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121

일본다도의 문화산업적 의미에 관한 연구

박전열

[NRF 연계] 한국차학회 한국차학회지 Vol.13 No.2 2007.08 pp.7-24

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

122

문화인프라가 문화성과에 미치는 영향

김석진, 김진수

[NRF 연계] 한국경제연구학회 한국경제연구 Vol.16 2006.06 pp.143-167

...culture industry. Cultural infrastructure may be categorized into common infrastructure, individual infrastructure, and connective infrastructure, which are proxied by economy level, cultural heritage, and distributive channel, respectively. The performance is measured by sales of culture industry. We conduct the Bayesian inference because of the small sample problem. We find that all sub-infrastructural factors have positive influence on the performance of culture industry. We also observe economies of agglomeration on the performance.

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본 연구는 문화인프라가 문화성과에 미치는 영향을 분석하였다. 이를 위해 문화인프라를 공공인프라, 개별인프라 및 연계인프라로 구분하고, 각 하부인프라의 구성요소로서 경제수준, 문화유산 및 유통채널을 설정하였다. 문화성과는 문화관광부가 제공하는 문화산업의 지역별 매출액으로 측정하였으며, 분석 시 소표본의 문제로 인하여 베이지안 추론을 실시하였다. 분석결과 경제수준, 문화유산, 유통채널 모두 문화성과에 정(+)의 영향을 미치는 것으로 나타났다. 또한, 한국 전체 면적의 11.8%를 차지하는 수도권이 비수도권에 비해 약 7배 정도 높은 문화인프라의 집적을 보였으며, 이러한 집적의 차이가 문화성과의 차이에 정(+)의 영향을 미치는 집적경제가 존재함을 확인하였다.

We examine whether cultural infrastructure has an effect on the performance of culture industry. Cultural infrastructure may be categorized into common infrastructure, individual infrastructure, and connective infrastructure, which are proxied by economy level, cultural heritage, and distributive channel, respectively. The performance is measured by sales of culture industry. We conduct the Bayesian inference because of the small sample problem. We find that all sub-infrastructural factors have positive influence on the performance of culture industry. We also observe economies of agglomeration on the performance.

123

문화산업에서 기업가정신의 발현과 마켓리더십

한유진

[Kisti 연계] 한국콘텐츠학회 한국콘텐츠학회논문지 Vol.20 No.1 2020 pp.417-426

...culture industry has been considered very important as firms utilize human creativity as the main source for providing high-value-added services. In this industry, the inspirations and ideas of individual creators have been stressed rather than the roles of entrepreneurs so far. However, in recent years, due to the influence of "Hallyu" or the Korean Wave, entrepreneurial firms have actively participated in producing a variety of products embracing cultural value. In this vein, the entrepreneurship-related elements such as the degree of leaders' innovativeness, risk-taking environment, first mover advantage, employee compensation, and tolerance to failure were selected to investigate their effects on market leadership. As a result, it was observed that risk-taking environment, first mover advantage, employee compensation, and tolerance to failure had a positive effect whereas leaders' innovativeness was not statistically meaningful. These findings show that the creation of an atmosphere where employees' creativity can be fully appreciated is more important than the leader' insight-driven innovativeness. The results of this study indicate that when companies formulate strategies and the government initiate policies in the culture industry, entrepreneurship should be incorporated as a crucial element.

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문화산업은 인간의 창작성을 활용하여 고부가가치를 창출할 수 있다는 점에서 매우 중요한 분야로 인식되어 왔다. 그럼에도 불구하고 지금까지 문화산업에서는 기업가의 역할보다는 개인 창작자의 영감과 아이디어 등에 주로 초점을 맞추어 왔다. 하지만 최근 "한류(韓流)" 등의 영향으로 인해 문화산업에서 기업가의 역할이 중요해지고 있다. 이에 본 연구에서는 리더의 혁신지향성, 위험감수성, 선발자우위, 종업원에 대한 보상, 재도전용이성이 마켓리더십에 미치는 영향에 대해 분석하였다. 그 결과, 위험감수성, 선발자우위, 종업원에 대한 보상, 재도전용이성의 경우에는 모두 마켓리더십에 긍정적인 영향을 미치고 있었으나, 리더의 혁신 지향성에서는 유의미한 결과가 도출되지 못하였다. 이는 문화산업에서 마켓리더십을 가지기 위해서는 리더의 직관보다 구성원들의 창의성이 발휘될 수 있는 환경 조성이 더 효과적임을 보여준다. 본 연구의 결과는 문화산업에 속하는 기업들이 전략을 수립하거나 정부에서 정책을 결정할 때, 기업가정신이 강조되어야 함을 시사한다.

The culture industry has been considered very important as firms utilize human creativity as the main source for providing high-value-added services. In this industry, the inspirations and ideas of individual creators have been stressed rather than the roles of entrepreneurs so far. However, in recent years, due to the influence of "Hallyu" or the Korean Wave, entrepreneurial firms have actively participated in producing a variety of products embracing cultural value. In this vein, the entrepreneurship-related elements such as the degree of leaders' innovativeness, risk-taking environment, first mover advantage, employee compensation, and tolerance to failure were selected to investigate their effects on market leadership. As a result, it was observed that risk-taking environment, first mover advantage, employee compensation, and tolerance to failure had a positive effect whereas leaders' innovativeness was not statistically meaningful. These findings show that the creation of an atmosphere where employees' creativity can be fully appreciated is more important than the leader' insight-driven innovativeness. The results of this study indicate that when companies formulate strategies and the government initiate policies in the culture industry, entrepreneurship should be incorporated as a crucial element.

