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논문 기본 정보

자료유형
학술저널
저자정보
Mi Han (Daekyo TV)
저널정보
중앙대학교 영상콘텐츠융합연구소 TECHART: Journal of Arts and Imaging Science TECHART: Journal of Arts and Imaging Science Vol.4 No.3
발행연도
2017.8
수록면
9 - 14 (6page)
DOI
10.15323/techart.2017.08.4.3.9

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초록· 키워드

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Creative industry has been thriving day by day in the 21st century. It’s even more noticeable especially film, animation, game industry. All business development and achievement in these sectors has increased the values of the creative contents. There are many original animation contents have been produced. Character licensing business has been on the rise to recoup the investment, however unfortunately the performance was not as successful as they expected. In April 2009, an important trial has made between Toy and Animation industry and it sets a new milestone in search of new business model to activate animation industry. Young Toys, a Korean toy company has produced the first original Korean toy driven animation titled “Tobot” and it has made a breakthrough sales performance. Young Toys’ performance before ‘Tobot” was about 10 billion dollars but after they release Tobot brand, it reaches to 20.9 billion in 2009, 54.2 billion in 2012, 76.1 billion in 2013 and finally 110 billion dollars in 2014 and it even changes the company’s business rank in this sector. Young Toys has been able to outdo Lego Korea, the leading company in this business area. Not only sales performance but it also has a beneficial effect on media’s approach toward the animation property. Heretofore media’s preference regarding TV animation contents has been highlighted storytelling and quality somewhat however, Tobot has changed their preferences to the program with a highly profitable business structure and even make medium to compete each other to premiere it on their channel first. This study is to research key success factors of character licensing business in Korea and to introduce successful cases of hybrid business structure of Toys and animation from Japan in order to suggest the right direction for Korean animation industry.

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Abstract
1. Introduction
2. Character Licensing Business Structure
3. Case study of Successful Animation in Japan _ “Ryukendo”
4. Case study of a Successful Animation in Korea _ “Tobot”
5. The Right Direction to go for Korean Animation
6. Conclusion
References

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