• Title/Summary/Keyword: IP Film Market

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Creation Trend of Chinese IP(Intellectual Property) Film Works (중국 IP(Intellectual Property)영화 작품의 창작 트렌드)

  • Wei, Si-Yuan;Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.329-332
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    • 2020
  • Recently, IP (Intellectual Property) films have attracted much attention in the Chinese film market. This raises the need to take intellectual property films seriously in academic terms. The purpose of this study is to explore the effective methodology of content development based on intellectual property by analyzing the recent trend of Chinese intellectual property films. Recently, the driving force of the development of Chinese intellectual property films was analyzed, and the trend of Chinese intellectual property films was analyzed. The results of this study criticized the fragmented problems caused by the development of intellectual property films. This study made practical and academic suggestions to contribute to the healthy development of the intellectual property film market.

A Study on the Current Status and Improvement Plan of Chinese IP Movies (中国IP电影的现状及改善方案研究)

  • Wang, Luoxue;Kim, Sunyoung
    • 지역과문화
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    • v.7 no.4
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    • pp.69-81
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    • 2020
  • As internet companies advance into the film industry, China's IP movies have grown rapidly and brought huge business benefits to the movie market. This paper tried to diagnose the phenomenon of the Chinese IP film craze and derive its meaning and implications. To this end, we selected representative cases to examine the problems and the corresponding improvement measures. Among the three genres of novels, cartoons, and music that are currently drawing the most attention in IP film adaptation, the examples were "Wu Kong", "Take My Brother Away", "My Old Classmate". The research results show that there are problems such as the unification of Chinese IP films, the lack of screenplay ability, and the copyright. Some improvement measures such as establishing IP copyright trading platform, strengthening IP creation, and promoting the value chain of IP industry are put to solve these problems. We hope that China's IP film market create a value chain on the basis of this paper.

A study on revitalization plans of digital cinema (디지털영화 활성화 방안에 관한 연구)

  • Seo, Seong-Hee
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.445-451
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    • 2007
  • This study was started to not only resolve structural problems such as lack of contents, an unstable structure of earnings, and reduction of an additional market in Korean film industry through revitalizing digital cinema, but also make digital cinema become a power for growing Korean film industry furthermore. In the section of revitalizing digital cinema production, I suggest that expanding an audience base of low budget art cinema using digital technology will contribute to diversity film contents, and joint production with broadcasters by digital technology will expedite growing film industry as well as revitalizing digital cinema production. In the section of revitalizing digital cinema distribution, I insist, we should make effort positively to build reasonable hold-back and so on in order that film industry's positive participation in the market of digital film distribution and new media such as DMB or IP-TV may become an additional market to film industry. In conclusion, we can gain a foothold to leap toward a Position of cultural technology Power through efforts to resolve problems inherent in digital cinema.

Research on Efficient Game Production Methods using Digimon Series IP

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.423-428
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    • 2023
  • Currently , the growth of various platforms is remarkable , both at home and abroad . With the growth of various platforms such as PC, console, and VR as well as mobile, the global gaming industry market size has grown to reach KRW 151 trillion . However , in order to revitalize the domestic game market , which is growing at a slower pace, improve the concentration phenomenon that is concentrated on mobile and PC platforms , and select one of the games using IP that is being discussed as a new breakthrough , and determine what form the game will take. Through this study, we would like to suggest whether multi-platform is appropriate. The Digimon series generally attracts many fans through animation , and the Digimon story Cyber Sleuth, which utilizes new scenarios to satisfy them and arouse interest at the same time , can be seen as a representative success example We believe that through this interaction, users can continue to play the main content on their PC, and create synergy by being able to play and enjoy minimal content through mobile anytime , anywhere while doing other things.