• Title/Summary/Keyword: Entertainment Industry

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Utilization of SNS Review Data for a Comparison between Low Cost Carrier and Full Service Carrier (SNS 리뷰데이터의 활용 : 저가항공사와 대형항공사를 중심으로)

  • Woo, Mina
    • Journal of Information Technology Services
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    • v.17 no.3
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    • pp.1-16
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    • 2018
  • There exist a number of studies pertaining to the determinants of customer satisfaction between low-cost and full-service carriers in the airline industry. Most studies measured service quality using SERVQUAL based on a survey method. This study offers a new perspective by employing a big data analytic approach using SNS data, which reflects the immediate response of customers as well as trends in real time. This study chose eight factors from TripAdvisor's customer review site as determinants of customer satisfaction and compared the differences between low-cost and full-service airlines. The factors analyzed were seat comfort, customer service, cleanliness, food and beverage, legroom, entertainment, value for money, and check-in and boarding. Additionally, ratings from domestic and foreign customers were compared. The findings show that customer service and value for money are significant factors in satisfaction with low-cost airlines while all variables except legroom and entertainment are significant for full-service airlines. The results show that SNS-based data and analysis of big data are important for improving decision-making effectiveness and increasing customer satisfaction in the airline industry.

The Negative Effect of COVID 19 Pandemic on Sports Leisure Recreation Retailers, and its Solutions

  • SEONG, Dong-Ho;SEONG, Nakhun
    • Journal of Distribution Science
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    • v.20 no.2
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    • pp.91-100
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    • 2022
  • Purpose: The sports industry is a major form of leisure and entertainment, but the industry was tremendously affected by the Covid-19 pandemic. This study gives solutions for sports leisure retail stores to the effects of the Covid-19 crisis on consumers' sports products purchasing habits and then gives a logical conclusion regarding the findings of the topic. Research design, data and methodology: Scant research is available to feedback for owners and managers of sports leisure retail stores which elements could be considered to recover their business prior to the pandemic. For achieving this, this study investigated total 284 responses in the retail stores and conducted the ANOVA analysis to compare the level of intensity on the impact Covid 19 pandemic. Results: Our findings suggests that there was a statistically recognizable difference at the significance level of probability between the mean value of the impact index of Covid 19 pandemic and key recovery strategies, indicating the high degree of Covid 19 impact can be reducing by four solutions. Conclusions: Finally, this study concludes the specific entertainment elements that influence the purchasing behavior of consumers will ensure that the Sports industry deals with its internal problems first without necessarily looking at the outside factors such as the pandemic.

Metaverse and the Evolution of Food and Retail Industry

  • CHA, Seong-Soo
    • The Korean Journal of Food & Health Convergence
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    • v.8 no.2
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    • pp.1-6
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    • 2022
  • Purpose: This study aims to examine the opportunities in the food industry in the context of non-fungible tokens (NFTs) and the metaverse. The metaverse expands offline experiences into a virtual space and provides users with the advantage of overcoming the limitations of physical space. Research design, data and methodology: With the development of various contents based on advanced technology, the metaverse is becoming popular among the MZ generation (comprising millennials and Gen Zs), who are skilled at navigating digital platforms. Moreover, the previously entertainment game focused service has expanded to the business field after COVID-19; activities on the metaverse are now making space for economic value creation. I examined the recent global trends in the context of NFTs and the metaverse as well as the existing cases in Korea. Results: Globally, gaming and performance platforms such as Roblox, Fortnite etc. are still concentrated in the entertainment industry. However, as shown by ZEPETO and ifland in Korea there are many opportunities in the retail and food industries. Conclusions: We analyzed the ecosystems of the retail and food and beverage sectors, where the metaverse will be useful in the future, and have suggested the implications of the opportunities provided by the metaverse.