124

창동·상계 창업 및 문화산업단지 조성사업 - Conversion Platform -

윤정현

[Kisti 연계] 한국교육시설학회 교육시설 : 한국교육시설학회지 Vol.26 No.4 2019 pp.34-38

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

125

오락문화 산업의 소비지출에 관한 실증연구 : 인구고령화를 중심으로

정욱영, 지계웅

[NRF 연계] 한국관광연구학회 관광연구저널 Vol.33 No.11 2019.11 pp.89-101

...culture consumption using an auto-regressive distributed lag (ADL) model. Through estimating the entertainment culture consumption function incorporating population aging variable elasticities of age-specific income, price and interest rates were derived, and the impacts of population structure on entertainment culture consumption expenditure were analyzed using quarterly data from 1990 to 2016. Income elasticities were shown to have the biggest value at 0.98 in the lower thirties, 0.92 in the forties, and 0.81 both in the fifties and in the upper sixties. These results mean that accelerating population aging will have a declining effect in the entertainment culture industry. Price elasticities were found to be the most responsive value at -0.70 in the lower thirties, and the least responsive one was -0.30 in the upper sixties. The forties and the fifties showed -0.48 and -0.40, respectively. Price elasticity had a negative relation to household age. Regardless of age groups, interest rates showed a negative relation to entertainment culture consumption. Elasticities were estimated to be -0.11 in the whole household, with the most responsive value at ?0.16 in the upper sixties, and the least responsive one at ?0.10 in the forties. The population aging variable affected entertainment culture consumption in an inverted U-shape. At the critical value of 0.29 in the population aging variable, aging affecting consumption reversed from increase to decrease. Therefore, the deepening population aging trend will function as a negative factor for the entertainment culture industry. Seasonal effects showed an order in magnitude as winter, summer, spring, and fall. Facing accelerating population aging, this study will be a useful econometric tool in designing policies for the entertainment culture industry.

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본 연구는 회귀분석 모형을 이용하여 인구고령화가 오락문화 산업의 소비지출에 미치는 효과를 분석하였다. 1990∼2016년의 분기 자료를 이용하여 오락문화 소비함수를 추정한 다음 소득, 가격, 그리고 이자율에 대한 오락문화 소비의 탄력성을 도출하여 연령대별로 오락문화 소비의 특성을 비교분석하였다. 그리고 인구구조 변수를 설명변수로 선정하여 인구구조의 고령화가 오락문화 소비지출에 미치는 영향을 계량적으로 분석하였다. 주요 연구결과로 첫째, 소득탄력성은 전체 가구가 0.82이며 연령대별로는 20∼30대 가구가 0.98로 가장 크며, 40대 가구 0.92, 60대 이상과 50대 가구가 0.81로 나타났다. 향후 저 성장과 인구고령화의 추세의 가속화는 소득탄력성의 감소와 함께 오락문화 산업의 성장을 위축시키는 요인으로 작용할 것으로 예측된다. 둘째, 가격탄력성은 전체 가구가 –0.28이며, 20∼30대 가구 –0.70, 40대와 50대 가구는 각각 –0.48과 –0.40, 그리고 60대 이상 가구는 -0.30으로 추정되었다. 최근 오락문화 가격의 완만한 하락 추이는 오락문화 산업의 성장에 어느 정도 긍정적인 요인이 될 수 있다. 셋째, 이자율탄력성은 가구 전체가 -0.105이며 60대 이상 가구 –0.164, 20∼30대 가구 –0.120, 그리고 40대 가구가 –0.097의 순서로 추정되었다. 향후 이자율의 하락 추이는 오락문화 산업의 성장에 긍정적인 요인이 될 수 있다. 넷째, 인구고령화가 전체 가구의 오락문화 소비에 미치는 영향은 역 U-자(inverted U-shape) 형태이며 인구고령화 변수의 증가에 따라 오락문화 소비가 증가에서 감소로 전환되는 인구고령화 변수의 임계값(critical value)은 0.294인 것으로 추정되었다. 다섯째, 계절변화가 오락문화 소비에 주는 영향은 가구 전체적으로 겨울이 가장 크며 그 다음으로 여름, 봄, 가을의 순서로 나타났다. 모든 연령대 가구에서 공통적으로 가을이 오락문화 소비 효과가 가장 약하다는 추정결과를 보이고 있다. 본 논문은 인구구조가 오락문화 및 관광산업에 미치는 경제적 파급효과를 분석하는 데 유용한 계량모형으로 활용될 수 있다.

This paper investigated the effects of population aging on entertainment culture consumption using an auto-regressive distributed lag (ADL) model. Through estimating the entertainment culture consumption function incorporating population aging variable elasticities of age-specific income, price and interest rates were derived, and the impacts of population structure on entertainment culture consumption expenditure were analyzed using quarterly data from 1990 to 2016. Income elasticities were shown to have the biggest value at 0.98 in the lower thirties, 0.92 in the forties, and 0.81 both in the fifties and in the upper sixties. These results mean that accelerating population aging will have a declining effect in the entertainment culture industry. Price elasticities were found to be the most responsive value at -0.70 in the lower thirties, and the least responsive one was -0.30 in the upper sixties. The forties and the fifties showed -0.48 and -0.40, respectively. Price elasticity had a negative relation to household age. Regardless of age groups, interest rates showed a negative relation to entertainment culture consumption. Elasticities were estimated to be -0.11 in the whole household, with the most responsive value at ?0.16 in the upper sixties, and the least responsive one at ?0.10 in the forties. The population aging variable affected entertainment culture consumption in an inverted U-shape. At the critical value of 0.29 in the population aging variable, aging affecting consumption reversed from increase to decrease. Therefore, the deepening population aging trend will function as a negative factor for the entertainment culture industry. Seasonal effects showed an order in magnitude as winter, summer, spring, and fall. Facing accelerating population aging, this study will be a useful econometric tool in designing policies for the entertainment culture industry.

