• Title/Summary/Keyword: 원천 장르

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Transfer of Media Contents between Different Genres : focused on Dramas, Films, and Musicals (미디어 콘텐츠의 장르 간 영역 이동에 관한 연구 : 드라마와 영화, 뮤지컬을 중심으로)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.148-158
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    • 2009
  • Recently, media contents are moving frequently between different media. TV, film, musical or animation, adapt killer story to each other. This tends to develop the new possibility of distribution of media contents. This study will analyse the trend of content industry. Particularly, we will focus on TV dramas, films and musicals : 61 samples have been extracted by Naver website. As a result, remakes have been increased since 2006. TV dramas and films have been used the most for source genres. Particularly, the story of films have been transferred for almost every genres including musicals.

Analysis the Korea Movie's Success Factors of Comics Published (만화원작의 한국영화 흥행요소 분석)

  • Park, Chan-Ik
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.550-553
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    • 2011
  • 영화산업의 메카라 불리우는 헐리우드를 비롯한 세계 영화계는 극심한 소재의 고갈로 비슷비슷한 내용의 반복, 기존의 영화를 리메이크하여 제작하는 관행이 점차 커지고 있다. 이런 현상은 다른 영역의 콘텐츠를 영화로 재가공하는 'One Source Multi Use'의 확산을 가지고 왔는데, One Source Multi Use의 원천 소스로 가장 각광받고 있는 것이 만화다. 미국은 1930년대 초반부터 코믹스라는 장르의 만화산업이 발전하여 방대한 그래픽노블과 코믹스를 원천소스로 '슈퍼맨', '배트맨', '스파이더맨' 등의 시리즈를 내놓고 있다. 한국 역시 많은 수의 만화원작을 보유하고 있다. 이는 한국이 다른 나라와는 확연하게 차이가 나는 만화생산 및 소비시스템을 가지고 있는 것에 기인하는데 그것이 바로 만화가게로 일컬어지는 대본소 시스템이다. 대본소를 통한 만화의 보급은 가공할 만화의 생산을 주도했고 일간지를 통해 연재된 장편만화 역시 다른 나라에서는 찾아보기 힘든 시스템이다. 근래에 이르러 문화산업의 원천소스로 각광받는 만화는 스토리텔링을 근간으로 하기에 다양하게 다른 매체로 전이되고 재생산이 가능하다. 이에 본 연구에서는 단지 만화로서가 아닌 콘텐츠로 활용될 수 있는 만화원작의 필요조건이 무엇인지 분석하고자 한다.

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Analysis the Commercial Success Factors of the One Source Multi-Use Contents (One Source Multi-Use 콘텐츠의 흥행요소 분석)

  • Park, Chan-Ik
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.788-791
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    • 2010
  • One Source Multi-Use(원 소스 멀티 유스)'란 하나의 소재를 서로 다른 장르에 적용해 파급효과를 노리는 마케팅 전략을 말한다. 이 같은 '원 소스 멀티 유스'의 대표적인 소재가 바로 만화다. 그러나 근래에 들어서는 만화를 비롯하여 소설, 게임, 애니메이션, 영화 등을 원천소스로 하여 다양한 장르로 변형되고 있다. 그중 대표적인 것이 '공포의 외인구단'과 '바람의 나라'를 들 수 있다. '공포의 외인구단'은 이현세의 원작이고(1982-1983)이고 '바람의 나라'는 김진의 만화가 원전이다(1992-2008현재). '공포의 외인구단은 곧바로 영화화 됐으며 20년 후인 2009년에 드라마로 만들어 졌다. '바람의 나라는' 1997년 국내 최초의 온라인게임으로 만들어져 현재까지 많은 사랑을 받으며 서비스되는 게임이며 또한 2006년과 2007년에는 뮤지컬로도 만들어졌고 최근에는 TV드라마로 만들어져 많은 인기를 얻고 있다. 또 다른 예로는 '툼레이더'를 들 수 있는데 이는 게임이 원작이고 게임의 인기를 업고 영화로 만들어졌으며 세계적인 흥행성공에 힘입어 속편까지 제작된 상태이다. 이에 본 연구에서는 '원 소스 멀티 유스'의 대표적인 성공사례인 '바람의 나라'와 '툼 레이더'의 여러 요소 중 시각적인 요소인 캐릭터와 영상이미지의 분석을 통해 흥행요인을 도출하고자 한다.

