• Title/Summary/Keyword: content industry

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A Study on Calculating the Fee Range of Broadcasting Contents : Focus on IPTV

  • Shin, Minsoo;Kil, Jinho;Bae, Seonghoon
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.43-70
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    • 2015
  • Concerns have been growing about whether domestic internet protocol television (IPTV) can establish a solid foothold in the pay TV market, largely because of the lack of IPTV-only content and service differentiation. It has been difficult for IPTV providers to attract valuable PPs (program providers) to strengthen their positions, and IPTV providers have invested much money into procuring content. To survive this difficult situation, IPTV providers need to reappraise their profit sharing methods and content distribution structure to facilitate the expansion of their subscriber base. This can be done by attracting valuable PPs to IPTV providers and securing extra revenue by distributing more content for their PP partners. The IPTV industry has a different structure and value chain from the digital cable industry. Moreover, profit sharing schemes among participants in the IPTV industry are complicated. Thus it is essential to analyze the criteria for profit sharing, the selection of attributes in profit sharing, and their cause-effect relationship in developing fair pricing for broadcast content in the IPTV industry. This study introduces the attributes that need to be considered for the pricing of content and profit sharing among IPTV providers and PPs. In addition, this study uses system dynamics to analyze the relationship among those attributes along with additional associated factors for the pricing of content.

Terrestrial Broadcasting Content Distribution Strategy in the Multi Platform Environment (멀티 플랫폼 시대 지상파 방송 콘텐츠 유통 전략 방안)

  • Chung, Dong Hun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.2
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    • pp.117-130
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    • 2012
  • Due to the development of network and device, it is called mobile age that boosts various distribution routes of multi-media content and it constructs a new digital content consumption trend. N-screen is one of the new-introduced examples in the digital age and broadcasting industry believes it as a crisis and challenge as well. It becomes a ubiquitous multi-media environment that people watch multi-media content everywhere and any time they want to and competition happens beyond the boundaries such as network industry, terminal industry, pay TV market, traditional terrestrial TV, etc. And then how should the broadcasting service prepare for the N-screen business? The present research proposes a few terrestial broadcasting content strategies in the multi platform environment. First, instead of N-screen, it proposes multi platform, especially One Source Multi Platform(OSMP). Second, so-called 'Integrated Terrestrial Broadcasting OSMP Alliance(IBPA)' must be founded. Third, IBPA should support multi-tasking UX for viewers to have rich experience. Last, it becomes more important and necessary to support local terrestrial broadcasting service for public service in the multi platform age.

A Prospective Study of Game Content based on Wearable Device (웨어러블 디바이스 기반의 게임콘텐츠 전망 연구)

  • Baek, Jaeyong;Chang, Hyojin;Kim, Youngjae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.1
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    • pp.145-155
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    • 2015
  • The game industry has changed along with the advancement of device technology. The wearable, a recently appeared device will create new demand in this saturated age of the smart devices. The game industry's content targeted towards the wearable devices will play an important role as main driving source. For this reason, this research studies the development aspect and the current technical capabilities of games' platforms and contents by analyzing the contrast between the results of features and current situations of the wearable market. Consequently, we define the prospects of game content for wearable device. We also expect that the new style of the game content, combined with cloud game, augmented reality game and virtual reality game will appear in the next generation platforms gearing towards the wearable devices.

Analysis of Technical Efficiency in Online and Digital Content Industry (온라인 및 디지털 콘텐츠 산업의 기술적 효율성 분석)

  • So, Soon-Hu;Lee, Mi-na
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.128-130
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    • 2016
  • The digital content industry is growing rapidly with the popularity of online content and mobile devices. This study estimates the technical efficiency of the online digital content industry, and identifies factors that could be causing inefficiency. Unlike most previous studies, which adopted input-oriented or output-oriented DEA model, this study employs non-oriented DEA model in order to deal with both input surpluses and output shortfalls. The input variables for the empirical analysis are number of companies and number of workers. The total sales is used as the output variables. The empirical results show that the technical efficiency of the online digital content industry is relatively low mainly due to the scale efficiency rather than the pure technical efficiency. This implies that industry-specific policies should be implemented in order to improve technical efficiency as well as to strengthen technological innovation capability. Therefore, it is expected that the results obtained in this study can be used as a good reference for helping the online digital content industry enhance their competitiveness.

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An Ecosystem Model and Content Research of the Satellite Information Utilization Business (위성정보 활용 사업의 생태계 모델과 콘텐츠 연구)

  • Seungkuk Baik ;Jinhwa Roh;Hyounjoo Shim;Xuanning Zhu
    • Korean Journal of Remote Sensing
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    • v.39 no.5_4
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    • pp.1075-1084
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    • 2023
  • Satellite-derived data is collected by observing the Earth and is used in various fields such as national defense, natural disasters, location-based services, infrastructure, environment, energy, marine, and insurance. This study aims to present the virtuous cycle structure of the satellite information data industry and the business ecosystem model of the industry. As a research method, cases were collected and categorized from the following areas: literature, online, application, and content. The results show that the ecosystem model of the satellite information data industry provides an approach to content services in public and commercial areas, and develops various algorithmic technologies to facilitate content production and services at the level of complex general-purpose technologies. Second, in terms of content typology, satellite information data can be subdivided into monitoring content, urban space monitoring content, and satellite information content. Third, the consumption value of satellite content could be subdivided into informational value, environmental, social and governance (ESG) value, educational value, and content value. In order to expand the global content market, Korea will need to focus on creating an ecosystem for the satellite information industry and discovering differentiated content. It will also need to increase the popularization and accessibility of data to the general public and promote the Korean K-Satellite Information Data Industry ecosystem through government support, policy efforts, and policies such as establishing legal systems, increasing investment, and training human resources.