Case study: Grigon Entertainment's success and failure

  • Yoo, Byung-Joon;Kim, Kwan-Soo;Lee, Joon-Hwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.4 no.4
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    • pp.71-88
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    • 2009
  • The Korean online gaming industry has seen rapid growth since the boom of information technology (IT) related industries, especially Internet and PC-bang or local area network (LAN) use, throughout the country. Online games are real-time games in which two or more players meet, compete, and cooperate in the same game space using the same communication network. Even though the growth rates of IT-related industries have recently slowed, the growth of the online gaming industry has increased, and Korean firms are expanding their businesses to countries all over the world. However, the online gaming industry is becoming an oligopoly, in which 4-5 leading companies occupy most online gaming markets. This situation presents a disadvantage to the Korean online gaming industry, since online players usually seek a diversity of online gaming contents and high quality online game services. Therefore, small- and medium-sized game developers must survive in this market by upgrading the quality of their online gaming services in an effort to provide differentiated goods and services in monopolistic competition markets. However, most venture companies in the online game industry, whether new or previously existing, are not able to obtain adequate financing. The objective of this paper is to examine the management environment for medium- and small-sized game developers in the Korean online gaming industry. By introducing the case of Grigon Entertainment, we try to identify the source of difficulty obtaining external financing for Korean venture firms in the online gaming industry.

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Development of golf robot as entertainment using AVR Technology (AVR 기술을 활용한 엔터테인먼트용 골프로봇 개발)

  • Kim, Byoung-Soo;Oh, Kwan-Taek;Park, Young-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.344-347
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    • 2006
  • Robot has been developed as something to help human beings, and robot will be very important field as an entertainment. This paper intends to contribute to developing golf robot for entertainment using AVR technology. It is believed that the entertaining robot giving a pleasure to human beings has good prospects for the rapid growth along with other robot industry. Golf robot developed in this paper has been developed for entertainment and has a similar sense in comparison with the real golf. This golf robot is represented in the way of putting the ball in the hall by hitting the ball just like the actual golf game and putting through making robot come close to the ball with the putting robot. This golf robot can play a game with several people like the acture golf if many putting robots can be used. It is, therefore considered that the development of golf robots for entertainment using AVR has a high value of the golf robot as an entertainer on the ground that it can play a real golf.

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A research on the Korean medicine industry of define and classification (한방산업의 정의와 분류에 대한 연구)

  • Shin, Hyeun-Kyoo
    • Korean Journal of Oriental Medicine
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    • v.10 no.1
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    • pp.97-105
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    • 2004
  • 1. To define 'Korean medicine industry' through study on existing medicine related industries, Korean medicine industry means all industrial activities related to Korean medicine. It covers material resources such as herbs and products made with herbs, medical instruments, Korean medical service and related information service based on Korean medicine theories. 2. According to Korea National Statistical Office standard industrial branch, Korean medicine industry was classified as a large branch. There were industries such as agriculture, food and beverage manufacture, publishing, copy of prints and record media, manufacture of compound and chemical products, medical service, manufacture of precise optical instruments, wholesale trade and product mediation, retail trade, restaurant, research and development, education service, health preservation service, entertainment, culture and sports industry related to the Korean medicine industry. 3. If we classify this according to the industry branch of English economists Clark, Colin Grant, herb cultivating industry will be classified as primary industry, manufacture of foot and beverage related to Korean medicine, secondary industry and wholesale and retail sales of herb, research and development, education, health preservation, social welfare, tertiary industries.

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The Implications of the Chinese Cultural Industry in the Stage of an IP Acrobatic Stage Drama 'Mongjiryeo' (IP곡예 무대극 '몽지려(梦之旅)'를 통해 본 중국문화산업의 함의)

  • Jiao, Shan;Fang, Xiu-Qing
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.35-48
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    • 2020
  • This study aims to find out the implications of the Chinese cultural industry by analyzing the successful factors of the IP acrobatic stage drama "Mongjiryeo," which was well received through internal and external performances by creating acrobatics repres enting traditional Chinese culture as a stage play that conforms to the trend of modern society. Th e findings are as follows. First, China's cultural industry grew and developed quantitatively and qualitatively based on the government's active promotion policy and the huge domestic market. Second, through challenges and changes to traditional culture such as acrobatics and costumes, creative standard presentation and practical experience were attempted as modern stage plays. Third, Oriental humanities ideas and emotions were introduced amid the reform and innovative changes of traditional culture. The results of this study will enable various free interpretation and expansion from a humanities perspective. And it could be used as a reference material for the study of the creation of new culture utilizing the analysis and approach of the traditional Chinese cultural archetype.

