• Title/Summary/Keyword: 스포츠만화

Search Result 10, Processing Time 0.025 seconds

Influences that the Transition of Sports Cartoons Affects Sportainment Industries: The Aspect of Cultural Industries (스포츠만화의 변화가 스포테인먼트 산업에 끼치는 영향: 문화산업의 맥락에서)

  • Lee, Sang-Won;Lee, Won-Seok
    • Cartoon and Animation Studies
    • /
    • s.28
    • /
    • pp.79-99
    • /
    • 2012
  • As a type of mass media, cartoon has been changed by political, economic, and social cultural influences. Certainly, sports cartoon also has been influenced by them. Ever since Park Ki Jung's cartoon came out, which was assumed as the first sports cartoon in Korea, sports cartoons had been used as a means of vicarious satisfaction until 1980s. Sometimes they reflected the phases of the era that struggled to overcome poverty, and adversity followed by war. Sometimes they showed people's suppressed feelings against their society. However, in modern society, the perspective of readers changes in various ways because of the influence by postmodernism. They put more weight on individualism rather than on group, they consider individual tastes very important since personal tastes and diversity has been one of significant factors. For these reasons, sport cartoons were no more what they had used to be. By 1990s, sports cartoons had attracted readers' attention again by presenting distinctive characters, and describing fancy sports skills in cartoons trying to escape from cliche story plots such as stories about rivals, competitions, winners-losers composition, and characters' diligence. Moreover, some sports cartoons contained professional contents focusing on expert sport knowledges, and deepen information of sports. From the point of cultural industries view, these tendencies are heavily affected on sportainment industry which stands out as an emerging industry recently. The ultimate purpose of sportainment industries is making a profit by providing entertainment and amusement for their readers beyond sports games. This study focused on influences that the transition of sports cartoons affects sportainment through concrete cases in context of cultural industries since 90s. The study will analyze the concept of sportainment industries, and discuss the process of sports cartoons' transition. Once sports cartoons keep trying to challenge, and make a progress with aggressive changes, it would give great influences not only to sportainment industries but also to other kinds of pop cultural industries.

A Study on the narrative characteristic of (<불타는 그라운드> 서사 특성 연구)

  • Ko, Hoon
    • Journal of Popular Narrative
    • /
    • v.27 no.3
    • /
    • pp.127-150
    • /
    • 2021
  • This study focuses on analyzing the epic characteristics of a korean sports cartoon called "Burning Ground" in the 1970s. Through this, we would like to reveal that only "Burning Ground" has a unique narrative. We hope that such research will accumulate and serve as the basis for the study of Korean sports cartoon. In the 1970s and 1980s, Korean sports cartoons were narratives of the main characters. The story of the family is central to the narrative. Family revenge is mainly the central narrative. Plural narratives are serious, and sports act as auxiliary narratives. It uses 'Spocon', a characteristic of Japanese sports cartoons, to show its efforts to get revenge. Therefore, it is extremely rare to use professional knowledge in Korean sports cartoons in the 1970s. Burning Ground uses an escalating system to construct incremental narratives. The three-dimensional narrative is composed by utilizing various narratives of surrounding characters. The use of expertise in football is a feature of the 1990s, and showing this in the 1970s means that the work is ahead of its time. There are limitations of Japanese cartoon theft and plagiarism. However, through this, it provides evidence to examine the relationship between Korea and Japan. And timeless epic speciality must be recognized. The study is meaningful in that it can broaden the perspective of Korean cartoon research in the 1970s.

A Study on the Effect of In-house Esports Tournaments on Work Efficiency Improvement (사내 e스포츠 토너먼트가 업무 효율성 향상에 미치는 영향에 대한 연구)

  • Bang, Jae-Hyeok;Park, Chan-il
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.603-605
    • /
    • 2022
  • 현재 세계적으로 e스포츠 시장의 규모가 꾸준히 성장하고 있지만 프로 e스포츠 구단부터 e스포츠 이벤트 대행사까지 각종 e스포츠 유관 기업들은 산업 규모에 걸맞는 수익을 창출 하기는 커녕 오히려 적자를 기록하는 경우를 더욱 자주 찾아볼 수 있다. 이러한 상황 속에서 사업적 다각화를 위해 프로 선수들을 주류로 다루는 e스포츠 산업뿐만 아니라 다양한 아마추어 e스포츠 산업을 다루는 사업 모델 또한 주목을 받고 있다. 본 논문에서는 그 중 각종 논-엔데믹 기업 내에서 진행되고 있는 사내 e스포츠 토너먼트들이 업무 효율성에 얼마나 긍정적인 영향을 미치는지에 대해 연구함으로서 새로운 수익 모델에 대한 검증, 더 나아가 사업 타당성에 대해 검토해 보도록 한다.