126

한국 문화산업에서 ‘창조성으로의 전회(creative turn)'에 관한 고찰: 대중음악산업을 중심으로

김수철

[NRF 연계] 고려대학교 아세아문제연구원 아세아연구 Vol.58 No.3 2015.09 pp.72-105

...industry) 패러다임에 대한 기존 논의들은 대부분 문화의 상업화 경향에 대한 비판의 연장이거나 혹은 개별화된 정책연구나 시장 분석 및 전략 대한 논의로 창조성으로의 전회의 효과를 평가하는데 제한적이었다. 이 논문은 한국 문화산업 및 정책에서 창조성으로의 전회의 효과와 그 문제점에 대하여 특히 대중음악산업 분야를 중심으로 살펴본다. 이를 통해서 문화거버넌스 문제틀 도입의 유용성을 주장한다. 먼저, 이 논문은 문화거버넌스 개념의 이론적 자원으로 영국 문화연구에서의 문화조절 개념과 1990년대 이후에 나타난 문화경제론에서의 논의들을 살펴본다. 이를 통해서 기존의 문화정책의 틀이나 문화산업 비판론의 한계를 넘어서 창조성 및 창의산업 패러다임의 도입 이후에 나타난 문화정책의 수립과 실행에서 나타난 변화들을 반영할 수 있는 새로운 문제틀로서 문화거버넌스 문제틀을 제시한다. 다음으로 이 논문은 한국 문화정책에서의 창조성으로의 전회의 효과와 특징을 문화정책 대상 및 전략의 변화라는 측면에서 고찰한다. 특히 대중음악산업을 중심으로 ‘창조성으로의 전회’가 가져온 변화와 문제점들에 대하여 문화거버넌스 문제틀을 통해서 비판적으로 분석한다. 결론에서는 문화거버넌스 문제틀의 도입을 통해서 한국 대중음악산업에서 나타나는 문제점들에 대응하면서 창의산업 패러다임에 적절한 창의적 대중음악정책의 가능성에 대하여 토론한다.

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이 논문은 문화거버넌스 문제틀을 통해서 한국 문화산업, 특히 대중음악산업에서의 창조성, 창의산업 패러다임의 도입 이후의 변화, 즉 ‘창조성으로의 전회’의 영향에 대하여 고찰해보고자 하는 논문이다. 한국 사회에서의 창의산업(creative industry) 패러다임에 대한 기존 논의들은 대부분 문화의 상업화 경향에 대한 비판의 연장이거나 혹은 개별화된 정책연구나 시장 분석 및 전략 대한 논의로 창조성으로의 전회의 효과를 평가하는데 제한적이었다. 이 논문은 한국 문화산업 및 정책에서 창조성으로의 전회의 효과와 그 문제점에 대하여 특히 대중음악산업 분야를 중심으로 살펴본다. 이를 통해서 문화거버넌스 문제틀 도입의 유용성을 주장한다. 먼저, 이 논문은 문화거버넌스 개념의 이론적 자원으로 영국 문화연구에서의 문화조절 개념과 1990년대 이후에 나타난 문화경제론에서의 논의들을 살펴본다. 이를 통해서 기존의 문화정책의 틀이나 문화산업 비판론의 한계를 넘어서 창조성 및 창의산업 패러다임의 도입 이후에 나타난 문화정책의 수립과 실행에서 나타난 변화들을 반영할 수 있는 새로운 문제틀로서 문화거버넌스 문제틀을 제시한다. 다음으로 이 논문은 한국 문화정책에서의 창조성으로의 전회의 효과와 특징을 문화정책 대상 및 전략의 변화라는 측면에서 고찰한다. 특히 대중음악산업을 중심으로 ‘창조성으로의 전회’가 가져온 변화와 문제점들에 대하여 문화거버넌스 문제틀을 통해서 비판적으로 분석한다. 결론에서는 문화거버넌스 문제틀의 도입을 통해서 한국 대중음악산업에서 나타나는 문제점들에 대응하면서 창의산업 패러다임에 적절한 창의적 대중음악정책의 가능성에 대하여 토론한다.

This paper is an attempt to examine the impacts of 'creative turn' on cultural industries, particularly the popular music industry, by introducing cultural governance as an analytical tool. As a starting argument, this paper suggests that the existing policy studies and market trend reports are not enough to measure the impact of creative turn on culture industries and policy in Korea. It also maintains that cultural governance, as a concept and perspective on cultural industry and policy, is useful in analyzing how the creative turn changed culture industry and policy making in Korea. In doing so, this paper discusses both the notion of cultural regulation in British Cultural Studies and cultural economy, which tries to theorize the relationship between capitalism and culture. It will be demonstrated how cultural governance can be useful and what kinds of changes make this concept relevant in analyzing contemporary changes in culture industries and policy making. This paper will offer an analysis on the impact of creative turn on the popular music industry and policy in Korea. It will conclude by providing a discussion on the implication of cultural governance approach in the creative culture industry strategy and policy in Korea.

