• Title/Summary/Keyword: 엔터테인먼트 기업

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A Study on the Impact of Motives for Participating in Gyeongsangbuk-do Experience Tourists on Satisfaction with Experiential Tourism Programs and Intention to Participate (경상북도 체험관광객의 참여 동기가 체험 관광프로그램 만족 및 참여 의사에 미치는 영향에 관한 연구)

  • Lee, Sun-Min;Kim, Ho-Suk;Kang, Hee-Seog
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.1-13
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    • 2021
  • In this study, we tried to present suggestions to the Gyeongsangbuk-do tourism officials to satisfy them with experiential tourism resources and to revitalize their participation in the program. Therefore, the implications of this study are as follows. First, research on the satisfaction of experiential tourism programs and the willingness to participate in them is carried out, suggesting that it is a prerequisite for the transformation of the perception of tourists' participation in the Corona era. Second, it is necessary to make it a small experience tourist space that can provide non-face-to-face service utilizing the characteristics of contact technology, and to provide tourists with unique attractions against product discrimination and customer service. Third, through the introduction of non-face-to-face experience programs and expansion of services, the limited and macroscopic environment and social phenomenon of tourism activities in the Corona era, a new perception can be instilled. Fourth, visitors can expect to revitalize the tourism industry through the development and discovery of various programs. Thirdly, it will be possible to revitalize the local economy by giving meaning to the satisfaction of experiential tourism programs to tourists from all over the region's tourism business.

A Study on Technology Trend of VR Experience Contents (VR 체험 콘텐츠 기술 동향에 관한 연구)

  • Choi, Kyoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.513-523
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    • 2020
  • This study has derived the patents of the technology that have been filed and registered so far to investigate the trends of virtual reality(VR) experience contents technology, and analyzed them focusing on core patent technologies. The patents of Korea, USA, Japan, Europe and PCT, which were released until June 2020, were targeted, and patent search was conducted using WISDOMAIN search DB. The keywords for patent search were related to experience technology using VR, and a total of 1,013 data were obtained after creating a search formula by combining the derived keywords. Among them, a total of 65 data were extracted from the result of selecting valid patents, and a political analysis was conducted on them. Looking at the overall application trend, most of Korean patent applications accounted for, and noise patents are system-related devices to implement VR technology. The United States and Europe are focused on developing augmented reality(AR) technology, the study found. The technology of VR experience has increased rapidly since 2017, and the technology growth stage is the period from the beginning to the growth stage. As a result of examining the valid patents related to VR experience, technology was searched in various fields such as rural tour, exhibition, education, and performance, and patents for contents writing and general virtual experience related technology were also searched. If we predict the possibility of development of VR industry in the future, it is necessary to respond to preemption of intellectual property rights by proceeding technology development and patent application for more diverse fields.

A Comparative Analysis between High and Low Groups on Concerns About Privacy Infringement in Consumer Innovation Patterns According to Internet Media Activities (인터넷 미디어 활동에 따른 소비자 혁신성 유형이 프라이버시 침해 우려성에 대한 고(High)집단과 저(Low)집단 간의 비교 분석)

  • Lee, Ji-Hun;Kang, Jun-Mo;Lee, Jeong-Suk
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.193-202
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    • 2020
  • This study was intended to present the magnitude of privacy infringement concerns and their relationship to consumer innovation (functional innovation, hedonistic innovation, social innovation, cognitive innovation), to identify differences among groups and to suggest implications for marketing strategies for the spread of new products. The implications of this study are as follows. First, functional innovation has shown that differences exist between groups. Analysts say that sensitive groups are buying products that can simplify their work immediately after release despite concerns over privacy violations. Second, hedonistic innovation has shown that differences exist between groups. These findings suggest that sensitive groups prefer novel products, products that give excitement and excitement about products, and products that give new enjoyment and fun that they have never known before. Third, social innovation has been shown that there is no difference between groups. These analyses show that the self-esteem of using products that others have never experienced before, and the curiosity that anyone envies, are purchased or used first. Finally, cognitive innovation showed that differences existed between groups. These analyses show that new products are purchased when they meet the functions, design, and innovation that consumers want.