  • PDF

제14회 아시안게임 마스코드 디자인

  • Chae, Yun-Gyeong
    • Cartoon and Animation Studies
    • /
    • s.5
    • /
    • pp.508-512
    • /
    • 2001
  • 이벤트의 캐릭터는 특유의 소프트한 측면과 생명력으로 행사의 차별화 및 일반대중과의 친숙도 제고는 물론 무한한 상업적 부가가치로 그 중요성이 더욱 부각되고 있다. 특히 위성방송의 활성화로 전세계 단일 네트워크 권에 있는 오늘날에 있어서 그 역할을 무한하다고 하겠다. 따라서 단순한 행사의 상징으로 사용되었던 시기에 명명된 마스코드(Mascot)라는 용어보다 이벤트 아이덴티티 캐릭터(Event Identity Character)라는 용어가 더 적합하다고 할 수 있지만 행사의 조직위원회와 국제아시안게임조직위원회에서 공식적으로 사용하는 용어가 마스코트이므로 그대로 사용하도록 하겠다. 국내 지방자치도시로는 처음으로 국제적 하계 스포츠행사를 유치한 부산아시안게임의 마스코트를 개발하고 그 활용방안을 제안함으로써 행사의 객단가를 높임은 물론 행사에 대한 내, 외국 관객의 기대심리를 충족시키고자 하였다.

  • PDF

Study on Cruelty in the Horror Comics : Focusing on of Ito Junji (공포만화의 잔혹성에 관한 연구 : 이토준지의 <토미에>를 중심으로)

  • An, So-Mi
    • Cartoon and Animation Studies
    • /
    • s.23
    • /
    • pp.19-33
    • /
    • 2011
  • There are the various genres such as current affairs, romance, academy, Wuxia, sports, psychology, learning, living and horror in cartoons. Among them, the horror comics are based on the story full of real or realistic subject or exaggerated imagination. The horror comic by Ito Junji have gone through the various printings for the classes of readers since it was introduced in this country. This study has begun from necessity of research on the effect of the horror comics genre on the readers by analysis. among Ito Junji's horror comics makes its own cruel horror image by giving a very unrealistic situation to the usual structure of horror genre. The cruel horror comics rouse significance of the analysis of the genre as one genre of the comics. has the 'catastrophe' effect for the readers who want to enjoy and deny it at the same time by stubbornly describing aspect of 'cruelty' of the horror things. This study aims to research 'cruelty of portrayal' of in terms of human psychology.

A Study on Convention of the Fantasy Cartoon (판타지 만화의 컨벤션 연구)

  • Kim, Seong-Jae;Son, Ki-Hwan
    • Cartoon and Animation Studies
    • /
    • s.38
    • /
    • pp.195-216
    • /
    • 2015
  • 'Convention' refers to custom and practice as the dictionary definition; it means genre custom. Readers feel intimate with the pattern and grammar that a genre has, and they participate in the work, predicting and expecting the next in the 'truism.' So, all popular arts targeting the public have genre custom-that is, convention. A cartoon (comics) is one of the popular arts whose convention is developed most to the extent that its law comes across our mind just with the genre's name such as 'sports comics', 'detective comics' and 'romance comics.' However, although the fantasy cartoon is a genre that has been loved for a long time, it is one of the cartoon genres that has rarely been studied on its convention. There are several reasons for the lack of studies on convention of the fantasy cartoon. The most fundamental reason may be that its basic concept has not been properly prescribed. There are some precedent studies prescribing the fantasy cartoon as an extension of the fantastic literature, but it is hard to analyze convention that only fantasy cartoon has, because its range is too wide. So, this study considered J.R.R. Tolkein's 'Lord of the Ring' had made the genre custom of fantasy novel and fantasy comics, and classified concept and type of the fantasy cartoon. And through analysis of various cases, it investigated convention of the fantasy cartoon into 6 types. Genre is not the complete format. It is subdivided and differentiated, and it becomes one with other genres and makes a new one. For that reason, there exist limitations always when we study a genre convention of a certain genre. This study confesses in advance that it also has limitations as it just suggests convention of the general fantasy cartoon.

Visualizing Motion Data as Sequential Images in Comic Book Layout (만화책 형식 동작 데이터 시각화)

  • Lee, Kang-Hoon
    • Journal of the Korea Computer Graphics Society
    • /
    • v.15 no.4
    • /
    • pp.31-40
    • /
    • 2009
  • Captured motion data is widely used today in a variety of areas including film production, game development, sports analysis, and medical rehabilitation. The ability of analyzing and processing motion data has increased rapidly for last decades. However, it is still difficult for users to quickly understand the contents of motion data consisting of a series of time-varying poses. One typical approach is to visualize consecutive poses in sequence while adjusting three-dimensional view, which is often time-consuming and laborious especially when users need to repeatedly control time and view in order to search for desired motions. We present a method of visualizing motion data as a sequence of images in comic book layout so that users can rapidly understand the overall flows of motion data, and easily identify their desired motions. The usefulness of our approach is demonstrated by visualizing various kinds of motion data including locomotion, boxing, and interaction with environments.