127

天津市文化产业发展及其存在的问题分析

唐颖侠, 刘勇

[NRF 연계] 한중사회과학학회 한중사회과학연구 Vol.11 No.1 2013.01 pp.311-344

...culture industry of TianJin develops rapidly, and the growth rate of added value is more than 30% annually. The culture industry of TianJin has a huge potential. But at the same time, the level of TianJin culture industry is still in the medium level in china, and it also far from the requirement of strategic industry. The development of TianJin municipality’s culture industry has experienced four stages including breaking the ice,growing up, rapid expansion and promoting. TianJin’s culture creativity begins to take shape, new broadcast, films and television program boutiques increase more and more, publishing and issue industry go from strength to strength, cultural tourism develops favorable, digital cartoon has been a new force suddenly rising, conference and exhibition industry appears step by step. TianJin’s culture industry development characteristic as followings,first, the major projects drive industrial development and construct the industrial platform of culture industry. Second, Binhai new area leads the rest downtown’s development of culture industry. Third, modern financial platform is used to realize the diversification of culture industry finance. This article will analyze the advantages and the development situation of TianJin culture industry. The advantage of the development of TianJin’s culture industry is as followings. First, the profound history details and abundant humanity resource provide solid basis for TianJin culture industry development. Second, unique location advantage clears the passageway of TianJin culture industry development. Third, rapid expansion of economy pours into the motive power for TianJin culture industry development. Four, Prosperous Chinese folk art forms and folk cultures supply the raw and processed materials for TianJin culture industry development. Fifth,Great policy support offers the good opportunity for TianJin culture industry development. Six, a large number of talents from TianJin’s colleges and universities afford the powerful talented persons for TianJin culture industry development. In recent years, TianJin culture industry developing rapidly,but at the same time, TianJin culture industry development of the overall level is not high, far less than the requirements of the pillar industries:culture system mechanism not to live, regardless of politics, the matter business regardless of the phenomenon still exists, unified development,competitive and orderly market system has not been formed, private cultural enterprise scale and quantity is small, cultural market is not active;Cultural resources to the mining, integration, development and utilization is insufficient still, culture and science and technology, tourism, business combination is not quite close together; Cultural enterprise is smaller, the industrial aggregation level is not high, has not been formed with strong influence of the large enterprises and industry cluster culture; Relevant laws and regulations policy lag, cannot satisfy the rapid development of the cultural industry needs. On the basis of this, the article will analyze the problem of the TianJin culture industry from the aspects of policy、market and legal views. First of all, the added value of the cultural industry is not high, cultural consumption demand no full release. Second, the mechanism of system of culture barriers, it lacks a sound macro system and long-acting microscopic mechanism. Third, policy arrangement defects, the production and consumption regulation, guide not perfect. Fourth, the cultural industry financing channel impeded. Fifth, the cultural industry is not perfect relevant laws and regulations. How to make use of their own advantages in TianJin, as far as possible eliminate some conditionality factors, with the aid of the existing culture industry development may mode and structure, speed up the TianJin culture industry rapid ...

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最近几年、根据滨海新区先行先试的政策、天津市文化产业得到了迅猛发展、其附加值每年增长30%以上。天津市文化产业发展的潜力巨大。但同时也要看到天津市文化产业的发展水平仍处于中国的中等水平、与产业战略要求相比仍有较大差距。天津市文化产业发展经历了起步、成长、快速发展和提升四个阶段、文化创意初具规模、广播影视作品精品不断、出版发行行业不断壮大、数字动漫异军突起、会展业成果逐步显现。天津文化产业发展的特点有、首先以重大项目带动产业发展、搭建文化产业发展平台。其次、以发挥滨海新区为龙头、带动其他市区文化产业的发展。第三、充分利用现代金融平台、文化产业融资实现多元化。天津市文化产业发展的优势是、首先、深厚的历史底蕴和丰富的人文资源为天津文化产业的发展奠定了坚实的基础。第二、独特的区位优势为天津发展文化产业厘清了通道。第三、经济的快速发展为天津文化产业的发展注入了原动力。第四、曲艺、民俗文化的百花齐放为天津文化产业的发展提供了原材料。第五、政策的大力扶持为天津文化产业的发展迎来了难得的机遇。第六、本地高校的大量人才的输出为天津文化产业的发展提供了强有力的人才支持。近几年来、天津文化产业发展迅猛、但同时也要看到、天津市文化产业发展的总体水平还不高、远低于支柱产业的要求: 文化体制机制不活、政事不分、事企不分的现象依然存在、统一开发、竞争有序的市场体系尚未形成、民营文化企业规模和数量较小、文化市场不够活跃;对文化资源的挖掘、整合、开发利用还不足、文化与科技、旅游、商贸结合不够紧密;文化企业普遍规模较小、产业聚集度不高、尚未形成具有较强影响的大新文化企业和产业集群;相关法规政策滞后、不能满足急速发展的文化产业需求。根据以上特点和优势、本文从政策、市场和法律的视角分析了天津文化产业发展存在的问题。首先、文化产业增加值不高、文化消费需求没有全面释放。第二、文化体制机制障碍、缺乏健全的宏观体制和长效的微观机制。第三、政策安排存在缺陷、生产和消费调控、引导不完善。第四、文化产业融资渠道不畅。第五、文化产业相关法规不完善。如何利用天津自身优势、尽可能消除一些制约性因素、借助现有文化产业业态发展模式和格局、加快天津文化产业快速发展、把天津建设成富有独特魅力和创造活力的文化强市、使天津文化竞争力走在全国前列、这是未来天津文化产业发展的目标定位。首先、制定完善≪天津市文化产业发展“十二五”规划≫、指导文化产业科学发展。其次、实施实施区域协调发展战略、重点业态优先战略、项目聚集带动战略和特色文化品牌四大发展战略。第三、合理进行空间布局。发展完善山、海、城、乡“四带多点”文化产业空间布局、开发利用区域优势资源、确定发展重点、合理布局文化产业项目。第四、加大政策和资金扶持的力度。最后、进一步深化文化体制改革。放宽民营资本的准入机制、降低民营资本准入门槛、减少审批环节、鼓励民营资本参与文化产业发展与振兴、成为市场主体。

