
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    • 2013
  • To verify confidence of the measurement such as Firm performance of Entertainment system, Cronbach's alpha coefficient were measured and showed 0.7 or higher alpha values. Feasibility of the measurement is also ensured by exploratory factor analysis. This thesis are formulated and analyzed as two little hypotheses to make certain that systematization of entertainment company influences on the performance. As a result, the two hypotheses are significant influential factors on the performance of entertainment company. The result are somewhat predicted because it was constructed by theories and preceding research which the researcher had already recognized. But this study was conducted to provide suggestions to establish a theory of entertainment industry by active follow-up studies for resolving will-less different results in this field due to a lack of the proceding research. And it is required to be established through the academic interchange among the similar studies.

The Effect of Tax Investigation Probability on Entertainment Expenses in the Construction Industry (건설업의 세무조사 가능성이 접대비 지출에 미치는 영향)

  • Ahn, Mi-Gang;Lee, Su-Ji;Park, Sung-Jae
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.153-161
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    • 2021
  • This study examined whether the probability of a tax investigation by the general construction industry could reduce the entertainment expenses in order to confirm whether a tax investigation can reduce excessive discretionary expenses of firms. Among the general construction industry listed on the KOSPI and KOSDAQ from 2011 to 2018, 274 firms with sales exceeding 10 billion won in the previous year were targeted at the tax audit selection rate and the tax audit detection rate, which is a proxy for the possibility of a tax investigation. The effect of the ratio of entertainment expenses to sales and the increase rate of entertainment expenses was verified. As a result of the analysis, both the selection rate and the detection rate of the tax investigation have a significant negative effect on the proxy variable of the discretionary expenses measured as the proportion of entertainment expenses and the increase rate of entertainment expenses. The results of this study showed that the tax investigation is a means to curb the excessive expenditure of the firm's discretionary expenses, thus suggesting the direction for the taxation policy and the effectiveness of the tax investigation.

Diversification of Entertainment Companies (Focusing on the SM Entertainment, Sidus IHQ and Yedang Entertainment) (국내 연예 매니지먼트 회사의 사업 다각화 현황 (SM 엔터테인먼트, 사이더스 IHQ, 예당 엔터테인먼트를 중심으로))

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.208-218
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    • 2009
  • Entertainment industries have recently shown continuous growth as a potential high value-added market and are being acknowledged as the most promising high-efficiency industry. The following case study offers the understanding of the financial situation and the diversification of three management companies like SM entertainment, Yedang entertainment, and Sidus HQ. I analyzed through IR which is on homepage of each company, audit reports and some articles of news papers, etc. The results of this study will show that diversification of three companies are relatively stable and make efforts to expand their activities.

Prosperity of Korea Casino Industry (한국 카지노산업의 발전 방안)

  • Lee, Jung-Chul;Shin, Chul-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.218-225
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    • 2008
  • The flow of world casino industry come to function of resort, theme park and convention. Thus, Current casino industry coming to total entertainment. But our casino industry impose legal controls on speculation industry till now. So, This is study on the casino industry with tourism. Result of this study presents thirds proposals. First, We have to a correct understanding about casino industry is not speculation industry but tourism industry. Seconds, We have to strengthen the competitiveness of our casino on international markets. For example, Introduce new advanced technology, Improve the nation’s foreign investment environment and Strengthen the competitiveness. Thirds, Constant efforts of casino business and government for attract foreign tourists to casino business.