바로가기메뉴

본문 바로가기 주메뉴 바로가기

ACOMS+ 및 학술지 리포지터리 설명회

  • 한국과학기술정보연구원(KISTI) 서울분원 대회의실(별관 3층)
  • 2024년 07월 03일(수) 13:30
 

logo

Cartoon Distribution Environment and Strategies for Sport Webtoon Development

Cartoon Distribution Environment and Strategies for Sport Webtoon Development

The Journal of Industrial Distribution & Business(JIDB) / The Journal of Industrial Distribution & Business, (E)2233-5382
2020, v.11 no.11, pp.39-53
https://doi.org/https://doi.org/10.13106/jidb.2020.vol11.no11.39
MOON, Bo-Ra (Department of Humanities & Social Sciences, Korea Advanced Institute of Science and Technology)
HAN, Seung-Jin (Department of Sport and Outdoor, Eulji University)
SEO, Won-Jae (Department of Sport and Outdoor, Eulji University)
  • 다운로드 수
  • 조회수

Abstract

Purpose: With a rapid advance of communication technology, distributional systems of sport contents continue to show improvements. In particular, a traditional framework in creating sport cartoon has been influenced by the environment of the communication industry. Despite the development of distributional systems, the current sport cartoon industry still lacks in advancement. To this day, various research about sport contents have been conducted; yet, not many studies of the interaction between sport cartoons and communication technology have been done. In this respect, this study is to review the distributional environment of the sport cartoon industry and provide distributional strategies for developing sport cartoon industry. Research design, data, and methodology: In addition to in-depth interviews with five practitioners in sport cartoon industry, the study employed case study methodology. Interview data were analyzed by qualitative content analysis. Results: With new environments allowing anyone allowing to create and share webtoons, various genres including sports webtoons appear, and this became amotive to the growth of sports webtoons. Today, sports comics acted as a sports advertisement platform which not only created additional profit but also became an opportunity as a marketing method. On the contrary, the formal attributes of webtoons cause hardship in consistently creating sports webtoons. Hence, it is needed that supporting policies need to be established to nurture sport webtoon expertise. For example, Korea Creative Content Agency allows future webtoon authors to have an opportunity to be educated and equipped in producing creative sport webtoon contents. Moreover, revenue systems should be developed for motivating webtoon authors to involve in sport contents in their works. Conclusions: In order to promote the sports cartoon industry based on the findings, it is first necessary to create sports comics that reflect the formal characteristics of webtoons and the changing consumer environment. Second, it is important to acknowledge the industrial value of sports comics and it is necessary to promote policies regarding sports webtoon production and distribution from a national level. Third, by diversifying profits through OSMU and sports advertisements, it is possible to enhance the work environment and the treatment of authors. Implications and future directions were discussed.

keywords
Cartoon Distribution Environment, Sport Webtoon, Webtoon Production, Sport Advertisement

참고문헌

1.

An, J. H., Lee, K. M., & Kim. J. (2008). The effects of teenage on Line sports game participants flow experiences on sports participation, views of sports value, and peer relationships. Korean journal of physical education, 47 (6), 197-208.

2.

An, S. H. (2014). "I see a hand cream" in a short cut cartoon. The PR News Retrieved December 8, 2018 from http://www .the pr.co.kr/news/articleView.html?idxno=11634.

3.

An, H. S. (2019). KOVO, Pro Volleyball Webtoon series. Closer to volleyball fans. Daily Sports Retrieved June 10, 2020 from http://isplus.live.joins.com/news/article/article.asp?total_id=23 635408&cloc=.

4.

Bang, W. S. (2016). A Study on status analysis and explore the development direction of the comic industry. The Korean Journal of animation, 12 (2), 101-122.

5.

Cho, S. S. (2007). Constructive Characteristics and Ideological Discourse sports Cartoon. Korean Soc iety for the Sociology of Sport, 20 (2), 233-247.

6.

Creswell, J. W. (2007). Qualitative Inquiry and Research Design: Choosing Among Five Traditions. CA: Sage publications.

7.

Go, H. (2015). A study on narrative structure of the Korean sports cartoon: focusing on 1980~1990's sports cartoon Seoul, Korea: D octoral dissertation, Yonsei University , Seoul, Korea .

8.

Goetz, J., & Lecompte, M. (1984). Ethnography and Qualitative Design in Educational Research . NY: Academic Press.

9.

Heo, J. (2016). KT, Webtoon 'Medal breaker' Revealed. The Financial News , Retrieved May 26, 2020 from https://www.fnnews.com/news/201607191022486269.

10.

Hsieh, H F., & Shannon, S. E. (2005). Three approaches to qualitative content analysis. Qualitative Health Research, 15 (9), 1277-1288.

11.

Hwang, S. T., & Kim, J. (2014). Research on Readers Awareness for Activation of PPL in Webtoon As an Indirect Ads. The Korean Journal of animation, 10 (2), 236-259.

12.