In recent years, relying on the policy of trying first in BinHai new area, the culture industry of TianJin develops rapidly, and the growth rate of added value is more than 30% annually. The culture industry of TianJin has a huge potential. But at the same time, the level of TianJin culture industry is still in the medium level in china, and it also far from the requirement of strategic industry. The development of TianJin municipality’s culture industry has experienced four stages including breaking the ice,growing up, rapid expansion and promoting. TianJin’s culture creativity begins to take shape, new broadcast, films and television program boutiques increase more and more, publishing and issue industry go from strength to strength, cultural tourism develops favorable, digital cartoon has been a new force suddenly rising, conference and exhibition industry appears step by step. TianJin’s culture industry development characteristic as followings,first, the major projects drive industrial development and construct the industrial platform of culture industry. Second, Binhai new area leads the rest downtown’s development of culture industry. Third, modern financial platform is used to realize the diversification of culture industry finance. This article will analyze the advantages and the development situation of TianJin culture industry. The advantage of the development of TianJin’s culture industry is as followings. First, the profound history details and abundant humanity resource provide solid basis for TianJin culture industry development. Second, unique location advantage clears the passageway of TianJin culture industry development. Third, rapid expansion of economy pours into the motive power for TianJin culture industry development. Four, Prosperous Chinese folk art forms and folk cultures supply the raw and processed materials for TianJin culture industry development. Fifth,Great policy support offers the good opportunity for TianJin culture industry development. Six, a large number of talents from TianJin’s colleges and universities afford the powerful talented persons for TianJin culture industry development. In recent years, TianJin culture industry developing rapidly,but at the same time, TianJin culture industry development of the overall level is not high, far less than the requirements of the pillar industries:culture system mechanism not to live, regardless of politics, the matter business regardless of the phenomenon still exists, unified development,competitive and orderly market system has not been formed, private cultural enterprise scale and quantity is small, cultural market is not active;Cultural resources to the mining, integration, development and utilization is insufficient still, culture and science and technology, tourism, business combination is not quite close together; Cultural enterprise is smaller, the industrial aggregation level is not high, has not been formed with strong influence of the large enterprises and industry cluster culture; Relevant laws and regulations policy lag, cannot satisfy the rapid development of the cultural industry needs. On the basis of this, the article will analyze the problem of the TianJin culture industry from the aspects of policy、market and legal views. First of all, the added value of the cultural industry is not high, cultural consumption demand no full release. Second, the mechanism of system of culture barriers, it lacks a sound macro system and long-acting microscopic mechanism. Third, policy arrangement defects, the production and consumption regulation, guide not perfect. Fourth, the cultural industry financing channel impeded. Fifth, the cultural industry is not perfect relevant laws and regulations. How to make use of their own advantages in TianJin, as far as possible eliminate some conditionality factors, with the aid of the existing culture industry development may mode and structure, speed up the TianJin culture industry rapid ...

128

中国高校文化产业人才培养模式探究

朴京花

[NRF 연계] 조선대학교 국제문화연구원 국제문화연구 Vol.11 No.1 2018.06 pp.97-105

...culture industry, the shortage of inter-disciplinary top talents is the bottleneck for Chinese culture industry from further development. As the cradle of cultivating professional talents, universities and colleges shall shoulder the important burden of innovating higher education. They shall determine the right direction in the education of courses on culture industry based on contemporary requirements, and enhance the construction level of those courses. The paper will first analyze the current situation for talent cultivation in culture industry in China, and then the modes of cultivating talents majoring on culture industry management in Chinese universities and colleges, so as to argue the inconsistency between education direction for those cultural industry courses and the market, unreasonable setup of professional courses, the necessity of creating practical education modes, etc. Based on the above arguments, the paper will ultimately point out that education integrating industry, teaching and learning, and research into one focusing on cultivating all-around qualities, comprehensive abilities and employment competitiveness of students is the right direction for reform on current culture industry management major.

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Due to the core role that talents play in culture industry, the shortage of inter-disciplinary top talents is the bottleneck for Chinese culture industry from further development. As the cradle of cultivating professional talents, universities and colleges shall shoulder the important burden of innovating higher education. They shall determine the right direction in the education of courses on culture industry based on contemporary requirements, and enhance the construction level of those courses. The paper will first analyze the current situation for talent cultivation in culture industry in China, and then the modes of cultivating talents majoring on culture industry management in Chinese universities and colleges, so as to argue the inconsistency between education direction for those cultural industry courses and the market, unreasonable setup of professional courses, the necessity of creating practical education modes, etc. Based on the above arguments, the paper will ultimately point out that education integrating industry, teaching and learning, and research into one focusing on cultivating all-around qualities, comprehensive abilities and employment competitiveness of students is the right direction for reform on current culture industry management major.

129

『하멜표류기』에 의한 관광문화산업의 허와 실

이영란

[NRF 연계] 인문사회21 인문사회21 Vol.9 No.2 2018.04 pp.269-280

...culture industry based on the record on living of Hamel and his party in many places of Joseon.

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본고는 1653년 제주도에 난파하여 조선 13년간을 머물렀던 핸드릭 하멜 일행을 기념하는 전시관인 제주하멜상선전시관, 강진하멜기념관, 여수하멜전시관 및 하멜등대 등 총 3곳의 운영에 관하여 살펴보고자 한다. 『하멜표류기』에만 의존한 전시관의 현주소에 대해 고민함과 동시에 보완대책을 제안하고자 한다. 전시관은 하멜과 일행들의 생활과 17세기의 조선 사회 모습을 연계하여 담아내지 못한 미완성 전시관으로서의 아쉬움을 갖게 한다. 특히 제주와 하멜일행이 머물렀던 지역과의 연계를 통해 하멜의 조선생활을 그려낼 필요성이 있다. 3개 지역의 하멜전시관에 대해 몇 가지 제안을 한다면, 첫째는 용어의 통일, 둘째는 전문 인력의 배치, 셋째는 전시관 도록 및 연구 책자 발행, 다섯째는 디지털 자료의 지속적 업그레이드 그리고 마지막으로 지역과 연계한 역사적 사료를 담은 전시관을 운영해야 할 것이다. 각 지역에 있는 하멜전시관은 조선에서 하멜 일행의 생활을 단순한 지자체의 사업이나 네덜란드와의 교류의 장을 넘어서 17세기 조선에서 그들의 생활과 당시 조선 사회 안에서 읽어 낼 수 있도록 그 역할이 제대로 이루어져야 할 것이다. 나아가 하멜 일행이 여러 지역에서 생활한 내용을 토대로 각 지역마다 관광문화산업에 알맹이가 있는 유용한 자료를 관광객에게 제공하는 전시관으로 체계화, 내실화해야 할 것이다.