Tasks for Promoting the Horse Industry under FTAs (FTA와 말(馬)산업 육성과제)

  • Lee, Young Soo;Kwon, Soon Koog
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.57
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    • pp.173-198
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    • 2013
  • This study conducts the horse industry, which shows how country has implemented structural adjustment policies in order to cope with the economic shocks that an FTA brought about. Among the FTAs that Korea has made, Korea-EU and Korea-US FTAs have been regard to bring relatively big impact on korean agricultural sector. The horse industry is a very large and important part of our national and local economies. It is diverse, involving agriculture, business, sport, gaming, entertainment and recreation. The enactment of the 'Horse Industry Promotion Act' can be a turning point for the recovery of the livestock industry. The Act is meaningful in that it can be expand the horse industry as a driving force of rural growth and contribute to people's leisure life. In this context, this study aims to draw policy implications for the Korean government to promote the horse industry.

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An Empirical Study on Factors Affecting Organizational Survival of Entertainment Corporations (조직생존요인에 관한 실증분석 : 엔터테인먼트 기업을 대상으로)

  • Kim, Hun;Kim, Jung Hoon
    • Review of Culture and Economy
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    • v.20 no.1
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    • pp.129-161
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    • 2017
  • Korea's entertainment industry laid its foundation in the early 2000s when global popularity of South Korean soap operas increased in Japan. K-pop has been recently leading the popularity in China. However, many Korean entertainment businesses are dying out. This study reviews factors influencing business survival for 42 chosen corporations listed in the Korea Stock Exchange based on organizational ecology. When all of the variables are analyzed at the same time, long period of public offering and high wages and global sales ratio positively affect business survival. When the individual variables are separately analyzed, long period of public offering and CEO incumbency and high wages and global sales ratio positively affect business survival. Meanwhile, size of businesses do not affect the survival. The results of this study imply that policies to help businesses list an entertainment corporation in the Korea Stock Exchange, increase sales and reciprocity with other culture are needed. Laws and institutions for evaluating intangible asset value should be improved. The results also suggest that a corporation should carefully consider change of CEO and make the best use of the popularity of Korean culture to increase global sales and pay competitive wages to attract professionals.

The Effects of Screen Baseball Experience Factor on Pleasure, Experience Value and Quality of Life Based on Experience Economy Theory (체험경제이론을 적용한 스크린야구장 체험요인이 즐거움, 체험가치, 삶의 질에 미치는 영향)

  • Choi, Seung-Sik;Kim, Hyeong-Geun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.141-152
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    • 2021
  • The purpose of this study is to examine the effects of screen baseball experience factor on pleasrue, experience value and quality of life based on experience economy theory. To achieve the purpose of the study, 366 questionnaires who had experience visiting screen baseball were surveyed. Frequency analysis, factor analysis, reliability analysis, correlation analysis, Multiple regression analysis using SPSS ver 21.0. Results of this study are as follows, First, Experience factors (entertainment experience, escapist experience) were found to have a significant effect on the pleasure. Second, Experience factors(entertainment experience, escapist experience and aesthetic experience) were found to have a significant effect on the experience value. Third, Experience factors(entertainment experience, educational experience and escapist experience) were found to have a significant effect on the quality of life. Through these study results, this suggests that the experience factors of screen baseball users positively influence the pleasure, experience value and quality of life. Therefore, it is necessary to develop an experience factor reinforcement program and expand facilities in order to increase the pleasure, experience value, and quality of life of screen baseball users in the future.