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A Conceptual Framework for One Source Multi Use Strategy of Culture Content (브랜드 아이덴티티 기반 문화콘텐츠 OSMU 전략 연구)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.28
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    • pp.155-180
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    • 2012
  • This article is to propose a conceptual framework for the One Source Multi Use (OSMU) strategic model of culture content. In this study, OSMU is defined as a series of marketing activities to increase the value created by culture content. The framework of brand equity strategy is applied to develop the strategic model of OSMU, as both share the same goal - maximization of long term value created by brand or culture content. This article suggests the brand identity-based OSMU strategic model, in which the brand identity of culture content guides, integrates, and coordinates every decision-making of OSMU activities. For the maximization of brand equity value of culture content, the copyright holder of original content should decide the content's brand identity, which should provide the criteria of all decision makings regarding window strategy, adaptation of content to other genre, and merchandising. This brand identity-based OSMU strategic model can not only contribute to the sales of OSMU content, but also the creation of high equity culture content in the long run. Also, the model allows monitoring and evaluation of content's brand equity, which can be used for the strategic adjustment for the sake of long term value of the content. This study is differentiated from previous study on OSMU and expected to invigorate the further discussion on OSMU in several points. First, it broadens the scope of OSMU discussion as it views OSMU as a series of process including feedback. Second, this study points out the need for integration and coordination of various OSMU activities. Third, the strategic focus is laid on the value maximization of the original content, not 'multi used' content. Fourth, the suggested model emphasize the strategic role of copyright holder who takes the charge of the content brand management. Fifth, the model requires discussion on the components of marketing communication in addition to the content itself, which means the model includes the prospects, not only the content consumers, as the major future source for value creation.

Aspects of Realization of the Korean Poetry Genre Based on Chohan-gosa (초한고사를 소재로 한 국문시가 장르의 실현 양상)

  • Yook, Min-su
    • (The)Study of the Eastern Classic
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    • no.54
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    • pp.183-211
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    • 2014
  • This article is to search the aspects of realization and the characteristics of Gasa, Sijo, Japga among the Korean poetry genre based on Chohan-gosa. Chohan-gosa is a basic literary and historic discourse for the medieval intellectuals. The story had been realized its own literary value at almost every genres such as Chinese literature, novels, Gasa, Japga and Sijo etc. I focused on Gasa, Sijo and Japga among the genres in this article. First of all, I subjected to Wumiin-ga enjoyed in a area of boudoir culture from Gasa based on Chohan-gosa. I catch the meaning that the text has a characteristic that popularized history and normative ideology are mingled in through it. In the case of Sijo, I focused on the Sijo which Xiang Yu is appeared in because Xiang Yu has been most quoted person from people of Chohan-gosa. Xiang Yu was described as a strong man[hero] or a man who part with the beauty Wu. I understand that this point is caused by the theatricalized characteristic of the place where Sijo have been played. For the last time, Japga is played with the characteristic of stimulative reediting of the familiar normative ideology. Chohan-ga is based on contexts of former discourse eohan-yeonui but it was not plagiarized. Chohan-ga was organized for the way which attracted the interest of the public and stimulated the emotion of the public through using popular imagery or intensifying the sorrow.

Cinematic reproduction of original game contents-Focusing on text analysis of games and movies (게임 원작 기반 콘텐츠의 영화적 재현-게임과 영화의 텍스트 분석을 중심으로)

  • Park, Hyunah
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.17-32
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    • 2021
  • This study focused on the games that were in the spotlight during the One Source Multi-use era, analyzing game based movies and the games. Through this, we wanted to examine the phenomena, changes, and in-depth meanings of the genre and grammar. Using Vogler's "12 Stages of the Hero Journey" and Greimas's "Model actantie" the three works of Need for Speed, Assassin Creed and Warcraft were cross-analyzed. Through this analysis, we looked at the structure of the discourse and identified the significant messages brought by the change in text.

A Case Study of Cross-Media Storytelling : Remediation of Webtoon to Drama Series (크로스미디어 스토리텔링 사례 연구 -웹툰 <미생>의 드라마 <미생>으로의 재매개-)

  • Kim, Mira
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.130-140
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    • 2015
  • With the growth of media platforms and fierce competition in the media market, there have been focus on cross media storytelling, a remediation of content already proven successful to another type of medium. In particular, webtoons have emerged as being successful source media, and this study analyzes how the webtoon 's narrative is expanded and transformed in the remediation process into TV drama. The results showed that, the webtoon , which was targeted at a relatively more specific audience, objectively described stories of the life and hardships of an office worker through a contractual employee at a trading company navigating work life based on strategies of Baduk; while the TV drama version, which aims to appeal to a broader audience, strengthened popular narratives with topics of social issues such as 'hardships of the non-permanent employee', 'sexual discrimination and sexual harassment in the workplace', 'difficulties of a working mom', and 'romance between new colleagues'. In addition, in order to create dramatic enjoyment, the drama's storytelling strategy incorporated conflicts by creating confrontational relationships among good and evil characters, and added humanism and comedic effect.

