• Title/Summary/Keyword: 만화진흥법

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A Study on the Necessity to enact Comics Promotional Law' around of 'Culture Industry Promotion Basic Law', 'Publication Promotion Law' (만화진흥법 제정의 필요성:문화산업진흥기본법, 출판문화진흥법과 납본제를 중심으로)

  • Han, Sang-Jung
    • Cartoon and Animation Studies
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    • s.16
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    • pp.67-78
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    • 2009
  • To celebrate the Centennial Anniversary of korean comics, the various and meaningful programs are organized. But then, it is apprehended that these programs don't deal with the present and urgent problems. In particular, in the fast-changing media environment, in the changing of promotion-organizations, it's very important that the recherche on relevant laws and institutes around comics to defend and to explore an ecosystem of the comics culture and the comics industry. This study insist to point out the limits of Cultural industry-related laws and Cultural promotion-organizations at present for the concrete policy of comics culture and comics industry. Treating and analysing specially 'Culture Industry Promotion Basic Law', 'Publication Promotion Law' and 'Legal Deposit', this article suggest to enact Comics Promotional Law to aide the filed of korea comics.

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A Study on Innovative Educational Practices in Cartoon Animation Education Program Through The Cartoon Promotion Act Legislation (만화진흥법 제정에 따른 대학만화교육의 개선 방안 제안)

  • Kim, Byoung-Soo;Lee, Won-Seok
    • Cartoon and Animation Studies
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    • s.23
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    • pp.81-94
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    • 2011
  • There is a growing movement of cartoon and animation circles to legislate the cartoon promotion act. It is anticipated that a wind of change will blow through the cartoon circle as private organizations are planned to established and a budget over 20 billion won is allocated. Although it is very encouraging for colleges who perform a substantial role in introducing new authors, a full internal discussion on the cartoon promotion act is still at a fledgling stage. Currently, the college restructuring craze is sweeping the country and cartoon animation education program can not be an exception. Especially, the irony of helping graduates who desire to be authors find jobs and expressing it as a statistical figure is too burdensome and worn out to regard it as an indiscretion of government. This study aims to examine the problems of cartoon animation college programs in South Korea by focusing on graduates' job-finding and career planning and to propose solutions through the legislation of cartoon promotion act.

애니메이션 총량제 도입 논란- “토종 TV 애니를 살려내라”

  • Sin, Seon-Ja
    • Digital Contents
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    • no.2 s.129
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    • pp.92-95
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    • 2004
  • 애니메이션 편성시간대를 6시대에서 4시30분대로 옮기려는 KBS의 시도가 업계의 거센 반발에 직면해 일단 무산되기는 했지만, 애니메이션 방영시간의 안정적인 확보를 위해서는 현행 방송법을 개정해야 한다는 목소리가 높아지고 있다. 이를 위해 애니메이션 제작자협회 · 애니메이션예술인협회 · 만화애니메이션학회 · 출판만화협회 · 우리만화연대 · 만화가협회 등 6개 관련 단체와 만화가 등 애니메이션 업계는‘방송용 애니메이션 발전전략 촉구 및 개정을 위한 범 만화 · 애니메이션계 공동대책위원회’를 발족, 애니메이션 발전을 위한 대책 강구에 나서고 있다. 공대위는 지난해 11월 초에는 방송 애니메이션 총량제를 강화한 방송법 개정안의 연내 통과와 방송사의 애니메이션 편성 정책 시정을 촉구하는 집회도 열며 총력전을 벌이고 있다. 하지만 지난해내 입법화를 기대했던 애니총량제는 방송법 개정 지연으로 불투명해진데다 최근 들어 중국 · 일본 정부가 강도 높은 애니메이션 육성책을 추진하고 있을 뿐 아니라 제4차 일본 문화개방도 이어지고 있어 국내 애니 업계의 위기감은 더욱 거세지고 있다. 신성장산업인 애니메이션 산업 활성화를 위해서는 애니총량제 등의 법 · 제도적 장치가 마련돼지 않으면 국내 애니메이션 산업은 더욱 깊은 수렁으로 빠질 것이라 게 업계의 공통된 시각이다.