Jang, S. Y. (2017). Cartoons we can't see in the webtoon era Sports comics. Special article of Digit al comic book , Retrieved October 11, 2019 from http://dml.komacon.kr/webzine/cover/2173.

13.

Jang, S. Y. (2018). Sports comics, Human drama to complete a drama without a script. Retrieved October 11, 2019 from http://dml.komacon.kr/webzine/cover/2099.

14.

Kim, C. N. (2010). Understanding of popular culture . Paju: Hanul.

15.

Kim, S. Y. (2010). The Effects of Emotion on the Mouth intention and Participation of Sport movie see after. The Korean Society of Sports Science, 19 (4), 815-825.

16.

Kim, Y. J. (2015). Webtoon Produ cer s Business Model. The Korean Journal of animation, 11 (3), 7-26.

17.

Kim, J. M. (2015). Webtoons that 6 million people watch a day...Rise as an advertising platform. Money Today Retrieved December 8, 2018 from http://news.mt.co.kr/mtview.php?no=2015112312 000008334 &outlink=1&ref=http%3A%2F%2Fsearch.naver.

18.

Kim, K. A. (2016). 'Dokgo tak' series Lee Sang moo artist died. Hankyoreh, Retrieved June 9, 2020 from http://www.hani.co.kr/arti/society/obituary/724558.html.

19.

Kim, Y. J. (2016). Sports cartoon Where are they now. Dong A Daily News , Retrieved July 14, 2020 from h ttps://www.donga.com/news/article/all/20160112/75847154/1.

20.

Kim, D. K. (2019). The Taekwondo Promotion Foundation will provide 300 million won to make a webtoon based on Taekwondo. News1 Retrieved May 26, 2020 from https://www.news1.kr/articles/?3755563.

21.

Kim, S. J. (2019). A Study on the Pattern Change of the Webtoon. Cartoon & Animation Studies, 57, 311-340.

22.

Kim, I. J., Bang, S. W., & Kim, K. H. (2014). Consumer Experience of Sport Vi deo Game and Its Impact on Sport Fandom and Consumption Behavior. Korean Journal of Sport Management, 19 (2), 37-52.

23.

Kim, N., & Kim, M S. (2018). The relationship among fashion social media, information usage behavior, and purchase intention. The Journal of Industrial Distribution & Business, 9 (11), 25-38.

24.

Kim, K. O., Park, C. B., & Lim, S. W. (2004). The Effect of Participation in Cyber Sport Games on Sport Consumer Behavior of University Student. Korean Society for the Sociology of Sport, 17 (1), 139-154.

25.

Kim, Y., & Ross, S. D. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship, 8 (1), 28-40.

26.

Kim, K H., & Song, S. H. (2019). A study on the effect of win win growth policies on sustainable supply c hain and logistics management in South Korea. The Journal of Industrial Distribution & Business, 10 (12), 7-14.

27.

Kim, P. S., Yoon, H. G., & Jang, K. S. (2016). Cultural Contents Industry . Seoul: Communication

28.

Korea Creative Content Agency . (2015). 2014 Comic Industry White Paper. K O CCA. Retrieved September 25, 2020 from http://www.kocca.kr/cop/bbs/list/B0000147.do?menuNo=201 825

29.

Korea Creative Content Agency . (2016 a ). A Study on the Improvement of Cartoon Distribution Environment Focusing on the Web toon Industry . KOCCA. Retrieved September 25, 2020 from http://www.kocca.kr/cop/bbs/list/B0000147.do?menuNo=201 825

30.

Korea Creative Content Agency . ( 2015 Comic Industry White Paper. KOCCA. Retrieved September 25, 2020 from http://www.kocca.kr/cop/b bs/list/B0000147.do?menuNo=201 825

31.

Korea Creative Content Agency . (2016c). A Study on the Improvement of webtoon content regulation system. KCCA. Retrieved September 29, 2020 from http://www.kocca.kr/cop/bbs/list/B0000147.do?menuNo=201 825

32.

Korea Creative Content Agency . (2017). 2016 Comic Industry White Paper. KOCCA. Retrieved September 29, 2020 from http://www.kocca.kr/cop/bbs/list/B0000147.do?menuNo=201 825

33.

Korea Creative Content Agency . (2019a). 2018 Comic Industry White Paper. KOCCA. Retrieved September 2 9, 2020 from http://www.kocca.kr/cop/bbs/list/B0000147.do?menuNo=201 825

34.

Korea Creative Content Agency . (2019b). Now, cartoon vol. 3. KOCCA. Retrieved September 29, 2020 from http://www.kocca.kr/cop/bbs/list/B0000147.do?menuNo=201 825

35.

Korea Creative Content Agency . (2020a). 2019 Comic Industry White Paper. KOCCA. Retrieved September 25, 2020 from http://www.kocca.kr/cop/bbs/list/B0000147.do?menuNo=201 825

36.

