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박조원(Park Jo-won),노준석(Roh Jun-seok),임종수(Lim Jong-soo) 한국문화산업학회 2006 문화산업연구 Vol.6 No.2
With the acceleration of digital convergence, our society is entering the ubiquitous communication environment. The ubiquitous informatization is expected to prompt the convergence of media, and the boundaries of the traditional media and communication systems will be collapsed. In response to the changes of communication technology, the media industries are seeking ways for their survival. In the same context, government policy measures on media should be refocused to accommodate the promotion of industrial and economic aspects of media. Taking this issue into consideration, the present study aims to direct the policy measures to promote the media industries in the era of ubiquitous communication. The study suggests policy measures for the government to promote the media industries in the ubiquitous communication era, and discusses about the cooperation between government and private sectors for the promotion. With the acceleration of digital convergence, our society is entering the ubiquitous communication environment. The ubiquitous informatization is expected to prompt the convergence of media, and the boundaries of the traditional media and communication systems will be collapsed. In response to the changes of communication technology, the media industries are seeking ways for their survival. In the same context, government policy measures on media should be refocused to accommodate the promotion of industrial and economic aspects of media. Taking this issue into consideration, the present study aims to direct the policy measures to promote the media industries in the era of ubiquitous communication. The study suggests policy measures for the government to promote the media industries in the ubiquitous communication era, and discusses about the cooperation between government and private sectors for the promotion.
박조원(Park Jo-Won) 한국문화산업학회 2006 문화산업연구 Vol.6 No.1
The present study aims to analyze the impacts of import liberalization of Japanese pop culture on Korean cultural industries. The analysis of related statistics reveals that the shares of Japanese movies, music, and performing arts are proved insignificant. However, Japanese animations released to theaters are estimated to take considerable market share. The amount of import of Japanese broadcast programs, which are partially allowed to be distributed and aired, increased shortly after import liberalization, and the amount of import has been increasing overall. The share of Japanese video games rose suddenly when they were allowed to be released in Korean market. The author of the present study concluded that the import liberalization of Japanese pop culture generally does not harm the Korean cultural industries. The present study aims to analyze the impacts of import liberalization of Japanese pop culture on Korean cultural industries. The analysis of related statistics reveals that the shares of Japanese movies, music, and performing arts are proved insignificant. However, Japanese animations released to theaters are estimated to take considerable market share. The amount of import of Japanese broadcast programs, which are partially allowed to be distributed and aired, increased shortly after import liberalization, and the amount of import has been increasing overall. The share of Japanese video games rose suddenly when they were allowed to be released in Korean market. The author of the present study concluded that the import liberalization of Japanese pop culture generally does not harm the Korean cultural industries.
영화 관련 신문 보도가 영화 흥행에 미치는 영향에 관한 연구
박조원(Jo-Won Park),이귀옥(Gui-Ohk Lee) 한국언론학회 2004 한국언론학보 Vol.48 No.6
This study explored the relationships between the newspaper coverage of motion pictures and box office performance. How the amount of the news stories, time of publication (three week period before and after the releases of the movies), and direction (positive, negative, and neutral) affect the box office performance in 2002 was analyzed. As, the control variables, number of screens and number of days of screening were put into the correlation and multiple regression analysis with the amount, time of publication, and direction of the news coverage of motion pictures released. The correlation analysis revealed that the newspaper coverage of motion pictures has high relationships with the box office performance. The multiple regression analysis affirmed the generally accepted idea that the positive stories before the release of a movie contribute to the success of the movie's box office performance. The negative stories before the release of a movie, also, are responsible for the attracting viewers in one month period after the movie release. However, the neutral stories before the release of a movie do not affect. the box office performance. Finally, the news stories published after the release of a movie had no effect on the box office performance.
대학생의 온라인 게임 이용 동기가 체험 만족에 미치는 영향
박조원(Jo won Park),송요셉(Yo sep Song) 한국언론학회 2010 한국언론학보 Vol.54 No.5
The present study applied Pine and Gilmore’s concepts of experience economy to the online game context. The online game is one of the popular leisure activities among people, particularly college students. To examine college students motivations to play online games and the influence of the motivations to the experiential satisfaction, a survey was administered among the college students in the three universities in the Seoul Metropolitan City and Gyunggi Province. Three hundred eight questionnaires were analyzed in this study. To identify the underlying dimensions of motivations to play online games, the authors performed exploratory factor analysis. The factor analysis revealed five motivations, social relationship, acquisition, escapism, game skill advancement, and fun/interest. The variances of the selected factors were 33.65%, 12.07%, 10.24%, 6.79%, and 6.20% respectively. Then, multiple regression analysis was performed to see how the motivations affect the four realms of experiences, entertainment, education, esthetic, and escapist. The regression analysis substantiated the influence of motivations to experiential satisfaction. On the basis of the research findings, the authors proposed the suggestions for further research and the implications of online game experiences.