There are a total of three places to honor Hendrik Hamel who was cast away in Jejudo in 1653 and stayed in Joseon for 13 years: Jeju Hamel Museum, Gangjin Hamel Museum and Yeosu Hamel Museum. we should think about the present status of museums only depending on 『Hamel’s Castaway Diary』. In this situation to overcome the problem, we have to search for solutions. It is sorry in that the museums do not connect life of Hamel and his party to social aspects of Joseon in the 17th century. This study proposed a few strategies for three Hamel Museums: First, terms should be unified; Second, professionals should be employed; Third, museum catalogues and academic texts should be published; Fourth, digital data should keep being upgraded and fifth, historical facts that are connected to local areas should be realized for active management of the museums. The museums should be improved to facilitate understanding of their life in Joseon of the 17th century beyond simple business of local government and exchanges with the Netherlands. Furthermore, the museums should be organized and improved to provide useful data for tourism culture industry based on the record on living of Hamel and his party in many places of Joseon.

130

중국 문화산업 투자의 경제적 파급효과

유유개, 맹해양, 배기형

[NRF 연계] 한국문화산업학회 문화산업연구 Vol.17 No.2 2017.06 pp.123-128

...culture industry in China contribute to national economy by measuring economic effects of culture industry's investment on national economy. To achieve the purpose of the study, the study uses an Input-Output Table of year 2010 of China. As a result, the effect of production induced by the culture industry's investment is 9,063.7 billion yuan, the effect of valued added inducement tis 2,921.1(indirect inducement 2,848.0 billion yuan, direct inducement 78.1 billion yuan), income inducement is 1,298.3billion yuan(indirect inducement 1,253.8 billion yuan, direct inducement 44.5 billion yuan),tax inducement is 471.1 billion yuan(indirect inducement 463.4 billion yuan, direct inducement 7.7 billion yuan),total workers inducement is 19,588 man-year(indirect inducement 13,224 man-year, direct inducement 6,363 man-year).

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본 연구의 목적은 중국 문화산업 투자의 경제적 파급효과를 분석하는데 있다. 이를 위해 중국의 2010년 산업연관표를 활용한다. 연구의 결과 총생산유발액은 9,063.7 십억 위안, 총부가가치유발액은 2,921.1 십억 위안으로 이 중 간접 부가가치유발액 2,848.0십억 위안 1,396.6억원이며, 직접 부가가치유발액은 78.1십억 위안으로 나타났으며, 총소득유발규모는 1,298.3십억 위안으로 이 중 간접소득유발액은 1,253.8십억 위안이며, 직접소득유발액은 44.5십억 위안이다. 또한 총생산세유발액은 총 471.1십억 위안으로 이중 간접 생산세유발액은 463.4 십억 위안, 직접 생산세유발액은 7.7십억 위안으로 나타났다. 한편 총노동유발인원은 전산업에서 총 19,588명으로 이 중 직접노동 유발은 6,363명이며, 간접노동유발은 13,224명으로 나타났다.

The purpose of this study is to analyze how much culture industry in China contribute to national economy by measuring economic effects of culture industry's investment on national economy. To achieve the purpose of the study, the study uses an Input-Output Table of year 2010 of China. As a result, the effect of production induced by the culture industry's investment is 9,063.7 billion yuan, the effect of valued added inducement tis 2,921.1(indirect inducement 2,848.0 billion yuan, direct inducement 78.1 billion yuan), income inducement is 1,298.3billion yuan(indirect inducement 1,253.8 billion yuan, direct inducement 44.5 billion yuan),tax inducement is 471.1 billion yuan(indirect inducement 463.4 billion yuan, direct inducement 7.7 billion yuan),total workers inducement is 19,588 man-year(indirect inducement 13,224 man-year, direct inducement 6,363 man-year).

131

지역 문화산업 클러스터 활성화를 위한지속가능성의 모색

권영길

[NRF 연계] 한국엔터테인먼트산업학회 한국엔터테인먼트산업학회논문지 Vol.10 No.4 2016.08 pp.25-40

...culture industry. This study aims to search for promotion sustainability of regional culture industry clusters. Regional culture industry clusters are culture industry site of 3 cities which are Cheongju, Chuncheon, and Paju, culture industry promotion district of 11 cities which are Busan, Daegu, Daejeon, Bucheon, Jeonju, Cheonan, Jeju, Incheon, Goyang, Seongnam, and Andong, and culture industry promotion facilities which are Sangam Cultural Content Center and Korean Cartoon & Image Promotion Center. We find out that settlement and development of regional culture industry clusters are weak and low. To get the promotion sustainability of regional culture industry clusters, I suggest the following actions such as consistent and continuous considerations of central government, powerfully propelling will of local government, fully construction and management of infrastructure of regional culture industry, network and cooperaton of related parties and participants, support of creative talent promotion, activation of trade markets by the support for development, production, and marketing of cultural products, and concurrent and joint development of related industries such as event, festival, and tourism.