  • PDF

The Study on the Representation of the Times in the Sports Films of the 1980s (1980년대 스포츠영화의 시대적 표상 연구)

  • Im, Jeong-Sig
    • Journal of Popular Narrative
    • /
    • v.25 no.1
    • /
    • pp.315-347
    • /
    • 2019
  • (1986) and (1987) represent the society of 1980s in which the professional baseball game was initiated to cover the irrational military culture. The love and marriage of sports players were the headlines of the media, and the yearly salary of the players was the hottest issue of conversation. The military culture is represented in the scenes where the coaches train the failures and inapt players in extreme drills. The films pinpoint the absurdity of military culture and win-at-all-costs mentality. The collapse of the dictatorial leadership at the end of the films is a metaphor for the collapse of the fifth Republic of Korea. The episodes where the players talk about contract money, and the trade of players and sports business were a new phenomenon of the 1980's. The fact that Oh Hyesung of chooses love instead of victory deals a big blow to the secular ambition for money, victory and dictatorial leadership. His option provides catharsis for an audience oppressed under military leadership and success driven ideology. On the other hand, Oh Hyesung of dies right at the moment of winning the world champion. He achieves neither love nor success. While Oh Hyesung of is a symbol of pure love and gives spiritual comfort to the audience, Oh Hyesung of gives a sense of hopelessness to the audience. Both of the two sports films reflect the representation of the 1980's but received opposing reviews from audiences.

Features of Korean Webtoons through the Statistical Analysis (웹툰 통계 분석을 통한 한국 웹툰의 특징)

  • Yoon, Ki-Heon;Jung, Kiu-Ha;Choi, In-Soo;Choi, Hae-Sol
    • Cartoon and Animation Studies
    • /
    • s.38
    • /
    • pp.177-194
    • /
    • 2015
  • This study that had been conducted two months by a research team of Pusan National University at the request of Korea Manwha Contents Agency in Dec. 2013 is about the statistical analysis on 'Korean Webtoon DB and its Flow Report' which resulted from the complete survey of Korean webtoons which had been published with payment in official media from early 2000 to 2013. Webtoon which means the cartoons published on web has become a typical type of Korean cartoons and has developed into a main industry since 2000s when traditional published cartoons had declined and social environments had changed. Today, it represents cultural contents in Korea. This study collected the webtoons officially published in media with payment, among Korean webtoons having been published from the early 2000s to Jan. Based on the collected data, it analyzed the general characteristics of webtoons, including cartoonists, the number of cartoons, distribution chart of each media, genre, and publication cycle. According to the data analysis and statistics, a great deal of Korean webtoons are still published in main portal websites, but their platform is being diversified and a webtoon's publication cycle tends to be shortened. In terms of genre, traditional popular genres, such as drama, comic, fantasy, and action, are still popular, and the genres of history, sports, and food are on the rise along with a social trend. Regarding webtoon application, such events as relay webtoon and brand webtoon, and a new type of webtoon featuring PPL commercialism appear. Such phenomena can realize the common profits of cartoonists, media, and ordering bodies, and are various trials to test the possibility of webtoons. In addition, what needs to pay attention on in the expansion of webtoons is increasing webtoons for adults. The study subjects are the webtoons published with payment, excluding free webtoons. However, this study failed to collect the webtoons published on the online websites already closed, and the lost information on cartoonists and their lost webtoons, and it is necessary to conduct a complete survey on all webtoons including free ones. Despite the limitations, this study is meaningful in the points that it categorized and analyzed Korean webtoons accoridng to official media, webtoons, cartoonists, and genres and that it provided a fundamental material to understand the current conditions of webtoons. It is expected that this study will be able to contribute to activating more research on webtoons and producing more supplementary data which will be used for the Korean cartoon industry and academia.

The Safety Management Status and Policy Directions for Sports Facilities in Gangwon Province (강원도 체육시설 안전관리 실태와 정책방향)

  • Kim, Tae-Dong;Kim, Heung-Tae
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.4
    • /
    • pp.265-288
    • /
    • 2020
  • Public sports facilities, which have increased in number due to continued government attention and investment, are used by a large number of residents in the province. However, the safety management in some facilities is limited due to being carried out with reference to safety management standard manuals as a mere formality. The purpose of this study was to analyze the current safety management status of public sports facilities in Gangwon and to seek out a policy direction that can be used safely by provincial residents. To this end. the study made a comprehensive review of central government and Gangwon government policy trends in sports facility safety management in Gangwon along with actual cases, from which it made the following suggestions for policy directions. First, it proposed the designation and operation of specialized institutions using locally established development and municipal companeie,. universities and cooperatives. and the training and fostering of safety managers for sports facilities. Secod, it proposed the establishment of a foundation to promote a sport facility safety culture such as designation of and commendation for excellent facility safety management on the provincial level. holding case presentations on safety and responsiveness. sports safety experience plazas, sports safety classes, and cartoons for public relations. Third, it proposed setting the foundation for a safety management system that takes into account the greater quantity of leisure sports facilities compared to other cities and provinces. Fourth, it proposed the establishment of an institutional basis to establish support ordinance for sports facility safety management that meets the local conditions in Gangwon. Fifth, it proposed safety management measures for sports facilities at the central government level in parallel with a basic plan for sports facility safety management tailored to Gangwon that matches the conditions on the ground in the region.