A study on Innovation Methods for the Content Industry in the post-COVID-19 Era

  • Lee, Gun-Woong;Bang, Mee-Young
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.142-151
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    • 2021
  • The content industry was greatly affected by the pandemic that hit the world in 2020. The release and production of major Hollywood films were postponed. Performances, festivals, and mega-events such as tourism and the Olympic Games were also canceled or postponed. The innovation of the content industry became inevitable in line with these rapid environmental changes, and the industry had to undergo internal changes according to these external environmental changes. Representative examples are talent fostering and job creation for young people. This study conducts both SWOT analysis and PEST analysis on the South Korean content industry, thereby analyzing cases of talent fostering and job creation suitable for the new environment.

A Study on the chronicle of TV format industry : Focusing on the sociohistorical background of content industry in the UK (방송포맷산업에 대한 연대기적 고찰 : 영국 방송포맷산업의 사회역사적 배경을 중심으로)

  • Joo, Jaewon
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.559-568
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    • 2014
  • In this age of multimedia, the content of media works as an important factor rather than the format of media. Popular television programs are being supplied cross-border and they go through the process of adaption to the local viewers which is called "formatting". This kind of "formatting" industry had begun in the States, then the Europeans have taken the inactive from 1990s. Since then, it has been settled firmly by the "super-formats". It now has the assumed value of 31 hundred million Euro per year. Especially after 2000s, England has been the center of world broadcasting format industry, and its case has lots of suggestions to Koreans trying to foster the cultural content industry. So this study aims to find the suggestions to Korean content industry by considering the history of broadcast format industry chronically and examining the industrial background of English as a powerful nation of content.

Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry - (디지털화에 따른 문화콘텐츠유통의 발전과 정책적 시사점 -게임산업을 중심으로 -)

  • Lee, Byung-Min
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.33-44
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    • 2006
  • This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.

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A study into effect the terminological definition of cultural industry has on creativity of cultural contents - Based on comparative study between Korean Cultural Industry, US Entertainment Industry and UK Creative Industry - (문화산업의 용어적 정의가 문화콘텐츠 창의성에 미치는 영향에 관한 연구 - 한국 문화산업, 미국 엔터테인먼트 산업, 영국 크리에이티브 산업과의 비교를 통하여 -)

  • Yoo, Jun-Ho;Yoon, Sung-Gum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.1
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    • pp.1-18
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    • 2010
  • Cultural industry along with cultural content that forms the center of cultural industry is the field whose interest is continually increasing due to the increase of weight in the national economy and the strengthening of importance in future value. Cultural content, particularly, accounts for the essential position in starting a business around one-person business, which recently arouses high interest in a nation. However, it is true that the debates on the rapid growth and identity of cultural content in contrast to the reinforcement of its position, and the criticisms about the lack in development of material and cultural content in staring a business show the limitation of overall cultural content in Korea. This research examines recognition of cultural industry or cultural content through terminologies of definition as well as the relationships of configures in accordance with the outcome of cultural content. Findings demonstrate that cultural content in Korea revealed the highest cultural orientation which is the same as existing interpretations, and as comparison objects, entertainment industry in the U.S. and creative industry in the UK contained the highest part of entertainment and creativity respectively. It reflects that mythical elements of language that has been discussed from the structuralist perspectives are projected in the relevant field. In conclusion, the conceptual definition of cultural content has the structure to project advantages and disadvantages of existing culture, and this limitation needs to be overcome in securing the items and business value in starting a business.

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A Study of a Scheme on the Export Promotion of the Digital Content Industry with the Spread of Hallyu Culture (한류문화 확산에 따른 디지털콘텐츠 산업의 수출확대방안 연구)

  • Lee, Chung-Bael;Lee, Jung-Min
    • International Commerce and Information Review
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    • v.8 no.2
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    • pp.79-98
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    • 2006
  • With shifting the paradigm to digital economy, the digital industry becomes one of the national strategic industries. The digital industry has not only significant effects on forward and backward related industries but is also creating its own value. Furthermore, the effects of conversion with diverse products also play an important role in adding value. Since the early 2000s, Korea's culture so called 'Hallyu' (Korean wave) has been spreading to neighboring Asian countries such as China, Japan, Hong Kong, Therefore we have a good opportunity to increase our competitiveness with the development of the digital content industry using various base resources in conjunction with the spread of Hallyu culture in the Southeast Asian region. In this paper we attempt to suggest several schemes to promote our exports of digital contents while analyzing the current status of the Korean digital industry and addressing some problems and barriers to the export of the digital content industry. There are several schemes to be proposed in order to promote Korean exports of digital contents, as follows: 1) to foster global digital contents, 2) to establish a supporting system, 3) to build a marketing and R&D center, 4) to operate a test-bed of digital contents and 5) to fund expenses such as marketing.

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