• Title/Summary/Keyword: 흥행요소

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A study to Find Factors of the Box Office Record in Korean Popular Music : by Control Effects of Management Companies and Distribution Companies (대중음악 흥행결정요인이 국내대중음악 흥행성과에 미치는 영향 : 기획사와 유통사의 조절효과를 중심으로)

  • Kim, Yang Sug;Lee, Sang Houck
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.1
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    • pp.23-31
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    • 2015
  • The purpose of this study is to find the factors of the box office record in Korean popular music. For this purpose, 1.239 musics were selected in the Gaon digital weekly album chart from second week July 2013 to first week July 2014. The result can be summarized as follows: First, entertainment of music company, distribution of music company, singer, OST(Original Sound Track), television show, SNS and high ranking in the first week of its release are the factors of the box office record in Korean popular music. Second, entertainment of a large number of music production company is more effective than the others, but there is no difference in the case of distribution music company. Third, musics of singers who have large number of music ranked Gaon digital chart and appearance of television show program are effective in the box office record in Korean popular music. Fourth, SNS are great factors to promote Korean popular music. Fifth, it is important to rank high position in the first week of its release.

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The Success of Animation in Korean Film Industry: An Exploratory Analysis (애니메이션 영화의 흥행에 관한 탐색적 연구)

  • Kim, Hyo D.
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.57-70
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    • 2014
  • The study proposes an exploratory analysis on the success of animation films in Korea industry. It identifies animation films that have been successful in the Korean film industry during 2004-2013 period and explores (1) how the number of screens allocated to the films have been changed; (2) what are the major factors that influence the success of the films; (3) what are the differences between Japan and the US animation in terms of plots and genres; and (4) how the characteristics of the US animations are related to the success of the US market, the global market, and Korean market. Analyses show that the number of screens allocated to the animation films has been consistently increased due to the vertical integration of Korean film industry; and the (FTA) period, months in year (summer and winter break months for middle and high school students), and the number of screens allocated to the films were the major factors influencing the financial success of animations. It also finds that specific characteristics embedded in its own cultural trait were shown in the plots and genres in the animations. Lastly the study also finds that specific set of characteristics extracted from IMDB site influence certain markets. Budgets and actor's power were found to influence the success in the US market while period (pre-FTA, FTA, post-FTA) only influence the success in Korean market. The study points out that the success of the US and Japan animations in Korean film industry are due to the historicity of animation cultures which are not found in Korean animation industry.

Analysis of Performance Factor of the Movie-The Handmaiden by Adapting (영화 <아가씨>의 각색에 따른 영화 흥행 요인 분석)

  • Choi, Young-Mi;Jo, I-Un
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.417-425
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    • 2017
  • The goal of this study is analysing a box office success of The Handmaiden in terms of modified space-time and character. The movie which has original novel induces desire of watching by decreasing property of experience good of movie based narrative of novel. Contrary to novel that is set in Victorian age, the movie changed contents that make a character who realizes masculine of colonialism and women oppressed by man escape through transcending class by adopting period of Japanese occupation. It hereby decreases negative effect by substituting growth and solidarity of women for the element of homosexuality. Also the gender discussion about crimes against female when the movie was running increases factor of sympathy of characters and accord with subject of the movie. Beside that, The reasons of success are detector, star system of actor, effective public marketing of movie trailer and selection of movie won the award for best picture at a film festival.. Movie through adapting novel enhances ability of various creation and blow up appreciation of spectator. The differentiation of adapted hit movie is that the altered content is creative, has subject that corresponding with universal awareness transcending space-time and expresses property of media effectively.

