• 제목/요약/키워드: Online digital content industry

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디지털콘텐츠 유통계약기준 개선 방안 (Contract Guideline for Digital Content Distribution)

  • 오상훈;박여원
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2004년도 춘계학술대회
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    • pp.53-67
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    • 2004
  • On the base of IT growth, competition between countries for preoccupation of digital content market is keen. And it is prospected that the development of digital content industry will be more rapid with the base of telecommunication infra-structure(for example internet, digital broadcasting) which is the main channel for distribution of digital content. The bill of "Act for Development of Online Digital Content Industry", has passed the national assembly jan, 2002, and "Draft Blueprint for Developing Online Digital Content Industry(2003$\sim$2005)" was made on the base on that law feb, 2003. And we can find measures for protect the digital content manufacture in the laws such as "Literary Property Law", "Trademarks Law" and "law for prevention of unfair competition". On this study we suggested three measures to make digital content industry more profitable by the method of research of related law and industry survey.

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온라인 및 디지털 콘텐츠 산업의 기술적 효율성 분석 (Analysis of Technical Efficiency in Online and Digital Content Industry)

  • 소순후;이미나
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2016년도 추계학술대회
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    • pp.128-130
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    • 2016
  • 온라인 콘텐츠와 모바일 단말기의 대중화에 따라 국내 디지털 콘텐츠 산업은 높은 성장률을 보이면서 빠르게 발전하고 있다. 본 연구에서는 DEA 모형을 이용하여 온라인 디지털 콘텐츠 산업의 기술적 효율성을 측정하고 효율성 제고를 위한 시사점을 모색한다. 실증분석을 위한 투입요소로는 업종별 사업체수와 종사자수를 사용하였고, 산출요소로는 총매출액을 사용하였다. 실증분석 결과, 온라인 디지털 콘텐츠 산업의 기술적 효율성은 상당히 낮은 수준인 것으로 나타났으며 이는 주로 규모의 비효율성에 기인한 것으로 분석되었다. 이와 같은 결과는 기술혁신역량을 강화하기 위한 산업성장전략 추진이 필요함을 시사하는 것으로 향후 온라인 디지털 콘텐츠 산업의 경쟁력 제고에 도움이 되는 실질적인 참고자료로 활용될 것으로 기대된다.

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온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향 (The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry)

  • 강성민;엄기헌
    • Asia pacific journal of information systems
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    • 제20권2호
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • 한국멀티미디어학회논문지
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    • 제9권12호
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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온라인 디지털콘텐츠 산업의 공급사슬관리 연구 이슈 : 포털 SCM을 중심으로 (Research Issues on Online Content SCM: Focused on Portal SCM)

  • 김유정;김민선;윤종수
    • 한국컴퓨터정보학회논문지
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    • 제17권5호
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    • pp.169-176
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    • 2012
  • 온라인 디지털 콘텐츠 산업에서 포털은 콘텐츠의 생산, 유통 및 이용 등 산업의 가치 활동의 선순환을 위한 핵심기업으로 활동하고 있으며, 각 포탈마다 특유의 공급 사슬을 구성하고 있다. 최근에 급변하는 온라인 디지털 콘텐츠 시장 환경에서 지속적인 경쟁력을 확보하기 위해 포털 공급사슬관리가 점차 중요해지고 있다. 하지만 온라인 디지털 콘텐츠 산업의 공급사슬관리에 대한 선행 연구가 매우 미흡하다. 따라서 본 연구에서는 물리재를 생산 공급하는 전통적인 공급사슬관리와 온라인 시장에서 디지털 정보재의 생산과 유통을 촉진하는 포털 공급사슬관리에 대한 근본적인 차이점을 규명하고, 포털 공급사슬의 설계 및 이행을 성공적으로 수행하기 위한 연구이슈를 규명하고자 하였다. 연구결과, 포탈 SCM의 가치영역 프레임워크 도출, 포탈 이용자예측방법과 참여기업 간 예측정보 공유 방안, 포털 SCM에서의 채찍효과의 특성 및 관리방안, 포털 SCM에서 콘텐츠 소싱의 복잡성 해결방안, 포털 SCM에서의 재고관리의 요소 및 관리방안 등에 대한 연구문제가 도출되었다.

