• Title/Summary/Keyword: entertainment

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A Study on the Plan of Entertainment Commercial Center by Analyzing the Entertainment Factors (엔터테인먼트 요소 구분을 통한 상업시설 공간계획에 관한 연구)

  • Choi, Eun-Hee
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.97-100
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    • 2008
  • Commerce has been taking a part of important on composing structure and system, having been started with simple role on exchange goods. In this point, We can say that commerce is the condensation of life based on understanding human cultures. Commercial center has been changing on a form as well as a function all through the history, following the changes of society. The attentional point is that there are always entertainment factors and have the relationship with space of the building in constant The purpose of comsume is not only just for a product but also enjoy consuming time and space. Most people have concentration spending their free time city where they live. This study identify the entertainment factors for a commerce an entertainment center.

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Entertainment Tourist's Pursuit Values -Focus on Perfomance Arts- (엔터테인먼트관광자의 가치추구 -공연예술을 중심으로-)

  • Jang, Hye-Won;Hyun, Gye-Dam
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.1006-1016
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    • 2013
  • This study seeks to identify the Entertainment tourist's pursuit values using means-ends chain theory. Data collection for this study is from July to October, 2012 in Jeju island. The procedure, Soft Laddering involves a series of one-on-one deep interviews with tourists who enjoyed performance arts. To carry out this study, first of all, contents analysis was employed to interview results. Second, Implication Matrix was made by contents analysis which showed direct and indirect relations. Finally, HVM was mapped for value systems. The results showed that Entertainment tourist's pursuit values were classified resulting in three values: Aesthetics, Communication with others, Pleasure. Especially in entertainment tourism, the major attributes was fun; the consequences was sensorial pleasure; the ultimate pursuit values was pleasure. These results support that entertainment tourists is homo ludens and entertainment tourism's marketer should concentrate on story-watching than story-telling.

Possibility of Debt Financing by Korean Entertainment Companies : Case of SM Entertainment and YG Entertainment (한국 엔터테인먼트 기업의 부채금융 가능성 탐색 - SM엔터와 YG엔터 사례를 중심으로)

  • Kim, Daewon;Kim, Seongcheol
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.227-236
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    • 2014
  • The purpose of this paper is to explore the possibility for Korean entertainment companies to enter into debt financing. In particular, this study focuses on the possibility of issuing corporate bond and the asset backed securities (ABS) by two leading entertainment companies in Korea: SM Entertainment (SM) and YG Entertainment (YG). Depth interview with specialists such as investment bankers (IB), bond brokers, and financial directors and executives in entertainment companies was done. The results show that IB's opinion on issuing corporate bonds by SM and YG is positive. However, they may need to meet four requirements including maintaining stable cash-flow, diversifying sales source, enhancing accounting and legal transparencies and verifying managerial capabilities. In addition, Psy' s 'Gangnam style', his global hit song, turns out to have high potential as a base asset for ABS.

A Study on Legal Issues and Arbitration Appropriateness with Exclusive Contract of Entertainment Management (연예인 전속매니지먼트계약의 법적 쟁점과 중재적합성에 관한 연구)

  • Choi, Seung-Soo;Ahn, Keon-Hyung
    • Journal of Arbitration Studies
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    • v.19 no.2
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    • pp.49-72
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    • 2009
  • Korea Fair Trade Commission (KFTC), one of the Government agencies, has been preparing a standard model form of Exclusive Contract for Entertainment Management (hereinafter referred to as "Exclusive Contract") to eliminate some types of unfairness that placed entertainers at disadvantage such as forced PR activities or activities without payment, excessive privacy infringement, and exemption of payment after the termination of the exclusive contract. The said Exclusive Contract was drafted by The Korean Commercial Arbitration Board (the "KCAB") in association with the Korean Entertainment Law Society (the "KELS") and KCAB has persistently persuaded Corea Entertainment Management Association (the "CEMA"; mainly actors management) and Korea Entertainment Producers' Association (the "KEPA"; mainly singers management) to adopt the above-mentioned Exclusive Contract, respectively, and especially arbitration clause instead of litigation. After KCAB's tens of meetings and persuasion, they finally decided to accept KCAB's offer and they have submitted the Exclusive Contract drafted by KCAB and KELS to KFTC on April 17, 2009. The arbitration clause drafted by KCAB was already accepted by unfair contract examination division and unfair contract advisory committee and the final standard model contract was supposed to be publicly announced on June 30, 2009 after final examination of unfair contract standing committee, but the announcement has been delayed owing to severe controversies between the concerned parties, such as CEMA, KAU (Korea Artists' Union), KEPA and KSA (Korea Singers' Association) related to delicate issues like contract period and ownership of intellectual properties, etc. But it is expected the announcement will be made very soon by which the contract will include the originally drafted arbitration clause by KCAB. Therefore, it is very timely to examine the various legal issues which can be arisen out of disputes, and arbitration appropriateness with Exclusive Contract of Entertainment Management on this paper.