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The Establishment of the Third Medium and Long Term Development Plan of the Comics Industry and the Policy of Training Professional Manpower (3차 만화산업중장기발전계획 수립과 전문인력양성 정책)

  • Kim, Byoung Soo;Lee, Won Seok
    • Cartoon and Animation Studies
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    • s.32
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    • pp.189-220
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    • 2013
  • It is expected that interests and supports for 'the creative economy' will increase considerably since the establishment of the Park Geun Hye Administration. According to a report with respect to its cultural policy handed in by the Minister of Culture to the president on March 28, 2013, the administration will set up a basic plan of establishing regional fusion-typed laboratories including such genres as story telling, animations, games, cartoons, performances, etc. in May this year, and opening contents Korea laboratories across the country by the first quarter in 2014 as part of its core task. Furthermore, it will focus on implementing such policies for training professional manpower as creative mentoring programs, expansion of education for field employees and expansion of a creative education for young students, including a plan to train 1,000 creative contents talents by 2017 as described in the report. Since the Comics Promotional Law took effect in August 2012, the Korea Culture and Content Agency and the Comics Industry have been establishing the third plan for medium and long term development of the comics industry together. One of the most important policy is about training professional manpower. "Joint Business with Creative Talents," in which the amount of 4.5 billion won was invested, has already been implemented, and "Support Business for Field Employees of Comics Creating Enterprises," in which the amount of 0.6 billion won was invested, has been performed so far through the Korea Comics Contents Agency upon the request of the Comics Industry. The government's plan to train professional manpower is interlocked with its foundation and employment policies, and thus, this will be a good opportunity for colleges and universities that have comics related majors, especially for those that need proper measures for bring their graduates a chance to get a job. Accordingly, it seems that if the government develops more aggressive policies, reflects this on the third medium and long term development plan of the comics industry, and then organizes policy and study meetings led by the learned societies to implement this, it will be able to generate a significant synergy effect. This Article will concentrate on first examining the flow and patterns of the policy to train special manpower by the comics industry, the Ministry of Culture and related institutions since the establishment of the Comics Promotional Law, analyzing some problems in the first and second medium and long term development plan of the comics industry to be implemented from 2003 through 2013 and the third medium and long term development plan to be announced in June 2013 to train professional manpower, and then suggesting an effective direction and some alternatives to train professional manpower in universities in a medium and long term way.

A Study on Korea Comics Industry Policy (한국의 만화산업 발전 정책에 관한 연구)

  • Kim, Byong-Soo;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.12
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    • pp.1-12
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    • 2007
  • The long-term stagnation in the country involving missing it is starting from the late 1990s accumulated on the common vision. The government has, since 2002, cartoon comics industry nurture long-term industrial development of five-year plan, 346.7. During that period of unprecedented material support to the government's sweeping received. Upcoming in 2008 is the second long-term development plan will be effective. The temperature inside and outside the government, however, various tax and go to feel quite differently. The first plan is merely a period of enforced projects listed are only fit for Panathinaikos has endorsed this general trend, yirugo diagnosis. But fundamentally, the exact diagnosis is necessary for the long-term stagnation. Children's Learning Results cartoon wepmanhwawa not thrive households. Comics readers about the consumption pattern is changing. Therefore, long-term plan for the development of cartoon industry only a few government budget plan is not the government write 73 gala, companies and the private sector are coming together to plan and worry that the plan should be a comprehensive and bevels. In addition, through the selection and concentration to increase efficiency. You will probably need to strengthen the capabilities of our private organizations, it is a priority. Furthermore, the government's financial and policy support for the lobbying power also lead to an increase in betting. It features a think tank to study the policy framework for the establishment and promotion assume the ultimate proposal includes a cartoon film cozy confines of the legislation that parallels activities in the various proposals.