A Study on Social Issues and Consumption Behavior Using Big Data (빅데이터를 활용한 사회적 이슈와 소비행동 연구)

  • Baek, Seung-Heon;Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.377-389
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    • 2019
  • This study conducted social network big data analysis to investigate consumer's perception of Japanese sporting goods related to Japanese boycott and to extract problems and variables by recognition. Social network big data analysis was conducted in two areas, "Japanese boycott" and "Japanese sporting goods". Months of data were collected and investigated. If you specify the research method, you will identify the issues of the times - keyword setting using social network analysis - clustering using CONCOR analysis using TEXTOM and Ucinet 6 programs - variable selection through expert meetings - questionnaire preparation and answering - and validity of questionnaire Reliability Verification - It consists of hypothesis verification using the structural model equation. Based on the results of using the big data of social networks, four variables of relevant characteristics, nationality, attitude, and consumption behavior were extracted. A total of 30 questions and 292 questionnaires were used for final hypothesis verification. As a result of the analysis, first, the boycott-related characteristics showed a positive relationship with nationality. Specifically, all of the characteristics related to boycotts (necessary boycott, sense of boycott, and perceived boycott benefits were positively related to nationality. In addition, nationality was found to have a positive relationship with consumption behavior.

A Study on Awareness of the Revitalization of Tourism Promotionality through Focus Group Interview : Focus on the Gyeongsangbuk-do Area (관광 홍보관 활성화에 관한 인식 : 경상북도 지역 중심으로)

  • Nam, Tae-Suk;Hur, Jong-Guk
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.1-14
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    • 2019
  • This study explored ways to activate tourism promotion centers located in 23 regions of Gyeongsangbuk-do and carried out qualitative research through FGI(Focus Group Interview) to the heads of tourism promotion agencies, public officials, and professors. The FGI(Focus Group Interview) analysis results discussed the problems of tourism promotion and information center facilities recognized by stakeholders in Gyeongsangbuk-do and service improvement cooperation. At a time when the importance of the tourism industry is being emphasized, it is time to expand and improve the facilities of the tourism promotion center as a tourism information facility for Koreans and foreigners. Gyeongsangbuk-do Province has a natural environment and unique tourism resources that can become a tourist attraction in South Korea. In particular, four topics were drawn: providing satisfaction with visitors linked to regional economic revitalization cooperation and tourism guidance, and measures to boost revenue generation at public relations centers and information centers in Gyeongsangbuk-do.

Strategies for Promoting the Korean Jazz Club (한국 재즈 클럽의 활성화 방안)

  • Jang, Moon-Kweon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.107-115
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    • 2019
  • The roots of modern popular music have evolved from blues and jazz music. But now, due to various multimedia developments and the expansion of the online industry, these traditional music is gradually being shunned by the public. When measuring a nation's cultural scale, it does not value only a few genres of popular music. In many advanced countries, music, which has basic artistic value, is trying to support and grow more base expansion in government and businesses, and to meet the needs of consumers. At this time, local jazz and jazz clubs are gradually losing ground, out of dance, rock and ballad music. Everyone should recognize that it is not just a genre of music that is alienated from the trend of the times, but an important part of cultural art that we should develop and nurture systematically. And it should be handled by more media and recognized by the public. Although it is a small market, this paper analyzes the development of jazz music in Korea and various factors that jazz clubs can establish as part of the music industry through analysis of Korean jazz clubs. The artistry and popularity of jazz music, the development of music education programs, the revitalization of government-led performances and the operation of concert halls differentiated from those of broadcasting media will eventually lead to the development of jazz clubs due to the rise of many jazz music lovers. It is also hoped that through the direction of development, we will be able to succeed as a major part of pop culture.

An Analysis of Market Trend and Profitability Model for Mobile Social Game : A Case Study of Japanese Mobile Social Game (모바일 소셜게임의 시장동향 및 수익모델 분석 - 일본 모바일 소셜게임을 중심으로 -)

  • Kim, Han-Gook
    • Journal of Korea Entertainment Industry Association
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    • v.6 no.4
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    • pp.82-92
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    • 2012
  • Recently people who enjoy social game via mobile devices significantly are increasing depending on the rapid adoption of smart phones and the development of the network such as LTE. Most of them are enjoying the casual gaming mobile social games that you are able to play easily, but social issues like health problems due to long play time are emerging. The users, however, do not last long because of the simplicity of the game, and there are few people who actually buy game items even though they play it long time. This study has been conducted aiming to overcome such difficulties. This study suggests ways to generate constantly revenue avoiding short-term box-office after the release of mobile social games based on the analysis for market trend and profitability of the mobile social game. In addition, by applying profitability model analyzed to Japan's most successful game practices, this paper suggests the concrete methods about the commitment of the users. For summarizing the main achievements of this paper, providing the latest market information about mobile social games, analysis of profitability, practical implications for the commitment of the users are presented.

