• Title/Summary/Keyword: Entertainment Industry

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A Study on the Activation of Arbitration System for Entertainment Disputes Resolution (엔터테인먼트분쟁 해결을 위한 중재제도의 활성화 방안)

  • Kim, Sang-Chan
    • Journal of Arbitration Studies
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    • v.23 no.1
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    • pp.85-105
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    • 2013
  • The entertainment industry has developed along with current Korean wave fever, and so entertainment-related disputes are increasing rapidly. Litigation is a poor fit for entertainment disputes because of characteristics such as temporal sensitivity. Thus, in the US, the entertainment industry resolves these disputes through ADR mechanisms like arbitration, but cases of settling such disputes through arbitrations are very rare in Korea. This study examined the characteristics and types of entertainment disputes and considered the compatibility of arbitration as a method for settling disputes, and then suggested tasks for revitalizing arbitration systems as entertainment dispute resolution procedures. Arbitrations have many merits, such as the rapid pace of procedures, confidentiality, satisfying the long-term desires of business relationships, the low cost of settling disputes, judgments rendered by experts, etc.; thus, it is a very suitable mechanism to settle entertainment-related disputes. The study proposes necessary steps for revitalizing arbitration systems for entertainment disputes. First, awareness of entertainment industry workers about the arbitration system should be raised. Second, special educational programs for members the of Korean Commercial Arbitration Board related to entertainment should be set up and operated together with encouraging positive attitudes toward actions like establishing a dedicated arbitration unit on entertainment disputes. Third, neutral, professional arbitrators should be secured and aggressive disclosures made. Fourth, a professional ADR organization such as an "Entertainment Arbitration Committee" should be established.

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How Government Policy Affects to Entertainment Industry?: Case Study of Korean Film History (영화산업 발전단계를 바탕으로 본 문화콘텐츠산업의 정부개입과 산업 성숙도의 연관성)

  • Kwon, Heog-In;Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.386-394
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    • 2014
  • Entertainment Industry, with high productivity of added value, is noticed as a major industry leading global economy. Thus the government has been constantly attempting to devise various plans for developing entertainment industry, but the plans are mostly come out according to currently faced issues rather than considering the whole industry interior interaction. We are mainly objective to find a ground for estimating the current entertainment industry status. For this, we borrowed the concept of 'maturity' from various capacity maturity estimation tools. We also analyzed Korean film industry as a representative entertainment industry case to find what and how government intervention has affected on the industry.

Big Hit Entertainment's Contents Innovation : Focusing on Entrepreneurial Leadership and Platform Strategy (빅히트 엔터테인먼트의 콘텐츠 혁신 : 기업가적 리더십과 플랫폼 전략을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.1-12
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    • 2021
  • Big Hit entertainment corporation has been well known for value creation since it became the contents innovator in Korea to develop global artist musician BTS. By introducing sustainable innovations, as well as a mainstream of successive music entertainment growth, Big Hit entertainment corporation has became a global leader in highly competitive entertainment industry. To explain the Big Hit's contents innovation story, this study suggests a innovation momentum with two core elements: CEO's entrepreneurial leadership and platform strategy. Based on in-depth case study, this study proposes that CEO's entrepreneurial leadership allowed the Big Hit entertainment corporation to take advantage of its existing key resources and execute sustainable contents innovations. Also, creating diverse music and entertainment contents from the Weverse digital platform produce Big Hit's value creation. Based on these research results, both the contributions and implication to entertainment industry and academic field are presented.

Effects of Capital Structure and R&D Activities on Firm Performance : Evidence From the Entertainment Industry (자본구조와 R&D활동이 기업 성과에 미치는 영향 : 엔터테인먼트 산업을 중심으로)

  • Kim, Nam-Gon;Kim, Jee-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.21-34
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    • 2021
  • One of the important issues in finance literature is how the capital structure influences firm performance. This paper aims to investigate this relationship by focusing specifically on the entertainment industry. Taking into account the growing importance of research and development (R&D) activities in the industrial revolution 4.0 era, an additional goal of this paper is to examine how the R&D intensity moderates the relationship between the capital structure and firm performance, particularly in the entertainment industry. We find that the relationship between the capital structure measured by debt ratio and the firm performance in the entertainment industry shows distinctive features from those obtained from entire industries. While the negative influence of the increase of debt ratio is strong and consistent with various proxies when using a sample with entire industries, we cannot find this distinctive influence among entertainment enterprises. The moderating effect of R&D investments on the negative influence of debt ratio on the firm value, observed in the sample with entire industries, is not found in the sample composed of entertainment companies. These findings suggest that the influence of the debt level on firm performance and the role of R&D investments in this relationship in the entertainment industry are perceived and evaluated differently by financial market participants.

A Study on the Elements of Chinese Animation IP (Intellectual Property) Development Based on the Pan-Entertainment Industry

  • Yan, JiHui;Lee, Byung Chun;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.168-179
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    • 2021
  • With the introduction of China's new policies, the Chinese animation industry has gradually formed a sustainable industrial structure chain, and the output value of the animation market is also in a state of continuous growth. Since 2013, domestic animation has been developing from "lower age" to "ageing" and "adults". At the same time, with the popularization of China's pan-entertainment industry model, the multi-domain symbiosis of the Internet and mobile Internet has been realized, creating a fan economy of star IP (Intellectual Property), and promoting the linkage of various industries under the same IP. This paper mainly analyzes the development of the animation IP market in China's pan-entertainment mode in recent years, and analyzes the cross-media operation mode of the animation industry. At the same time, it studies the application of self-media in animation.

