• Title/Summary/Keyword: Creative economy

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Study on the Identification of CSFs for Employment in IT Industry (IT 업계 고용 창출을 위한 성공요인에 관한 연구)

  • Sung, Tae Kyung
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.133-151
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    • 2016
  • The purposes of this research are to empirically examine (1) the impact of application of IT in IT industry which is the main engine for creative economy, (2) the relationship between application of IT and corporate strategy, and (3) the influence of corporate strategy on application of IT and employment. To achieve the purpose of research, we conducted a survey on 187 CIOs in october 2013. Research findings confirm that application of IT provides competitive advantages such as efficiency, threat, functionality, attack, and integration and these traits of IT significantly contribute to employment. And research results show that the moderating effects of corporate strategy on the relationship between application of IT and employment are different depending upon the type of corporate strategy. Thus firms in IT industry should consider traits of IT more seriously when they establish corporate strategy.

The Discursive Topography in Maker Culture A Critical Discourse Analysis of 'Maker Movement' (메이커 문화를 둘러싼 담론적 지형 메이커 운동(maker movement)에 대한 비판적 담론 분석)

  • Choi, Hyuk Kyoo
    • Korean journal of communication and information
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    • v.82
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    • pp.73-103
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    • 2017
  • With the introduction and expansion of 'maker movement', maker culture captured attention and saw itself as an emerging culture. This study aims to analyze published books, policy report, columns and news articles related to maker culture through the perspective of critical discourse analysis. Maker movement led by the government gives meaning to the maker culture as the force of 'creative economy' that can overcome the economic crisis. Following this meaning making, one-man digital fabrication start-ups have been actively promoted by government policies. In the case of Seoul, it criticizes government led maker movement that only focuses on economy and institutionalizes maker movement by focusing on the maker culture's aspect as 'digital social innovation' that can resolve social problems. In the world of art, it tries to rediscover the value craft, that is, 'creative craftsman'. Moreover, resistance movement that tries to fight against dominant technology structure through constructing 'critical making' was also spotted. Nonetheless, it is rather untimely to definitely find dominant discourse's power effect in reality and sign of rupture in dominant structure as the result of resisting discourse's struggle. Thus, maker movement is the field of struggle where an ongoing clash can be found: between discourse strategy that tries to make maker culture a social or economic asset by combining with dominant power structure, and alternating or resisting practice of signification that focuses on its cultural techno-political potential.

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A Study on the Developing Core competencies of Chinese Higher Education in terms of Education for Sustainable Development (지속가능발전교육의 관점에서 본 중국 고등 교육의 핵심 역량 개발에 관한 연구)

  • Zang, Juanjuan;Kim, Youngsoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.357-365
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    • 2018
  • In the 21st century, as the emergence of the age of creative economy is expected, interest in the cultivation of creative talents required in society around the world is newly rising. Sustainable development education should not be limited to school education, but should be promoted and supported at all social education sites for the purpose of lifelong education. Therefore, the purpose of this paper is to consider the relationship between the possibility of formal and informal learning and the development of capacity in higher education. Exploratory and qualitative research based on intensive groups was designed using several groups of formal and informal learning settings. In China, the creation of a creative economy is set as a major national policy direction for the new government. What is required for talented people in the creative economy era and how to educate them is becoming a major policy issue. The development of core competencies requires multiple contexts based on cognitive non-cognitive disposition. By combining the formal and informal learning environment within higher education for the purpose of a new learning culture, it can provide a variety of situations and improve competency development. While this study can identify aspects of formal and informal learning settings, the interdependencies between them are still difficult to grasp. However, practical implications can be seen clearly. In other words, based on the results, you can point out key aspects of competency acquisition that can be a key element in the higher education environment. As a result, this study analyzed implications for formal and informal learning environments for new ways of developing core competencies in higher education.

A study on factors Affecting Performance Assessment of Small and Medium Business R&D Project (중소기업 기술개발사업 성과에 영향을 미치는 요인에 관한 연구)

  • Kim, Yong-Sung;Han, Kyeong-Seok
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.595-603
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    • 2018
  • Recently, the government has been interested in the creative economy in order to create new added value through industries and cultures, jobs, and growth engines for talented people who have creative ideas. The government emphasized technology commercialization as a core task for the realization of the creative economy in the '5th Technology Transfer and Commercialization Promotion Plan' based on the 'Technology Transfer and Commercialization Promotion Act' in order to ensure that the technologies developed through R&D projects lead to new industries and job creation. It is necessary to study what kind of variables are influenced by specific variables in the utilization and process of the developed technology to lead the results as the proportion of national R&D budget is increasing and it is linked to the achievement of R&D purpose. Therefore, an empirical study was conducted to measure factors affecting performance for practitioners who evaluate the performance of SME technology development projects. As a result, Readiness, Technological Performance and Competency Assessment effect Performance Assessment positively.

