• Title/Summary/Keyword: Cultural industry Policy

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The Prospects of Game Industries in Emerging Contents Economy System (게임산업의 위상과 전망에 대한 일고찰)

  • Sung, Jae-Whan
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.5-16
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    • 2001
  • Recently, Transition to the epoch of world has put an emphasis on the contents that has been emerging as the value of world economy. Consequently the core of industry is moving from IT industry to culture contents industry. Especially Game Industry among the culture contents industry is estimated that it will be the biggest power of influence in size and social influence. Game Industry is one of the high value-added, knowledge-based industries whose market is increasing faster than any other cultural industries. And game industry includes the technology, culture, cultural science and industry. It effectively symbolizes the character of synthetic entertainment industry in comparison with another industry. Also Game Industry is embedding as the superpower industry that competent to draw the whole development of culture industry because game development is intensifying into One-Source Multi-Use. It is important finding of this paper that it is necessary to ensure the competitive power and understand value and character of contents and to project the policy of human power and technology of Game Industry.

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A Study on the Influence on Psychological Characteristics and the Non-Access Value of Tourism Types of Jikji Cultural Assets (직지 문화재에 관한 관광 유형인 비이용가치와 심리적 특성에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.155-164
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    • 2020
  • This study identifies the relationship between selection value, existence value, heritage value, pride, and show on satisfaction, and suggests cultural marketing and cultural policy suggestions for Jikji cultural assets to activate Jikji as tourism cultural assets. Was intended. Therefore, the implications of this study are as follows. First, Jikji cultural property officials should develop tourism products that can mix Jikji cultural properties with the image and attractiveness of Jikji cultural properties. In addition, it is necessary to pay attention to education and public relations by city and county in providing local information, prices, and services for tourists to increase the satisfaction of tourists. Second, Jikji cultural property officials should suggest ways to create differentiating elements from tourism of other cultural properties. By emphasizing the existence, the existence value of Jikji cultural property should be increased. Third, Jikji cultural property officials should emphasize that Jikji tourism is more valuable as cultural heritage than now, and develop unique killer contents that can be boasted to others in tourism and present it to tourists. Fourth, Jikji cultural property officials should prepare a plan for local residents to recognize how excellent cultural heritage is. It should also be recognized that Jikji cultural property has high added value as a tourist factor. Lastly, Jikji cultural property officials should promote various jikji projects to local residents and tourists to increase their pride and awareness that Jikji cultural property exists in a certain area.

A Comparative Study on Furniture Design of Chosun Dynasty & Modernism - Focused on Thought & Design - (조선조와 모더니즘의 가구디자인 비교연구 - 사상과 디자인을 중심으로 -)

  • Kim, Gun-Soo
    • Journal of the Korea Furniture Society
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    • v.18 no.1
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    • pp.1-12
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    • 2007
  • Korea has a dark age in terms of culture in the last 20th century. Korea had been struggling between the Great Powers of the world in the imperialism and had sacrifice to keep our own culture itself. Japanese imperialist's a invasion, culture liquidation by Japan, Independence from Japan, Korean war and Influence by US are major bitter historical affair after close of Chosun Dynasty in the process of modernization. Therefore Korea couldn't stay in the center of world cultural core parts and was degraded as cultural consumption country which was provided oversea culture by other countries. Then Korea couldn't develop our unique traditional idea and culture. In the meantime there are both extreme phenomena; one is expulsion of other cultures absolutely and the other is only following western culture unconditionally like trimming policy in the end of colony age. These discreet and unfiltered western culture had been influenced Korea culture over the wide range strongly and resulted in cultural colony situation to produce western imitation culture without philosophy and traditional spirit. Even though Korea has met opportunity in the culture, we called "Han Trend", no formation of own culture is main reason for psychological panic. Korea furniture design is one of parts of lost of tradition culture and typical parts in reproducing western imitation culture. As a result furniture industry's major reason for loss value as exporting industry compared to other industries result in most of the furniture products without our unique identity. This situation become more deepen unfortunately. This report would like to suggest the direction of design with global competition capability and cultural identity to boost Korean furniture design industry by comparing, analyzing and speculating between design of Chosun dynasty and philosophy of modernism in western.

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The Impact of Value Chain Reorganization on Regional Economy: The Case of Daegu Cultural Contents Industry (클러스터의 가치사슬변화가 지역경제에 미치는 영향: 대구문화콘텐츠산업을 사례로)

  • Park, Kyung-Sook;Lee, Chul-Woo
    • Journal of the Economic Geographical Society of Korea
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    • v.13 no.4
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    • pp.601-622
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    • 2010
  • The purpose of this paper is to analyze the value chain reorganization of cultural contents industry cluster in Daegu city and its impact on the regional economy. To achieve this goal, this research examined the change of value added structure, institutional milieu and networks among regional innovators and their effect on value chain reorganization of cluster. The result shows that the scope of the value chain generating value added have been extended and the networks among regional innovators have been increased. Such value chain reorganization has a positive effect on the regional economy. In the context of public policy, however, the focus of industrial policies needs to generate cultural and institutional specificities in a given region and to strength Triple helix innovation system.