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세계는 지식사회로 급격하게 변화하고 있다. 이러한 변화에서 정부는 각 지역의 거점을 통해서 혁신적인 문화산업의 인프라를 구축하고 이를 통해주변지역에 파급함으로써 부가가치 창출을 통해 고용을 확대하여 국민생활의 질을 높이고 국가발전을지속해 나가고자 노력하고 있다. 지역 문화산업의발달기제로서 지역 문화산업 클러스터의 활성화를위한 지속가능성을 모색하는 것이 이 연구의 목적이다. 실태분석의 결과, 지역 문화산업 클러스터의정착과 발전이 미약한 것으로 나타났다. 클러스터의활성화를 위한 지속가능성을 위해서는 중앙정부의일관성 있고 지속적인 정책적 배려, 지방정부의 강력한 추진의지, 지방문화산업의 인프라 구축, 주체들 간의 네트워크와 협력, 창의적 인재의 육성 지원, 그리고 문화상품의 개발ㆍ제작ㆍ마케팅 지원를통해 거래시장을 활성화시켜야 하고, 지방의 특성에맞게 축제와 관광 등의 협력적 발전이 이루어져야한다.

World is changing rapidly to the knowledge society. To pace up with this change, government tries to raise the quality of people life and to develop the nation, through the promotion of culture industry. This study aims to search for promotion sustainability of regional culture industry clusters. Regional culture industry clusters are culture industry site of 3 cities which are Cheongju, Chuncheon, and Paju, culture industry promotion district of 11 cities which are Busan, Daegu, Daejeon, Bucheon, Jeonju, Cheonan, Jeju, Incheon, Goyang, Seongnam, and Andong, and culture industry promotion facilities which are Sangam Cultural Content Center and Korean Cartoon & Image Promotion Center. We find out that settlement and development of regional culture industry clusters are weak and low. To get the promotion sustainability of regional culture industry clusters, I suggest the following actions such as consistent and continuous considerations of central government, powerfully propelling will of local government, fully construction and management of infrastructure of regional culture industry, network and cooperaton of related parties and participants, support of creative talent promotion, activation of trade markets by the support for development, production, and marketing of cultural products, and concurrent and joint development of related industries such as event, festival, and tourism.

132

벤처캐피탈 활성화를 통한 문화산업 발전방안 연구

정행득

[NRF 연계] 한국문화산업학회 문화산업연구 Vol.15 No.3 2015.09 pp.53-63

...culture industry plays the key role. A circumstance in which young people are very active in various fields of cultural contents should be provided by the government. How we revitalize the venture capital market is crucial in the process. A sustainable growth momentum of technology and human capital intensive culture industry development can be secured only through construction of venture capital ecosystem, in which innovative venture companies’ financial matters are alleviated drastically. The structure of fund raising system should be changed from loan to investment. This change can assist the financing of venture businesses that have sufficient technology but lack capital. In addition, subsystem of venture ecosystem should be enlarged including M&A vitalization, intellectual property protection, expanding rechallenging opportunities for the venture failures, etc.

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한국 경제의 재도약을 위해서는 문화콘텐츠산업이 중추가 되는 창조경제 구현을 통하여 새로운 시장과 일자리가 창출되어야 한다. 특히 청년인력들이 다양한 문화콘텐츠 영역에서 활동할 수 있는 여건 마련이 매우 중요하다. 문화콘텐츠산업이 발전하기 위해서는 벤처캐피탈의 활성화가 중요한 관건이 되고 있다. 기술 및 인적자원 집약적인 문화산업 발전이라는 지속가능한 새로운 성장 모멘텀은 창업기업과 혁신적 중소·벤처기업이 새로운 시장과 산업에 진입하여 성장하는 일련의 과정에서 발생하는 자금수급상의 불균형 문제 보완과 이를 통해 기업이 단절 없이 성장하는 생태계 조성·제공을 요구하고 있다. 창의적 자산의 사업화를 지원하는 벤처자금 생태계의 선순환 구조가 구축되기 위해서는 벤처·창업기업의 고위험․고수익 구조에 부합한 지원이 되도록, 창업기업의 자금조달 구조를 융자로부터 투자 중심으로 변경하고, 엔젤투자 활성화, 기술혁신형 M&A 활성화 등을 통해 성장 단계별 투자․회수 시스템을 갖추어 나가면서, 지적재산권 보호, 재도전 환경개선 등 벤처생태계의 하부 인프라가 확충되어야 한다.

For sustained growth of Korean economy. new markets and job positions should be created through materialization of 'creative economy' in which culture industry plays the key role. A circumstance in which young people are very active in various fields of cultural contents should be provided by the government. How we revitalize the venture capital market is crucial in the process. A sustainable growth momentum of technology and human capital intensive culture industry development can be secured only through construction of venture capital ecosystem, in which innovative venture companies’ financial matters are alleviated drastically. The structure of fund raising system should be changed from loan to investment. This change can assist the financing of venture businesses that have sufficient technology but lack capital. In addition, subsystem of venture ecosystem should be enlarged including M&A vitalization, intellectual property protection, expanding rechallenging opportunities for the venture failures, etc.

133

문화콘텐츠로서의 전통문양 활용방안-전통문양 문화콘텐츠 관련 학위 논문 및 학술지 중심으로-

김선화

[NRF 연계] 한국전시산업융합연구원 한국과학예술융합학회 Vol.19 2015.03 pp.131-143

...Culture war’ which is to change theconsciousness about culture and to generate theadded value has become fierce. Developed countriesare trying to obtain an economically dominantposition under the name of 'cultural industry' withcontents that can be summarized as the content ofeach media. As change in paradigm to secureeconomic power and to express its unique identitygets urgent, each country is trying the maximizethe effectiveness by finding the universality anddeveloping the unique pattern to emphasizeoriginality which differentiates the country fromothers. Contents can be considered as the contentscombined with technology reproduced bytechnology. Cultural contents refers to the contentswhich generate added value with accumulatedculture and traditional pattern plays as a medium tounderstand the living habits, religion, spiritualthinking as well as consciousness of architecture ofthe times. Therefore, this study is to analyze themethods to utilize traditional patterns as culturalcontents since it is a subjective form of commonemotions which reflects national culture as well as cultural rules. For this purpose, directions of the researches on utilizing traditional patterns were analyzed by overall meta-analysis. As a result, there have been various researches on utilizing traditional patterns however, there has been no research considering the multi-use of traditional pattern by producing various sampleswith traditional patterns in limited areas. Alsoin-depth analysis needs to be conducted on thosetraditional patterns interpreted in a modern waysince people can't feel the emotions that onlytraditional patterns contain. Therefore, it is requiredto apply selected traditional patterns to variousmedia to generate high value as cultural contents. In other words, the research which focuses on expanding profit structure and generating highvalue by reproducing and recreating traditionalpatterns for multi-use with consideration of one source.

