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Vol.8, No.0, 174 ~ 186, 2003
Title
A Study on Present State and Prospects for the Game as a Cultural Industry in Home and Foreign Market
송광철 Gwang Cheol Song
Abstract
The marketability of a cultural industry which approaches familiarly to people by wrapping with pleasure can be felt as a various look of the United States that forms a unitary market from the Hollywood block buster film to the Disneyland theme park. The cultural industry which makes customers naturally contact frequently, giving enjoyment together, has settled down as a high value-added industry in the 21st century which is called as an industrialized society and a knowledge society. What is a competitive field which the Government, any enterprises or an individual can challenge among our cultural products? What is a field to lead the world in the creativeness, the technology or the marketing power? This may be said to be three fields, that is, the Animation, the Character, and the Game which have been growing explosively along with the digital age. These three fields have something in common in that they provide a scenario and entertainment which can share emotional sensitivity with users while they have strong cultural characteristics at the same time. In this study, particularly for those three fields, in the Introduction, the concept of a cultural industry, the origin and the present state of the field of game industry are investigated. As for the main subject, the genre and the kind of game, and the present situation of the game market both at home and abroad are described. In addition, the tendency and the prospect of home and foreign game market were tried to be grasped by analysing the developmental conditions and the problematic issues by means of comparing and reviewing the technical level which is related with the game between our country and some advanced countries.
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