Korea Creative Content Agency . (2020b). 2 019 A Survey on the Actual Conditions of Webtoon Writers . KOCCA. Retrieved September 29, 2020 from http://www.kocca.kr/cop/bbs/list/B0000147.do?menuNo=201 825

37.

Lee, H. J. (2008). Sports contents meet sport humanics. Korean Society for Sport Anthropology, 3 (2), 1-17.

38.

Lee, S. J. (2013). Study on OSMU Value Evaluation in 〈 Fist of legend Focusing on ’Index Linked Webtoon’. The Korean Journal of animation, 9 (2), 102-115.

39.

Lee, S. Y. (2016). The Study on Classification System of Sport Culture Contents for Korea's Cultural Competitiveness. Korean journal of physical educatio n, 55 (2), 111-121.

40.

Lee, J. H. (2017). A Study of Emotional Excess and Its Political Implications in Lee Hyeon se's comic book An Outsider Club of Terrors in connection with the structure of feelings of Young Readers in 1980s. The Association of Popular Narrative, 23 (4), 223-249.

41.

Lee, J. H., & Cho, I. H. (2014). Direction of improvement of Character Industry through sport character changeover media of image. Journal of Academic Conference of the Korean Association of Entertainment Industry, 62-70.

42.

Lee. S. W., & Lee W. S. (2012). Influences that the Transition of Sports Cartoons Affects Sportainment Industries: The Aspect of Cultural Industries. Cartoon & Animation Studies, 28 , 79-99.

43.

Lim, A.Y. (2019). Effects of narrative identity and historical nostalgia and inducing factors on historical contents evaluation . International Journal of Industrial Distribution & Business , 10 (9), 25-36.

44.

Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. CA: Sage.

45.

Moon, B. R. (2018). Development Plan for Cultural Con tents based on Sports . Suwon, Korea: D octoral dissertation, Sungkyunkwan University , Suwon, Korea.

46.

Moon, B. R. (2020). Development Plan for Cultural Contents based on Sports. Korean Society for the Sociology of Sport, 33 (1), 16-35.

47.

Na, J. H. (2013). Mr. Go, the character business is 'Home Run'? Dong A, Retrieved November 29, 2017 from http://it.donga.com/14896/

48.

Park, S. H. (2015). Policy Recommendation for Promoting Korean Webtoon Ecosystem. The Korean Journal of animation, 11 (3), 65-81.

49.

Park, S. H. (2018). Webtoon Content Platform . Seoul: Communication Books.

50.

Park, I. H., & Kim, N. H. (2012). Korean contemporary cartoon history: 1945 2010. Seoul: DooBo CMC.

51.

Park, C. W., Han, J. W., & Yoo, J. S. (2014). The Relationships among On line Sports Game Experi ence, Team Identification and On line Sport Game Consumption Behaviors. The Korean Society of Sports Science, 23 (1), 653-663.

52.

Park, S. H., & Park, H. A. (2014). Structural Problems and improvements of the Webtoon Industry. KOCCA Focus, 79 , 1-18.

53.

Shin, S. J. (2015. 10. 19). Major companies jump into the snack culture. Daily Hankook, Retrieved December 5, 2017 from http://daily.hankooki.com/lpage/society/201510/dh201510190 01459137780.htm.

54.

Shin, S. H., Kim, S. Y., & Kim. K. O. (2010). The effects of positiv e emotion,negative emotion on the sport image, sport behavior of sport movie see after. Korean journal of physical education, 49 (2), 269-278.

55.

Son, S. I. (2005). Korean comics history . Paju: Sallim.

56.

Song, Y. S. (2012). Current Status and Characteristics of Webtoons and OSMU Activation Plan. KOCCA Focus. 57 , 1-27.

57.

Song, K. Y., & Lee, Y. J. (2002). The Relationship between of Adolescents participation Rate in PC Sports games and Sport Involvement. Korean Journal of Sport Science, 13 (4), 103-113.

58.

Stake, R. E. (1995). The art of case study research . CA: Sage.

59.

Sun, S. M. (2015. 9. 19). Interviews with baseball webtoon writers Yoo Young tae, Hwang Ji sung and Sham. OSEN, Retrieved June 20, 2020 from http://osen.mt.co.kr/article/G1110250159.

60.

Van Maanen, J. (1988). Tales of the field: On writing ethnography. Chicago: University of Chicago Press.

61.

Yeo, S. W. (2017). The Effects of PPL in Sports webtoon on Sporting Goods Purchase Behavior among Middle School Students: Focused on Webtoon Windbreaker . Busan, Korea: Master's thesis, Busan University , Busan Korea .

62.

Yoo, J., & Kim, T H. (2020). Research on effective information visualization method based on mobile web. The Journal of Industrial Distribution & Business, 11 (7), 41-49.

63.

Yoon, K. H., Jung, K. H., Choi, I. S., & Choi, H. S. (2015). Features of Korean Webtoons through the Statistical Analysis. Cartoon & Animation Studies, 38, 177-194.

The Journal of Industrial Distribution & Business(JIDB)