High Performance Work System for Entertainment Business : An Analytic Network Process Approach (엔터테인먼트업의 고성과작업조직 : ANP 기법을 중심으로)

  • Kwon, Jung-Eon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.1-10
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    • 2021
  • The purpose of this study is to explore a significant HPWS(High Performance Work System) model for the entertainment industry. HPWS is one of the most studied themes for managing human resources as well as a set of practices to elicit employees' commitment to an organization. Recently, the entertainment industry is growing rapidly, but it is difficult for entertainment firms to retain a stable profit unlike the manufacturing industry. This is because the performance of entertainment business tends to rely heavily on the capabilities and synergy of human resources. In order to suggest a systematic way to manage these, this research identified an effective HPWS model for entertainment business and provides a competitive advantage to entertainment firms, using ANP(Analytic Network Process). ANP is a multicriteria decision making technique that allows dependences and feedbacks among decision elements in the hierarchical or network structures in a holistic manner. The pairwise comparison data that prioritized the criteria of HPWS was collected from 28 team leaders in entertainment firms. According to our results, the most critical factor for HPWS in entertainment business is "employee involvement in decision-making." The sub-factors such as "open communication," "distributive decision-making," and "performance-driven reward" have a greater effect. These findings could provide implications for entertainment firms to determine which practices should be taken into account to accomplish HPWS.

NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.1-11
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    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

Kakao Entertainment's Contents Dominant Strategy : Focusing on Absorptive Capacity and Boundary Spanning (카카오엔터테인먼트의 콘텐츠 지배 전략 : 흡수역량과 경계관리 활동을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.33-43
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    • 2021
  • Kakao M and Kakao page have been merged to form contents corporation, Kakao entertainment. Kakao M has 15 contents management agencies and 4 music labels, in addition to movie and drama productions. Kakao Page currently holds IP rights for about 8,500 content stories. This study explores the relationship between M&A for absorptive capacity and content value chain by considering the factors that determine boundary spanning behaviors. Using the Kakao entertainment in-depth case study as the practical lens, research results of this study are suggested. Kakao's effective M&A activities are critical key factor for absorptive capacity in the entertainment industry and has a strong network with advantage assets. Also, as the contents business becomes even more competitive, Kakao need to venture beyond entertainment boundaries to seize creative opportunities. Kakao entertainment with absorptive capacity and boundary spanning behaviors through M&A and contents value chain best qualified for entertainment dominant strategy.

An Empirical Study on the Customer Value Factors Affecting Trust of Mobile Entertainment (모바일 엔터테인먼트의 신뢰에 영향을 미치는 고객가치 요인에 관한 실증적 연구)

  • Lee, Yi-jin;Yum, Chang-sun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.3
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    • pp.59-71
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    • 2020
  • The purpose of this study is to analyze the relationship between customer value and trust and the effect of trust on loyalty in the field of mobile entertainment. As smartphone use becomes more popular, the mobile business is growing rapidly. In particular, the mobile entertainment industry, such as mobile games and mobile video, is growing faster. This study was based on the main survey had conducted from 25th September 2019 to 7th October 2019 by 300 users who had experienced mobile entertainment applications in the past. Statistical analysis was performed by using the IBM SPSS v.22.0. The analysis results are as follows. First, the utility and quality of utilitarian value, enjoyment and aesthetics of hedonic value, and status enhancing of social value have significantly positive influence on trust. Second, privacy risk of social value have significantly negative influence on trust. Finally, trust has significantly positive influence on loyalty. Based on the results, we discussed the implications for the successful operation of mobile entertainment.

A Proposal to Increase the Value of the 'MeToo' Movement - Focused on the Performing Arts Experience in New York City - ('MeToo' 운동의 가치 제고를 위한 제안 -뉴욕 공연계 경험을 중심으로)

  • Choi, Mi-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.237-245
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    • 2019
  • Entry of women into the higher positions or professions in the fields of entertainment and performing arts has been expanding gradually. Especially, women working in these fields in New York show a dynamic growth and development. As a result, women surviving in a male-dominated world have raised their voices for their human rights to live free from violence, sexuality, slavery, discrimination, etc.. In the entertainment and performing arts, women have been shouting their voices for a long time through the theme, performance process, and the shows. Their voices influenced politics, society, and culture as a whole. The 'MeToo' movement is the result of condensation from their voices. In other words, it is the result of women's voices against sexual harassment or assault in these fields. Starting in Hollywood, the 'MeToo' movement was rapidly spread out online and strongly supported by female leaders and activists in the world. It had a strong influence on the fields of theater and entertainment industry in Korea as well. By recognizing this phenomenon, the contents of this study suggest how and what to continuously increase the value of the 'MeToo' movement in Korea's entertainment industry.