스마트 관광에서의 항공·호텔 온라인 리뷰 이용자의 감정반응 요인이 지속이용의도에 미치는 영향 (Effect of Air·Hotel Online Review Media Users' Emotional Response Factors on Intention to Continue Use in Smart Tourism)

  • 채수인;권두순;박복원;박동철
    • 디지털산업정보학회논문지
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    • 제17권4호
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    • pp.209-229
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    • 2021
  • Recently, the tourism industry faced a crisis due to COVID-19. Smart tourism that combines information and communication technology (ICT) is rapidly growing to overcome the crisis in the tourism industry. In order to revitalize the tourism industry after COVID-19, such as non-face-to-face and non-contact, smart tourism incorporating information and communication technology (ICT) is actively encouraged and promoted. The purpose of this study is to empirically verify how perceived pleasure, perceived awakening, and perceived domination, which are three important variables of emotional response theory, affect the intention to continue use through perceived usefulness, expectation, and satisfaction. The survey was conducted for two weeks from November 1 to 15, 2020. A total of 175 surveys were collected during the period and used for analysis. As a result of the study, first, perceived pleasure did not significantly affect perceived usefulness, expectation, satisfaction, and intention to continue use. Second, perceived awakening had a significant effect on expectations, but did not significantly affect perceived usefulness, satisfaction, and continued use intention. Third, perceived domination had a significant effect on perceived usefulness, expectation, and continued use intention. However, it did not significantly affect satisfaction. Fourth, perceived usefulness did not significantly affect satisfaction. Fifth, expectations had a significant effect on perceived usefulness and satisfaction. Sixth, satisfaction had a significant effect on the intention to continue use. Through this, companies and developers that provide online review content for aviation and hotels should know what part of the content is actually focused on and provide it to customers. In addition, content should be provided in consideration of the emotional aspects that aviation and hotel online review users feel while watching videos.

Inter-ministerial Policy Coordination for Digital Content Technology Development: Korean and Japanese Cases

  • Rhee, Wonkyung
    • STI Policy Review
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    • 제5권2호
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    • pp.96-121
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    • 2014
  • This study identifies and evaluates inter-ministerial coordination for developing digital content technology in Korea and Japan. It is conducted through a comparative analysis between Korean and Japanese governmental organizations and their decision making process. Media content had been regulated or promoted by ministries involving culture in both countries. The digitalization of traditional media, however, blurred boundaries between the cultural, technological, and industrial spheres, so ministries involving science and technology, economy and trade, or foreign affairs started to promote digital content technology in the late 1990s. This has been the cause of conflicts among ministries and sometimes led to policy duplication, which in turn weakens policy effectiveness. The competition and coordination of ministries and agencies can be seen through establishing or amending related laws, organizations, and programs. Structural holes are founded in the networks drawn among governmental agencies in charge of digital content, particularly in the field of intellectual property in Korea and online distribution technology in Japan.

융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구 (A Study on the Decision and Selection of the Star Contents in the Convergence Era)

  • 임명환;박용재;허필선
    • Journal of Information Technology Applications and Management
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    • 제18권2호
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

정품 콘텐츠 판매 오프라인 업체 인증제도 방안 연구: 저작권 OK 사례 (A Study on the Certification System for Offline Stores Selling Copyrighted Contents: Copyright OK Case)

  • 임규건;최재영;이웅희
    • 경영정보학연구
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    • 제19권4호
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    • pp.27-42
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    • 2017
  • 근래 통신과 인터넷과 디지털 및 그래픽 기술의 발전으로 콘텐츠 산업은 새로운 문화 창달 및 경제발전의 중요한 산업으로 부각되고 있다. 디지털 콘텐츠 기술의 발전은 콘텐츠의 생성 및 유통을 획기적으로 발전시켜 새로운 부가가치를 창출하며 거대한 유통시장으로 확대되었다. 그렇지만 디지털 기술의 특징 중 하나인 유통과 복제가 용이하다는 것은 무단으로 불법복제와 도용, 변조로 인한 불법콘텐츠의 유통량도 증대 시켰으며 이로 인한 피해도 심각한 실정이다. 현재 온라인사이트를 대상으로 하는 저작권 보호 제도는 있지만 정작 온라인에 밀려 고전하고 있는 오프라인 정품 콘텐츠를 판매하는 업체를 대상으로 시행되는 제도는 부재하다. 한류열풍 등으로 해외 관광객의 콘텐츠 수요가 급증하고 있으나 오프라인 정품 콘텐츠 업체들은 온라인 업체들과 불법콘텐츠 유통으로 상당수가 경쟁력을 잃은 상황이다. 이에 본 연구에서는 선행연구를 통해 국내와 해외의 유사한 저작권 인증제도의 사례와 현황을 분석하고 인증제도의 요인들을 도출하여 이를 기반으로 오프라인 정품 콘텐츠업를 인증해 주는 제도에 대해서 연구하였다. 사례분석과 함께 저작권 관계자들과의 심층면접을 통해 얻은 인터뷰 내용을 중점으로 정품 콘텐츠 판매 오프라인 업체 인증제도의 인증영역, 인증 방향성, 인센티브를 정하여 인증제도 프레임워크를 도출하였다. 도출된 인증방향은 윤리형, 개방형, 당락형, 매장인증형, 다소엄격형(사후평가)의 인증모델을 선택하였다. 본 연구를 통해 국내 소비자들의 정품 콘텐츠 사용인식 확산과 건전한 콘텐츠 시장의 투명한 거래질서 확립을 기대해 본다.