Predicting Movie Success based on Machine Learning Using Twitter (트위터를 이용한 기계학습 기반의 영화흥행 예측)

  • Yim, Junyeob;Hwang, Byung-Yeon
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.7
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    • pp.263-270
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    • 2014
  • This paper suggests a method for predicting a box-office success of the film. Lately, as the growth of the film industry, a variety of studies for the prediction of market demand is being performed. The product life cycle of film is relatively short cultural goods. Therefore, in order to produce stable profits, marketing costs before opening as well as the number of screen after opening need a plan. To fulfill this plan, the demand for the product and the calculation of economic profit scale should be preceded. The cases of existing researches, as a variable for predicting, primarily use the factors of competition of the market or the properties of the film. However, the proportion of the potential audiences who purchase the goods is relatively insufficient. Therefore, in this paper, in order to consider people's perception of a movie, Twitter was utilized as one of the survey samples. The existing variables and the information extracted from Twitter are defined as off-line and on-line element, and applied those two elements in machine learning by combining. Through the experiment, the proposed predictive techniques are validated, and the results of the experiment predicted the chance of successful film with about 95% of accuracy.

Factorial analysis on commercial success of the American theatrical CG animation movies : Focused on characters, situations, and images (미국 극장용 CG애니메이션의 흥행 요인 분석: 인물, 상황, 이미지를 중심으로)

  • Chang, Wook-Sang;Han, Boo-Young
    • Cartoon and Animation Studies
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    • s.30
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    • pp.59-86
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    • 2013
  • 'Spectacles' and 'factuality' provided by computer technology are strengths of CG animation to still lure the audience and after commercial success of a number of theatrical CG animations whose typical producing companies are PIXAR and DreamWorks, were produced to be commercially successful and they win massive popularity even now. In Korea as well, several works tried to achieve a box office success including , , etc. but the result was truly miserable. In the past, this failure was often attributed to a lack of 'technical expertise', but it became clear that in the process of continuous trial and error, 'narrative' and 'images of imagination' which are bases and characteristics of animation are key elements of commercial success. Actually, statistics indicate that narrative is what is considered to be the most important by the audience when they select animation and its importance is so absolute that they say the most significant thing in animation is 'story.' In particular, it can be said that 'characters', 'situations', and 'ideas' play a key role in them which become elements of the story. This paper studied with what characteristics each animation aroused pleasure and fun focused on characters, situations and images in relation to , , and which are American theatrical CG animation films which succeeded in gaining popularity home and abroad. We hope that analysis in this paper will be helpful even just a little bit as a reference material, which allows domestic writers and producers to develop familiar and characteristic works based on imagination and creativity expressing each work's unique personality and characteristics.

Influence of the Word-of-Mouth Effect through SNS on the Movie Performance -Focused on the Case of <Sunny>- (SNS를 통한 구전 효과가 영화 흥행에 미치는 영향 -<써니>의 사례를 중심으로-)

  • Park, Sun-Young
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.40-53
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    • 2012
  • In the past, the elements that determine the movie performance were directors, movie stars, the number of opening screens, on-line ratings or distributing agencies. However, the word-of-mouth effect has changed this trends. So the influence of word of mouth grows more and more strong at this stage of the Internet and smart phones being widely prevalent. I fix my sight upon SNS which is one of the medium of arousing the word-of-mouth effect, and I have a purpose to cast light upon a real example of the influence of SNS on the movie performance. The way is to analyze SNS activities that accompany the process of production and showing of , which is said to have had an beneficial effect of SNS among the enormously successful movies last year. It is relevant to provide a new milestone regarding the movie performance through the successful case of SNS activities by examining the word-of-mouth activities through SNS in the manner of the period division of the pre-release, the early stage of release and the maturity.

A Study of Webtoon comments using Text mining : Focusing on Naver's Best Challenge Webtoon (텍스트 마이닝 기법을 활용한 웹툰 댓글 분석 : 네이버 베스트 도전 웹툰을 중심으로)

