• Title/Summary/Keyword: Indie

Search Result 29, Processing Time 0.024 seconds

Demand Concentration in the Korean Digital Online Movie Market (디지털 온라인 영화시장의 수요 집중화 경향)

  • Choi, Sung-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.8
    • /
    • pp.69-78
    • /
    • 2021
  • With technological development including digitization, movie demand and supply in digital online movie market are increasing. This study aims to explore demand concentration of the digital online movie market, which is characterized by product variety compared to cinemas. Major findings of the empirical analysis on the TV VOD data during the recent seven years(2013 ~ 2019) are as follows. First, the analysis on 1,137 titles reveals that movie demand of theatrical market is more concentrated than that of TV VOD. Second, absolute long tail index of TV VOD, measured by the download number of indie & artistic movies(niche product), is increasing as more such movies are released in the market. However, both relative long tail index, measured by the share of indie & artistic movie demand, and top-ranked movies' share do not show consistent increase or decrease trend. Third, regression analysis exhibits that the relationship between demand concentration and market size is insignificant for TV VOD market. This study might have usefulness in that it provides empirical evidence for the nature of the Korean digital online movie market.

A Study on Changing Commercial about Indie Music (인디음악의 상업적 변화에 관한 연구)

  • Song, Ye-Hwa;Choi, Jun-Ran;Kim, Sang-Heon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2013.05a
    • /
    • pp.151-152
    • /
    • 2013
  • 최근 들어 한국 주류의 대중음악 시장은 대형 기획사의 기획형 음악으로 획일화되고 있는 현상이 증가하고 있다. 대중음악의 장르가 편중되는 현상이 나타나면서, 그중 다양성에 대한 대안으로 인디음악이 주목되고 있다. 그러나 최근 인디음악 역시 문화의 획일화 현상을 닮아가고 있다는 의견이 지배적이다. 급변하는 시대의 흐름 속에 인디음악의 상업적 변화에 대한 원인을 분석하고, 인디음악이 나아가야 할 방향에 대하여 고찰한다. 이에 본 연구는 인디음악의 본연의 의미가 사라져가는 문제점을 파악하고 인디음악의 향후 방향에 대해 연구하기로 한다.

  • PDF

Social fundraising for Indie label music production (소셜 펀드레이징을 통한 인디레이블의 제작사례 연구)

  • Yang, Inwha;Kim, Sangheon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2012.05a
    • /
    • pp.229-230
    • /
    • 2012
  • 국내의 대형 기획사 및 대기업 위주의 유통사들 사이에서 음반제작, 유통, 판매 등에 들어가는 비용을 인디밴드가 감당하기란 어려운 일이다. 이러한 문제의 대안의 성격을 가지고 소셜 펀드레이징으로 음반제작을 지원하는 프로젝트가 출현했다. 소셜 펀드레이징은 불특정다수로부터 후원을 받아 아이디어나 프로젝트를 성사시키고, 그에 따른 보상을 제공하는 것을 말한다. 본 논문에서는 2011년과 2012년의 SYM(Support your music) 프로젝트를 사례로 삼아, 한국 인디밴드의 음반제작에 있어 소셜 펀드레이징이 가지는 의의를 분석한다. 이것이 기존의 음반시장에서 대안이 될 수 있는지, 또한 그 한계는 무엇인지 알아본다.

  • PDF

A study on the production of animated GLOOM used in indie music (인디음악에 사용되는 애니메이션(GLOOM) 제작에 대한 연구)

  • Kim, Tae-eun
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1495-1500
    • /
    • 2017
  • The animation "Gloom" based on the low poly art expresses the intention of the production by expressing an music as an animation. The paper describe the production process including the modeling, rigging, animation, and rendering. Furthermore, the production process for pure creative animation with client's intention was also considered. Therefore, it can provide guidelines for pure creators who do similar creative work.

A Study on the Success Strategy of Early Access Games (얼리액세스 게임의 성공 전략에 관한 연구)

  • Jang, Joon-Hee;Lim, Hyeong-Chul;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.685-688
    • /
    • 2020
  • 본 논문에서는 게임 개발의 한 형태이자 새로 도입된 개발 형태 중에 가장 떠오르고 있는 얼리액세스 개발 형태에 대해 서술하며, 얼리액세스 개발 방식의 공통적인 성격과 성공했던 게임들의 사례를 통해 앞으로 게임 개발자들에게 지양해야 할 부분과 반영해야 할 부분을 통해 소비자들에게 어떤 방식으로 접근해야 효과적으로 다가갈 수 있으며, 어떤 방향의 개발을 거쳤던 게임이 흥행하지 못했는지를 연구, 분석을 통해 얼리액세스 만의 방식을 통해 개발자, 소비자 모두를 충족시킬 수 있는 전략을 제시하고자 한다.