IPTV and User Scenario-Based Interface in Home Network Service (홈 네트워크 환경에서 사용자 중심 시나리오를 활용한 IPTV 인터페이스 분석)

  • Lee, Jee-Hee;Kim, So-Hyun;Kim, Hyun-Suk
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.92-100
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    • 2010
  • Due to the development of digital appliance, role of TV causes both-way by introducing IPTV, and SNS service causes big change of watching environment and residence environment. There are good conditions on the role of integrated control because it is arranged in the living room which secures movement most effectively and because family members can easily use, and the degree of use is high. Therefore, we infer user's needs by analyzing user scenario and current role of TV in home network environment. Primarily, we collect surveys of development scenario and technology which companies suggest TV applied by home network service, and secondly, we comparatively study scenario which the companies mentioned above suggest through observing user scenario, and study the role of IPTV in the future through actual scenario-based experiment by ethnography. After analyzing user scenario through case study and experiment, there are integrated device studies mainly in company study because it can be made up inside home, security and entertainment. On the other hand, there are patterns of user behavior by scenario experiment mainly in auto-tainment, security, and it showed that it is insufficient for interaction between TV and home media peripheral. Through this paper, we analyze context of home user, and based on this, we could suggest effective use of service development. Also after analyzing user form, we could know it also should be considered of ratio between activity inside home and activity outside home.

Effects of Marketing Strategies on Intention of Purchase: Comparison between China and Korea (문화적 요소와 마케팅 전략의 수준이 구매의도에 미치는 영향: 중국과 한국의 비교)

  • Yaxiu, Guandian;Shin, Hyung-Deok;Park, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.170-179
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    • 2019
  • Following the uprise of the Korean Wave, Korean big entertainment corporations, such as SM or YG, are selling cultural products through their subsidiaries. These cultural products or 'cultural goods' are using artists' images of the entertainments for various products including stationary, consumer electronics, cosmetics, snacks, etc, to produce significant profits. We focused on the level of marketing strategy that affects the intention of purchase of those cultural goods. Specifically, we classified three levels including product-level(quality and design), brand-level(price and brand name), and corporate-level(merchandising and sales methods) and investigated if consumer nationality has any effects on the relationship. Based on the survey results performed by 220 Korean and Chinese college students, we found that Chinese consumers generally have higher intention to purchase on Korean cultural goods. Especially, Chinese consumers showed that their purchase intention is affected by price and brand name strategies, thus we found that they are more sensitive to brand-level marketing strategies.

The Role of Content Services Within a Firm's Internet Service Portfolio: Case Studies of Naver Webtoon and Google YouTube (기업의 인터넷 서비스 포트폴리오 내 콘텐츠 서비스의 역할: 네이버 웹툰과 구글 유튜브의 사례 연구)

  • Choi, Jiwon;Cho, Wooje;Jung, Yoonhyuk;Kwon, YoungOk
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.1-28
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    • 2022
  • In recent years, many Internet giants have begun providing their own content services, which attract online users by offering personalized services based on artificial intelligence technologies. This study investigates the role of two firms' content services within the firms' online service network. We examine the role of Naver Webtoon, which can be characterized as a professional-generated content, within Naver's service portfolio, and that of Google YouTube, which can be characterized as a user-generated content, within Google's service portfolio. Using survey data on viewers' use of the two services, we analyze a valued directed service network, where a node denotes an online service and a relationship between two nodes denotes a sequential use of two services. We found that both Webtoon and YouTube show higher out-degree centrality than in-degree centrality, which implies these content services are more likely to be starting services rather than arriving services within the firms' interactive network. The gap between the out-degree and in-degree centrality of YouTube is much smaller than that of Webtoon. The high centrality of YouTube, a user-generated content service, within the Google service network shows that YouTube's initial role of providing specific-content videos (e.g., entertainment) has expanded into a general search service for users.