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The Study Design of Ceramic Ornaments (도자기 장신구 감성디자인 연구)

  • Kim, Sung-Min
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.391-396
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    • 2013
  • As recently highlighted the importance of relationships between people and products, and is a pure functional sensibility in pursuit of the trend. Sensibility factor is an important part in the process of looking to purchase consumer products that suit your sensibilities. The purpose of this study is to look at the possibility of seeing the role and future of the industry to diversify the culture of the ceramic ornaments design sensibility that purpose. Variety of emotional design ceramic ornaments and cultural industries to identify market design induced by craft as cultural products that can stand up to the global process development. Ceramic ornaments of historical, cultural, design, value can be utilized in a variety of cultural industries to offer emotional design ceramic ornaments, ceramic ornaments product design to contribute to the development plan for the purpose.

New Media-Informatization Policy and Problems of Developmentalism in Korea (뉴미디어-정보화 정책과 개발주의 패러다임의 문제)

  • Kim, Pyung-Ho
    • Korean journal of communication and information
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    • v.36
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    • pp.231-253
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    • 2006
  • Based on the development of IT(information technology), the explosive diffusion and growth of the new media and services in Korea has attracted keen international attention. The construction of IT infrastructure driven by the proactive social informatization policy of the government has also been spectacular. Korea has persistently pursued strong 'new media-informatization policy' with three main objectives in mind: 1)Industrial-economic value creation; 2)socio-cultural value creation; and 3)building of the knowledge society-knowledge state. But its consequence is rather paradoxical. While its performance is excellent in terms of quantity growth of industry and technology, quality development of society, culture and knowledge creation is lagging far behind. This paradoxical outcome originates, not from any simple policy error, but from a structural problem inherent in new media-informatization policy in Korea which has long been captured by developmentalism. In order for Korea to harvest the reward of strong new media-informatization infrastructure, it needs to institute a policy structure based on a knowledge IT strategy such as research and development of core and patent technologies, design and production of quality contents, networking knowledge bases of society, etc.

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The Effect of Export on Firms' Profit in Contents Industry - In the Case of Visual and Game Contents Firms - (콘텐츠산업 수출이 기업 수익에 미치는 영향 - 영상 및 게임 콘텐츠 기업을 중심으로 -)

  • Oh, Choon-Ho;Cho, Yong-Rae;Kim, Won-Joon
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.153-164
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    • 2009
  • The export on visual and game industry has grown very rapidly and is expanding its role in economic growth. In contrast, researches on these firms' financial performances in strategic and policy point of view are difficult to be found regarding the export of cultural industry. In this study, we analysis the effects of firms export in cultural industry on their financial performances focusing on game and visual industry. We find that the recent activities of export in game industry have positive effect on firm's growth in game industry. However, we find that the export deteriorate the net profit. On the other hand, we find no significant results in the case of visual game industry. Our results suggest that we need more strategic approaches in exporting goods in contents industry.

Challenges of VOD Market of Korean Film Industry: Legislative and Policy Alternatives to Improve its Distribution Structure (국내 영화 온라인 부가시장의 유통구조 합리화 방안)

  • Kim, HwiJung
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.354-364
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    • 2016
  • With the advancement of the digital convergence of content and platform, Korean film industry sees good opportunities of maximizing the profits and increased distribution opportunities by independent film makers. Nevertheless, the domestic film market almost entirely relies on the box office sales, which seems to be caused by the stagnation of new additional copyright market. The study aims to address the following problems: First, information asymmetry of the revenues to which the contents providers and the service providers are exposed leads to the distrust among digital film contents businesses and the disadvantages to film makers and investors, in particular. Secondly, the VOD(Video on Demand) market of film industry is adversely affected by the illegal uploads and downloads of film contents, which harms the formation of paid additional market. Based on the examination of current legislation and policy options addressing these issues, the study suggests legislative accomodations and cultural industry policy alternatives to promote the additional market of film industry.

Smartphone-based casual games, character development practices through the development of business models - In the case of developing games(Craze Monkey) (스마트폰 기반 캐쥬얼게임 개발 사례를 통한 캐릭터 수익모델 개발 연구 -크레이지 몽키 개발사례 분석)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.391-396
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    • 2013
  • Character industry is fundamentally based on a technical environment, a media, like any other cultural content industry. In order to extend a life of a character and increase the brand value, a choice and utilization of a more efficient way is necessary. Analyzing why game characters are less worth as a value of commodities than other media contents is presented and suggests complementary methods for the matter. In this study, an approach to increase a brand value of a game character, as well as, linking to develop profitable models afterward is suggested presenting a case of game development.

The Impact of Geographical Indication on the Promotion of Cultural Industry of a Region : A Case Study of Boseong Green Tea (지리적 표시제 도입이 지역 문화산업 진흥에 미치는 영향 -보성녹차를 사례로-)

  • Suh, Jeong-Wook
    • Journal of the Korean association of regional geographers
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    • v.12 no.2
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    • pp.229-244
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    • 2006
  • Geographical indications are signs which identify a good as originating in the territory of a specific country, region, or locality, where the quality, reputation or other characteristics of the product is essentially attributable to its geographical origin. Korea has implemented geographical indication system through its Agricultural Product Quality Control Act since 1999. This research analyzes the impacts and implications of geographical indications on a particular cultural industry in a region using a case study of Boseong green tea which is the first product that was officially registered as a geographical indication in Korea. The results show that the geographical indication has contributed to the promotion of green tea industry in Boseong not only through increase of production but also through development of tourism. The implication is that a geographical indication can be used as an effective method to cope with trade liberalization in terms of agricultural policy. Another implication is that a geographical indication provides an efficient tool for place marketing.

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