  • PDF

Analysis of Parody Game as Tragicomedy (현실을 패러디한 인디게임의 희비극성 연구)

  • Han, Hye-Won;Kim, Su-jin
    • Journal of Korea Game Society
    • /
    • v.16 no.2
    • /
    • pp.97-110
    • /
    • 2016
  • Digital game is an entertainment content as well as a cultural content so that digital game can deliver social messages to make people confront with current problems. Based on Gonzalo Frasca's expanded model theory, this study aims to analyze independent games parodying reality on the level of the narrative and the gameplay to demonstrate that digital game can be a powerful medium to represent a satire on society. Parody games describe irrational side of society as being comical and provoke players' repetitive gameplay. Therefore, players can experience serious theme through casual play in the first-person, and realize the tragic reality directly.

Success Factors of Game Products by Using a Diffusion Model and Cluster Analysis (확산모형과 군집분석을 이용한 게임제품의 흥행요소 분석)

  • Song, Sungmin;Cho, Nam-Wook;Kim, Taegu
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.42 no.3
    • /
    • pp.222-230
    • /
    • 2016
  • As the global game market has been more competitive, it has been important to analyze success factors of game products. In this paper, we applied a Bass Diffusion Model and Clustering Analysis to identify the success factors of games based on data from Steam, an international game platform. By using a diffusion model, we first categorize game products into two groups : successful and unsuccessful games. Then, each group has been analyzed by using clustering analysis based on product features such as genres, price, and minimum system requirements. As a result, success factors of a game have been identified. The result shows that customers in game industry appreciate sophisticated contents. Unlike many other industries, price is not considered as a key success factor in the game industry. Expecially, advanced independent video games (commonly referred to as indie games) with killer contents show competitiveness in the market.

Analysis of the change of the characters according to the change of the media -A Study on Composite Representation of Game Character in Sandboxed Indy Game (매체의 변화에 따른 캐릭터의 시대적 변화분석 -샌드박스형 인디 게임에 있어 게임 캐릭터 융복합적 표현법에 대한 고찰)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
    • /
    • v.17 no.6
    • /
    • pp.335-340
    • /
    • 2019
  • With the development of the media, pirate platforms and technologies are critical to the design of video content. Games based on online platforms and networking can help you develop games and expand your game as games are developed. Better yet. This paper is a major feature of the growth of the sandbox game that leads the game of InGame. Phenotypical 3D Dress Graphics You can study the usefulness of graphics based on doubles, the advantages of game characters, and space game graphics.

Development of Puzzle Game Contents combining Tangram and Tetris Blocks (칠교놀이와 테트리스 블록을 융합한 퍼즐게임 콘텐츠 개발)

  • Lee, Jun- Hyeok;Jin, Hwa-Su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2021.10a
    • /
    • pp.364-365
    • /
    • 2021
  • In this paper, we study and develop content for a puzzle game that can be enjoyed lightly with appropriate rules us ing Chilgyo-Nori blocks and Tetris blocks. We plan and develop puzzle games with low entry barriers and high revisit rates from the perspective of client indie game developers who are away from mass-produced games that additionally r equire specific items in a specific game section by focusing on the commercialization of game contents. The implement ed game promotes the creativity of users based on the possibility of creating more 2D designs than the existing Chilgy o-nori by using the Tetris block and the Chilgyo-nori block at the same time.

  • PDF

Analysis of Identity of Meta Game - A Focus on Games about Games - (메타 게임의 정체성 연구 - 게임에 대한 게임을 중심으로 -)

  • Kim, So-Yeon;Han, Hye-Won
    • Journal of Korea Game Society
    • /
    • v.18 no.2
    • /
    • pp.99-108
    • /
    • 2018
  • With the development of the game industry, 'games about games,' which examine the identity of game itself through a form of the game, emerged with a variety of shapes. Thus, this paper aims to suggest a definition, characteristics, and meaning of 'meta game.' Firstly, meta games strengthen the artificiality of the games and suggest procedurality through a form of the game play. Meta games also utilize the external context as a part of the games, and use the metaphor of 'labyrinth' to identify a feature of the game space. Furthermore, they emphasize intertextuality and prove that the fantasy and the reality can merge within the game world. In conclusion, meta games prove themselves to be independent expressional arts and experimental content, and suggest the potential for an alternative medium beyond formality.