  • Lee, Yunju;So, Hyeonjeong;Kwahk, Kee-Young;Ahn, Hyunchul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.219-222
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    • 2020
  • 웹툰 시장의 성장에 따라, 웹툰을 주제로 다양한 연구가 진행되고 있다. 그러나 웹툰의 댓글을 분석한 연구는 특정 웹툰에 한정된 연구가 많아 일반적인 웹툰 독자의 댓글 특징을 보기에는 한계가 있다. 또한 웹툰의 흥행과 관련하여, 흥행에 성공한 웹툰과 그렇지 못한 웹툰의 독자 반응을 파악하는 연구는 부족한 실정이다. 따라서 본 연구는 웹툰의 흥행에 주목하여, 흥행의 지표를 웹툰 플랫폼 정식연재로 판단하고, 정식연재가 된 웹툰과 되지 못한 웹툰의 댓글을 비교 분석하였다. 분석 결과, 정식연재가 된 웹툰은 긍정적인 감상평 외에 2차적 저작물을 언급하고 등장인물의 이름 언급이 높았으나 정식연재가 되지 못한 웹툰은 부정적인 감상평 외에, 웹툰 요소에 대한 부정적 언급과 웹툰 장르와 다른 장르의 언급이 나타나 웹툰에 대한 독자의 불만족 요인을 파악할 수 있었다.

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Comparative Analysis for Educational Puzzle Game Development (교육용 퍼즐 게임 개발을 위한 비교)

  • Shin, Yongwoo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.7-14
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    • 2014
  • Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.

A Box Office Type Classification and Prediction Model Based on Automated Machine Learning for Maximizing the Commercial Success of the Korean Film Industry (한국 영화의 산업의 흥행 극대화를 위한 AutoML 기반의 박스오피스 유형 분류 및 예측 모델)

  • Subeen Leem;Jihoon Moon;Seungmin Rho
    • Journal of Platform Technology
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    • v.11 no.3
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    • pp.45-55
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    • 2023
  • This paper presents a model that supports decision-makers in the Korean film industry to maximize the success of online movies. To achieve this, we collected historical box office movies and clustered them into types to propose a model predicting each type's online box office performance. We considered various features to identify factors contributing to movie success and reduced feature dimensionality for computational efficiency. We systematically classified the movies into types and predicted each type's online box office performance while analyzing the contributing factors. We used automated machine learning (AutoML) techniques to automatically propose and select machine learning algorithms optimized for the problem, allowing for easy experimentation and selection of multiple algorithms. This approach is expected to provide a foundation for informed decision-making and contribute to better performance in the film industry.

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Success Factor in the K-Pop Music Industry: focusing on the mediated effect of Internet Memes (대중음악 흥행 요인에 대한 연구: 인터넷 밈(Internet Meme)의 매개효과를 중심으로)

  • YuJeong Sim;Minsoo Shin
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.48-62
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    • 2023
  • As seen in the recent K-pop craze, the size and influence of the Korean music industry is growing even bigger. At least 6,000 songs are released a year in the Korean music market, but not many can be said to have been successful. Many studies and attempts are being made to identify the factors that make the hit music. Commercial factors such as media exposure and promotion as well as the quality of music play an important role in the commercial success of music. Recently, there have been many marketing campaigns using Internet memes in the pop music industry, and Internet memes are activities or trends that spread in various forms, such as images and videos, as cultural units that spread among people. Depending on the Internet environment and the characteristics of digital communication, contents are expanded and reproduced in the form of various memes, which causes a greater response to consumers. Previously, the phenomenon of Internet memes has occurred naturally, but artists who are aware of the marketing effects have recently used it as an element of marketing. In this paper, the mediated effect of Internet memes in relation to the success factors of popular music was analyzed, and a prediction model reflecting them was proposed. As a result of the analysis, the factors with the mediated effect of 'cover effect' and 'challenge effect' were the same. Among the internal success factors, there were mediated effects in "Singer Recognition," the genres of "POP, Dance, Ballad, Trot and Electronica," and among the external success factors, mediated effects in "Planning Company Capacity," "The Number of Music Broadcasting Programs," and "The Number of News Articles." Predictive models reflecting cover effects and challenge effects showed F1-score at 0.6889 and 0.7692, respectively. This study is meaningful in that it has collected and analyzed actual chart data and presented commercial directions that can be used in practice, and found that there are many success factors of popular music and the mediating effects of Internet memes.