• Title/Summary/Keyword: 문화산업정책

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Korea Government Policy Evaluation on Game Industry - Focused on Industrial Policies on Game Regulation and Promotion by the Ministry of Culture, Sports and Tourism, Korea (정부의 게임산업 정책 효과에 대한 평가 분석 - 문화체육관광부의 게임 규제와 진흥정책을 중심으로-)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.15-24
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    • 2019
  • Game industry, which has grown without government promotion policies, has been affected by the government's various industrial and social policies. Through the survey of experts from academics, media and industry on game industry, the paper attempted to evaluate and analyze the policies by the ministry of culture, tourism and sports, in charge of game industry. Result using SPSS showed that the scores on all the factors were low, especially 'policy on game image improvement ' is the lowest to 1.97. ANOVA test showed no difference except 'industrial ecosystem recovery' and 'human resources development'.

학술논문 - 문화융성을 견인하는 출판정책

  • 대한인쇄문화협회
    • 프린팅코리아
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    • v.12 no.7
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    • pp.110-113
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    • 2013
  • 한국출판문화산업진흥원(원장 이재호)은 최근 프레스센터 내셔널 프레스클럽에서 '창조경제시대, 문화융성을 견인하는 출판정책'이라는 주제로 포럼을 개최했다. 이날 포럼은 김기태 세명대학교 교수의 사회로 진행됐으며, 이민화 카이스트 초빙교수가 '창조경제와 출판'에 대해, 김기덕 건국대 교수가 '문화융성과 출판'에 대해 주제발표를 진행했다. 본지에서는 김기덕 교수가 주제 발표한 내용을 요약 게재한다.

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The Study on the Paradigm Change of Policy Making in the field of Korean Content Industry (문화콘텐츠 정책평가와 개선방안에 관한 연구)

  • Shim, Sang-Min
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.103-135
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    • 2014
  • This research dwells on the new paradigm of policy making of some innovative nations in Korean content industry. Especially this paper did evaluation of governmental policy in recent 5 years (2008~2012) in the field of Korean content industry. According to this research, the program of policy in Korean content industry had been obsessed to passive enrichment focusing on some part of content industry. The whole process of policy, scheme of policy and working flow of policy were very constrained in order to encourage more measurable area like CT(culture technology). Thus, we need new strong policy in this new government launched in 2013. The apparent keyword should be 'management'. New activity of policy need to focus on encourage Korean content industry in the real site of field, not in bureaucratic office in remote site. This change reflecting real filed management system would be productive innovation for policy making and activity in Korea.

A study on the meaning of game policy through the amendment of game law (게임 법률의 제·개정을 통해 본 게임정책이 지향하는 의미 탐구)

  • Kim, Min Kyu
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.53-88
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    • 2018
  • Among the cultural industries, the game industry is the most economically valuable industry. It has been about twenty years since the game policy has been implemented and the game laws have been enacted. If the law is a willing expression for the realization of the policy, the orientation of the game policy can be grasped through revision of the game laws. SOUND RECORDS, VIDEO PRODUCTS, AND GAME SOFTWARE ACT, established in 1999, and GAME INDUSTRY PROMOTION ACT, which was enacted in 2006, are regulated by many revisions. In this paper, I try to understand the direction and meaning of Korean game policy(classification, game dysfunction, gambling, industry growth) through the contents of the revision of the game law for 20 years. The game policy shown through the amendment of the game law is intended to protect the game by regulating the game, and to protect the game user by preventing the gambling and preventing the game dysfunction, and to increase autonomy of users and choice of producers by switching to self rating system, and based on this, an environment for continuous industrial growth is created. In the future, game policies should consider cooperation with social areas beyond game-specific areas. On the other hand, it needs to respond to new agendas such as polarization of industrial structure, fair environment, employment environment.

The Current Status and Problems of Researches about SICAF (서울국제만화애니메이션페스티벌, 그 현황과 과제)

  • Jo, Jeong-Rae
    • Cartoon and Animation Studies
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    • s.22
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    • pp.99-112
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    • 2011
  • Korea cartoon animation industry is recognized as a cultural content that the spread of popular culture, value-added industries. Yet in spite of external growth and support policies tend it sluggish. This aspect of the cartoon animation market status and government policy that best reveals the cultural industry held the status of Seoul International Cartoon & Animation Festival also not irrelevant. This study retrospect Seoul International Cartoon & Animation Festival that started in 1995 and enhances the scale of the cultural industry and popular culture has grown around, and tried to find a solution for establish the identity and the development plan.

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An Analysis of Evaluation Indicators for the Construction of Gwang-Ju Culture Industrial Cluster (광주 문화산업클러스터 조성을 위한 평가지표 분석)

  • Kim, Sam-Cheol;Kim, Iltae
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.677-689
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    • 2013
  • This paper derives the evaluation indicators relating to the mechanism and success factors of culture industrial cluster from the successful cases of culture industry in foreign countries and provides policy implications for the successful construction of culture industrial cluster by comparing with the survey of Gwang-Ju city's culture content companies. This paper shows that policy implications are linkage by leading firm of successful companies, securing huge hinterlands nearby metro city, cultivating of creative talented persons, operating of capital funds, promoting main force business(game, animation, mobile)-oriented culture industry, positive vitalization of network, role strengthening of city or Information & Culture Industry Promotion Agency as vision provider, and aggressive granting of incentives for attracting companies.

A Proposal for Cultural Policy on Convergence of Art and Technology (문화 및 예술 융·복합 지원 정책의 현황 및 과제)

  • KWON, Eun Yong
    • Trans-
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    • v.2
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    • pp.59-73
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    • 2017
  • It was after mid 1990s that convergence of art and technology had become a critical issue and governments set new support system for its enrichment. Since then, the government continues to expand support programs to extend integration of art, culture and other genre including technology because nexus, convergence has regarded important competitive factors in cultural policy. The concept of convergence and complexation in culture and art has been a very attracting issue since it appeared and accordingly various policies are supported. However, there are still numerous issues and problems to be solved along with discussion. This paper summarizes government policies to support convergence and complexation of culture and art in Korea and overseas and looks into their trends and cases and then suggests development of future policies and supporting businesses.

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Study on Significance and Implications of Supply-side Structural Reforms of Chinese Cultural Industry (중국 문화산업의 공급 측 구조 개혁(供給側改革) 의의와 시사점 연구)

  • Kim, Kyoung-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.341-352
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    • 2017
  • Regarding "Supply-side Structural Reforms of Chinese Cultural Industry(供給側結枸性改革)" that has been genuinely promoted since 2016 in China, this study aims to analyze research trends in academic circles and policies carried out by the government and draw implications about what culture industry should pursue in Korea. First of all, research conducted through industrial-educational cooperation mainly and commonly points out such problems as imbalance between demand and supply, oversupply, low culture consumption, absurdity in loans and investments structures, and lack of international influence and demands reformation. In the side of the government, <13.5 Plan for Developing Culture Industry promoted from 2016 to 2020 reflects the government's strong will taking structural reformation in the side of supply as its major route and presenting tasks to reform culture industry in general. Next, concerning implications for Korea, this author suggests them in five areas: to establish directions for new culture industry policies reflecting the changes of environment in culture industry, say, the advent of the 4th industrial revolution, to increase valid supply correspondingly to consumer demand, to improve loans and investments systems, to enlarge demand markets, and to form environment for fair market competition.