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A Study of Improvement Direction for Korean Animation Broadcasting Act : Focusing on Assessment Guideline of Korean Animation (한국애니메이션 방송법의 개선방향 연구 - 국내제작애니메이션판정지침을 중심으로 -)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.11
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    • pp.169-177
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    • 2007
  • This study analyzed the assessment guideline of domestic animations related to the Broadcasting Act. That is, it analyzed assessment objectives, target subjects, procedures, restrictions in examination, assessment standards according to each item, resolution procedures, etc, and suggested problems. Then it presents the improvement plan of assessment guidelines for promoting and fostering creation of animations to be broadcasted.

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이슈-저작권법 전면개정 추진

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.4 s.143
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    • pp.30-35
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    • 2005
  • 앞으로 우리가 좋아하는 가수에게 저작관련 인격권이 부여되고, 즐겨보는 만화에는 대여권이 부여되는 등 저작권 관련자들에게 포괄적인 권리를 인정하거나 새로운 권리를 부여하는 이른바‘저작권 권리장전’시대가 열릴 것으로 보인다. 정부는 길게는 1957년 법 제정 이후 50여년 만에 짧게는 1986년 법 제정 이후 20여년 만에 저작권자의 권리를 한층 더 강화하는 방향으로 저작권법을 전면적으로 개정하기 위해 추진하고 있다. 이에 대한 반발도 만만치 않아 앞으로 많은 시행착오가 있을 것으로 예상된다.

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A Comparative Study on Government Policy for Animation Industry between Korea and China (한국과 중국의 문화콘텐츠 산업정책 비교 : 애니메이션 산업정책을 중심으로)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.13
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    • pp.45-65
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    • 2008
  • The animation industries of Korea and China shares the effort for transition from work-for-hire Industry Into creative industry. In spite of similar industry background and characteristics, and the aggressive government policy to support this industry transition at the same point of time, the current status of animation industries in Korea and China are showing very different statistics as of the end of 2007. The production amount of Chinese original animation has grown rapidly since 2004, which has made China the top class country in the world in original animation production amount, and more than 600 million audience of Chinese TV animation has firmly established the Chinese domestic animation market basis. On the other hand, despite the Korean government support, original animation production of Korea has been showing a slow and sluggish growth, and Korean animations are losing the domestic market basis with only 1% TV ratings due to unfavourable Korean TV stations' programming practices against Korean animations. This different status of animation Industries of two countries are the result of different government policies and the fallacy of Korean government. While the Chinese government has focused its industry policy on the facilitating the domestic market by establishing the stable broadcasting TV distribution and encouraging the animation production through organic cooperation between related government agencies, Korean government spent lots of effort into facilitating the development of original animation projects, without cooperative structure In the government, and without sincere consideration on the importance of establishment of domestic market consumer basis.

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The Proposal of Alternative Regulatory Considering Game Mechanism for Game at Game Providers : Focusing on The Reward Ratio for Betting (게임제공업소용 게임물에 대한 게임 메커니즘을 고려한 대안적 규제 제언 : 베팅에 대한 보상 비율을 중심으로)

  • Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.493-519
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    • 2017
  • Looking back at the last 10 years of the enactment of the Game Industry Act, the law was revised as a regulation rather than a promotion of the game. The objective of this study is to investigate where game regulation originated and derived through the history of those, and to find out what areas were missed, and to solve the tangled threads by regulation. For this purpose, we reviewed the implications of 10,000 won per hour, and discussed alternatives. Data were collected and analyzed on the basis of a review of regulatory literature and in - depth interviews with experts. When regulating games, we found that the side effects were further amplified by simply regulating the amount. Especially, we found that the vicious cycle in which functions such as indication, hit repeatedly, and automatic progress are made and immediately following prohibited is repeated. The point at which there is a sharp interest between the game user and the game operator in the game progression is the 'reward ratio for betting'. This is the key to protecting users. This could be a regulation considering the mechanism of the game. If the regulatory paradigm shifts in the future due to game regulations that take into account the 'reward ratio for betting' in the future, it is expected to minimize the side effects of price regulation and create a sound game ecosystem.