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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.

Effect of Korea's Entertainment Culture on the Fashion of the College Students (우리나라 놀이 문화가 대학생 패션에 미친 영향)

  • Yang, A-Rang;Lee, Hyo-Jin
    • The Research Journal of the Costume Culture
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    • v.16 no.1
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    • pp.70-87
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    • 2008
  • The purpose of this study is to examine how the entertainment culture has influenced the fashion of the college students since the year 2000, and to analyze the fashion trends of those who enjoy their entertainment culture. The entertainment culture is, therefore, perceived in the most sensitive way by the college students, who belong to the latter period of their adolescence, while influencing them. Especially recently, the entertainment culture of the college students has emerged as a new symbol of the overall fashion. And its effect on the fashion has become conspicuous. The 21st entertainment culture is comprised of "club culture", which is an off-line fad, and "on-line game culture". The result of this study is as follows: Firstly, the formative way that the so-called "club culture" influenced the fashion of the college students shows that their overall fashion trends are characterized by a 'caports image' and a 'childlike-amusing image'. Secondly, the formative fashion style, influenced by the so-called "on-line game culture", presents a 'post- structural image' by using heterogeneous material in order to introduce a new point of view, and by transforming the creation style and design. And it also presents a 'homosexual image' by crossing the attractiveness of both genders. This study is baseds on the documents study.

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A Study on the character of Urban Entertainment Center in multi-anchor and exposure time - Focusing on Cheongryanri station and Yongsan station - (집객시설과 노출시간에 따른 도심 엔터테인먼트형 복합상업시 설(UEC)의 특징에 관한 연구 - 청량리역과 용산역을 중심으로 -)

  • Kim, Hyeongjung
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.283-290
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    • 2013
  • The change of shopping environment created new emerging type of shopping center after 1990's, Urban Entertainment Center(UEC) in northen America. One hand traditional shopping center was retail-centered, the other hand UEC is entertainment-centered and offers the trinity of synergy. Each components, that are retail, dining and entertainment, play a role of drawing people, extending duration of visiting and making people revisit then the synergy makes commercial profit in shopping center. As northen America many of shopping centers with complex have been built in Korea since 2000 and some projects is planning by the change of shopping environment and regenerating urban. Although the term of "UEC" is used in Korea, it seems to be added entertainment facilities to shopping center without considering on commercial strategy. This study will take a look at mix and duration of visit which ULI stresses in UEC development and comparing with those of Yongsan Station and Chyeongrangri Station which are built recently in seoul, it will get characters and situation of these UECs. Finally, the analysis is to be used as a planning data in UEC development.

Female Adolescents Hedonic Shopping Orientation and Store Image as related to Store Patronage Intention (청소년기 여학생의 쾌락적 쇼핑 성향과 상점 이미지에 따른 상점 애고 행동)

  • 한지혜;고애란
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.5
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    • pp.833-844
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    • 2001
  • The purposes of this study were 1) to identify the effects of store image and stores entertainment environment image on attitude toward store and store patronage intention through emotions toward store, and 2) to identify the effects of sensation-seeking tendency, hedonic shopping orientation and shopping motives on store image, stores entertainment environment image, attitude toward store and store patronage intention. The data were collected from 416 female adolescents who visited stores located in Dongdaemoon, Seoul, via self-administered questionnaires, and were analyzed by frequency, factor analysis, multiple regression and path analysis. The results of this study were as follows : (1) According to path analysis, store image and stores entertainment environment image affected emotions toward store and attitude toward store, and affected store patronage intention through a mediator, emotions toward store. (2) Among the factors related to store images, stores entertainment environment image had the greatest effect on store patronage intention. (3) Sensation-seeking tendency, hudonic shopping orientation and shopping motives affected store image, stores entertainment environment image, emotions toward store and attitude toward store directly and indirectly through store image and stores entertainment environment image. (4) The most significant factor in explaining all these relations was hedonic shopping orientation.

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Design and Analysis of an Interactive Motion Simulator in Space Entertainment System

  • Hsu, Kuei-Shu;Cho, Wei-Ting;Lai, Chin-Feng;Wang, Xiaofei;Huang, Yueh-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.1
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    • pp.446-467
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    • 2012
  • In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, simulation and a motion simulator control scheme. The space entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The space entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a steering wheel to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator. In addition, we develop a calculated method to evaluate the Ratio of the simulation results. It is shown that the proposed control scheme can improve the performance of the visual entertainment system. Experiments are conducted on the virtual reality entertainment system to validate the theoretical developments.