A Exploratory Study for the Suitability about the Creative Class in Korea (한국에서의 창조계급 적합성에 대한 탐색적 연구)

  • Choi, Il-Yong;Hwang, Seong-Won
    • Journal of Korea Technology Innovation Society
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    • v.17 no.3
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    • pp.467-489
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    • 2014
  • The purpose of this study is to explore the suitable creative class in korea as the core capital of creative urban growth under creative economy era. We are test to find it for two types of creative class. One is Richard Florida(2002)'s creative class, the other is Mcgranahan & Wojan(2007)'s recasting creative class. Data on 2010 for this paper are generated from Statistics Korea. As a result, we find that the economic geography of creative class is highly concentrated. Furthermore, the geography of creative class is strongly associated with innovation index and high-technology industry location. And Mcgranahan & Wojan(2007)'s creative class is more strong relationship between all dependent variables than Florida's. We also find that it has better power of explanation than Florida's with all of them in regression analysis. According to the results, this study suggests some solutions. First, this study can be provided to government and local policy makers as basis data and practical policy guide to attract creative class. Second, this paper presents standard about a diversity of definitions for creative class in Korea. Third, this research also facilitates follow-up studies about regional economic growth and creative climates.

Design and Implementation of Gamified Tourtainment Service Platform (게임화 투어테인먼트 서비스 플랫폼 설계 및 구현)

  • Lee, Deuk-Woo;Cho, Byung-Sang;Hwang, Ho-Sung;Kim, Se-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.153-158
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    • 2017
  • With the fast increment of fusion ICT(Information and Communication Technology), new creative tourism model is required for the revival of local economy. We come up with new frame that is able to increase tourists and revive local economy through ICT fusion such as spatial informaion, contents, game, smart phone, wearable device and wireless internet. In this paper, we propose 'Gamified Tourtainment Service Platform' that can be provided tourists with user custom tour guidance and gamified tour services for motivation, fun, contest, reward in the environment of outdoor. This platform is a kind of framework for creating and providing gamified creative tour services and a gateway for increasing tourist and reviving commercial local economy. We also propose the real tourtainment service application that is implemented with this platform and smart phone.

An Empirical Study on Successful Factor of Local Mobile App One-Person Creating Company : The Moderating Effects of Social Capital (지역 모바일 앱 1인 창조기업의 성공요인에 관한 실증분석 : 사회적 자본의 조절효과를 중심으로)

  • Cheon, Phyeong Uk;Chung, Dong Seop;Ock, Young Seok
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.2
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    • pp.201-219
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    • 2014
  • The Republic of Korea in the real economy to a knowledge economy, and a center of creativity and imagination in the creative economy is changing the paradigm. As the core of creating economic, creative industries with the technology and information play an important role in the industry individuals. In order to solve the problem of the polarization of the economy and high youth unemployment rate of Korea, to recognize the role of the creative industries, as objection part, dimensions pan-national and one creative companies in industries of Mobile Apps various policies that support has been promoted. Support these policies to be able to contribute to the establishment of the success of mobile apps one-person creating company, we performed this study targeting one-person company that creates mobile apps area, we conducted a demonstration study of success factors, and thus more effective and efficient in an attempt to seek out support measures. In this study, we derive a research 4 hypothesis about the success factors of one creative enterprise through literature discussion, a study was made on the basis of empirical data of one-person company that creates mobile apps. The results of the analysis, first, if the development rate of the mobile application technology is fast and a new competition associated product is appeared, it was possible to find a tendency to be higher at the performance quantitative companies. Second, if the founder is a founding for the benefit and rewarding work and come to terms with the risk, it was possible to discover tends to be higher achievement quantitative. Third, if one-person company select a target market with capture intensively, it was possible to find a tendency for higher qualitative results. Fourth, it could be found that the reliability of the contact frequency of the network related performance business environment these characteristics enterprise management strategy and act as a significant modulatory effect. Provision of information relating to management and entrepreneurship education to be one creative enterprise is required, these results suggest that there is a provision continuing need for the opportunity to be able to meet and network and reliable variety have. In this study, to take advantage to promote the elimination measures that can increase the likelihood of success of the company of institutions to support one company that creates knowledge-based, such as in the field of mobile application.