Neo-Han Ryu Market Segmentation based on Psychographic profile among Chinese and Japanese visitors (신한류에 대한 Psychographics에 따른 시장세분화 -중국인 및 일본인 관광객을 대상으로-)

  • Jung, Hee-Jin;Back, Yong-Chang;Lee, Gye-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.7
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    • pp.3006-3015
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    • 2011
  • Psychological involvement, belief, and attitude as important variables in explaining tourism behavior have been widely examined in the tourism context for its usefulness in differentiating markets. This study investigated foreign tourists' Neo-Han Ryu related trip behaviors based on their psychological involvement, belief, and attitude toward Neo-Han Ryu. A self-administered on-site survey was conducted in January 2010. Three distinctive clusters were identified from cluster analysis. These three segment show sharp contrast in terms of their psychological involvement, attitude and belief about Neo-Han Ryu and thus differ from each other with respect to their behaviors, including satisfaction, intention to revisit, recommendation, and trip expenditure. The results clearly indicate that the segment with a high Neo-Han Ryu involvement reported stronger intention to revisit and recommendation to others compared to the less involved segments. The findings provides important implications to the marketers regarding how to utilize Neo-Han Ryu to expand Korean inbound market and how to select target markets.

Hyangga, a source of literary interest (향가, 문학적 재미의 원천)

  • Shin, Jae-hong
    • Journal of Korean Classical Literature and Education
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    • no.32
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    • pp.5-27
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    • 2016
  • This study shows the points of interest and the meanings contained within Hyangga which are derived from three literary characteristics: easy-to-understand structure of dialectic thinking, old-fashioned and universal lyric, and the sense of a place from the past that it reveals. Hyangga is a literary genre that is structured on dialectic thinking in its form and contents. The construction of meaning in these poems happens three stages, which is explicit in four-line and eight line Hyangga as well as in ten-line Hyangga. Therefore, to enjoy Hyangga, it makes more sense to understand the structure of the thoughts contained in Hyangga. A deeper understanding and enjoyment of the thoughts contained in Hyangga can be gained by thinking dialectically. The poems of Hyangga that have survived to present day have peculiar and rich lyrics. The emotions and thoughts contained in Hyangga are a combination of the universal human being and historically peculiar ones. The literary interests of Hyangga come from its universality and individuality, and the concreteness and reality of emotions expressed in its poems. Its beautifully and aesthetically described emotions resonate deep within us. The poems of Hyangga reveal features relating to spaces. We are able to get a sense of places from the past by reading their description in these poems. The places mentioned in Hyangga bring about a connection between our past and our present because they describe the same place but in a different period. Hyangga is a literary genre depicting the emotions and thoughts derived from places that belong to our people's territories. Therefore, the sense of place that Hyangga awakens in us reveals how we exist in the flow of our history. To sum up, the point of interest and meaning contained within Hyangga reveal the structure of dialectic thinking, the lyrics of those days, and the feeling of a sense of place. If these boundaries can be extended, there will be a wider scope for enjoying Hyangga.

Exploring the Potential of Podcasts in Flower Design Industry (플라워디자인 산업 활성화를 위한 팟캐스트 콘텐츠의 가능성 연구)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.44
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    • pp.75-100
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    • 2021
  • The purpose of this study is to explore ways in which the flower design industry can utilize podcasts that are rapidly growing in recent years. I selected foreign flower podcasts that are ranked on the global podcast chart, and examined the genre, content, components, show hosts and etc. By analyzing the characteristics of the podcast, the type of communication between the host and the audience, the audience interaction, the industry connection, and the media expansion strategy, I tried to derive the possibility of the flower podcast in Korea. As a result of analyzing foreign flower podcasts, podcasters built listener communities based on their rich experience and knowledge through podcasts and used them for education and marketing. They acted as leaders in the industry or led public opinion such as the sustainable flower industry. Podcast shows were repurposed as various content and used to spread flower design culture. In Korea, flower podcasts can be the basis for the formation of a community related to the flower design industry. Flower design experts can use podcasts as a source asset for various content. Listeners within the industry can get hands-on knowledge about the business from flower podcasts. The popular flower podcast will contribute to the vitalization of flower design culture and industry. Flower podcasts can be a starting point to actively cope with the era of personal media.