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Political Economy in the Age of Broadcast and Telecommunications Convergence: An Introductory Inquiry for Critical Succession (방송통신 융합 시대의 정치경제학: 비판적 계승을 위한 시론적 탐색)

  • Lee, Nam-Pyo;Kim, Jae-Young
    • Korean journal of communication and information
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    • v.33
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    • pp.193-225
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    • 2006
  • This study attempts to reconsider the significance of political economy as a theory of knowledge and/or a method for explaining the convergence of broadcast and telecommunications. It is going to suggest what the domains of political economy should be in the future by both highlighting the characteristics and blind spots of previous studies and drawing some distinctive features of a new media environment. The principals and recent research trends in political economy are reviewed in order to make clear that the historical totality as a meta-framework of political economy needs to be reexamined in the era of convergence. Although the scope of political economy has been limited to criticize the structure of media ownerships, the study emphasizes the importance of media consumer theory. It also discusses the problems of free market theory, distortion of active media audience theory, and limitations and creative tension of audience commodity. Finally, this study stresses the significance of audience-oriented policies in order to make approach to practical sides of media politics.

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The Emergence of the Sharing Economy: The Response Strategies of Pre-existing Taxi Industry Affected by Uber's Disruption

  • Kim, Kibum;Lee, Jeong-Dong
    • STI Policy Review
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    • v.7 no.2
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    • pp.60-84
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    • 2016
  • What impact does the sharing economy have on existing businesses? This paper empirically examines how Uber transformed the taxi industry in New York City. Using a regression model controlling various potential influencing factors, we find no direct evidence that daily trips or revenue per taxi driver decreased since Uber entered the taxi industry. However, a closer investigation into other dimensions of taxi trips reveals that taxi drivers were forced to change their way of doing businesses to retain existing daily trips and revenue. Since Uber crowded out yellow taxis from the central area of Manhattan, yellow taxis responded by serving customers outside of the Manhattan borough. From enlarging their geographical coverage and serving customers that were previously ignored, yellow taxis were able to retain their previous level of taxi trips and market share. We also find that yellow taxis responded by improving their service quality to better serve customers' needs. Our result suggests that incumbents actively responded to Uber's entry and provided substantial benefit to consumers. Combined with the incumbent's response, the sharing economy transformed the existing market in a welfare-enhancing way. This paper provides managerial and policy implication on how incumbents affected by the disruptions of the sharing economy should respond. Even though it might be yet premature to examine the impact of Uber, results suggest that incumbents have effectively defended against Uber's entry so far. We conclude that the sharing economy and the existing economy can create positive value in our society through well-intentioned competition, complementing each other's weaknesses and strengths.

An Exploratory Study on Adoption of Co-Working and Co-Working Space: Focusing on In-Depth Interviews with Mangers of One-Person Creative Company Business Center (코워킹 및 코워킹스페이스 수용에 대한 탐색적 연구: 부산지역 1인 창조기업 비즈니스센터 매니저에 대한 심층인터뷰를 중심으로)

  • Seo, Jong Seok;Ko, Deuk Young;Lee, Geun Choon;Ock, Young Seok
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.5
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    • pp.83-92
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    • 2015
  • Recently, Co-working that is a new trend of working and Co-working Space that create Co-working are increasing rapidly around the centers to support start-up such as one-person creative companies. However, the business centers located outside Seoul are not enough to recognize knowledge and skill for operating Co-working Space. Therefore, this study selects the big research issue which is "The recognition and case of co-working & application to co-working space" and the small research issue that is "Co-working Space operation activities" for qualitative research by using in-depth interview to managers of one-person creative company business centers. As a result, on the perspective of the big research issues, they understood Co-working concept, but the Co-working case was made by manager's effort without voluntary participation of the users. Co-working Space is important to recognize as a space for interaction and exchange information but was used only as a sharing space. And on the perspective of the small research issues, 'Space & Interior', 'Alliance and Partnership' and 'Community and Communication' show low awareness and activities. So, we suggest improvement plans through the case of best practices. This study is valuable, it could be a help to adapt and improve to Co-working Space in one-person creative company business center for creation of performance by Co-working.

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