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오늘날 문화에 대한 인식의 전환과 부가가치 창출을 위한 디지털 경제의 ‘문화전쟁’이 치열하다. 각종미디어에 담긴 내용물로 요약되는 콘텐츠Contents를가지고 선진국들은 “문화산업”이라는 이름 아래 부가적인 경제효과 창출에 주력하고 있다. 따라서 문화콘텐츠로서의 전통문양 활용방안을 제안하기 위해 문화시대의 부가가치를 형성하는데 있어 ‘콘텐츠를 어떻게창조하고 구체화 하여 경제 창출과 자연스럽게 이어져야 하는가’를 중점적으로 연구했다. 전통문양의 활용방안에 대한 구체적인 연구로 문헌연구와 조사를통해 문화콘텐츠 시장에서 직접 활용 가능한 콘텐츠개발을 구체화하고자 하였다. 이러한 이유는 일반적으로 콘텐츠는 모든 미디어로 표현될 수 있는 집합물로문화, 예술, 학술적 내용물의 창작 또는 제작에 중점을 두어 주로 문화, 예술 및 학계를 기반으로 한 창작물이기 때문에 세계화의 공통성과 화제의 공감을 이끌어낼 수 있어야하며, 독립된 차별성을 지니고 있는각 문화만의 독특한 특성이 내제되어야만 하기 때문이다. 그러므로 한국 전통문양을 다양한 미디어로 변환하고 재가공하는 방법에 있어, 세계시장에서 관심과 이목을 끌 수 있는 구체적인 개발은 앞으로의 콘텐츠개발에 도움이 될 수 있는 지침으로 활용도가 높을것으로 보고 있다. 전통문양은 문화원형으로 활용되는조형기호로서 전통문양이 콘텐츠로 활용되어 다양한 미디어로 재가공 되어 경제효과를 창출 위해서는 세계의 기호와 시대적 변화에 적합하도록 재구성 및 재창조가 필요한 것으로 보고 있다. 그러나 현재의 연구와 시장의 사례를 보았을 때 한정된 분야의 여러 가지 전통문양을 활용하여 다양하게 제작한 시제품은 내용물의 창작에 있어 미디어의 가공에 중점을 둔 제작이 아니라는 측면에서 효과적인 경제창출로 연결되지 못하는 아쉬움을 가지고 있다. 문화콘텐츠가 이 시대의 중요 키워드로 부상한 이유 중에 하나가 예술, 문화, 엔터테인먼트에 대한 욕구와 인간의 상상력을 표현할 수 있는 디지털 기술의 신장 때문이라면, 컴퓨터와의 접목을 시도한 연구와 전통문양을 수리적으로 접근하여 분류한 연구는 문화 콘텐츠로서 전통문양 활용에 대한 문제점들을 해결하는 데에 대안으로서 작용할 수 있을 것이라 기대한다. 결론적으로 다양한 전통문양 활용에 관한 다양한 연구가 있었지만, 문화콘텐츠로서 높은 부가가치를 생산할 수 있기 위해서는 선정한 전통문양을 다양한 미디어에 사용할 것을 염두에 둔 기초 작업이 필요하다는 것이다.

Culture war’ which is to change theconsciousness about culture and to generate theadded value has become fierce. Developed countriesare trying to obtain an economically dominantposition under the name of 'cultural industry' withcontents that can be summarized as the content ofeach media. As change in paradigm to secureeconomic power and to express its unique identitygets urgent, each country is trying the maximizethe effectiveness by finding the universality anddeveloping the unique pattern to emphasizeoriginality which differentiates the country fromothers. Contents can be considered as the contentscombined with technology reproduced bytechnology. Cultural contents refers to the contentswhich generate added value with accumulatedculture and traditional pattern plays as a medium tounderstand the living habits, religion, spiritualthinking as well as consciousness of architecture ofthe times. Therefore, this study is to analyze themethods to utilize traditional patterns as culturalcontents since it is a subjective form of commonemotions which reflects national culture as well as cultural rules. For this purpose, directions of the researches on utilizing traditional patterns were analyzed by overall meta-analysis. As a result, there have been various researches on utilizing traditional patterns however, there has been no research considering the multi-use of traditional pattern by producing various sampleswith traditional patterns in limited areas. Alsoin-depth analysis needs to be conducted on thosetraditional patterns interpreted in a modern waysince people can't feel the emotions that onlytraditional patterns contain. Therefore, it is requiredto apply selected traditional patterns to variousmedia to generate high value as cultural contents. In other words, the research which focuses on expanding profit structure and generating highvalue by reproducing and recreating traditionalpatterns for multi-use with consideration of one source.

134

전통문화산업정책에 대한 재음미: “그물망”으로서의 정책과정과 그 “뒤얽힘”에 대한 탐색적 연구

심광호, 유동환, 이철주

[NRF 연계] 한국정부학회 한국행정논집 Vol.26 No.4 2014.12 pp.735-768

...culture industry and its trials to legalize such policies have been notsuccessful, this study explores to examine factors, which have negatively influenced suchadministrative and political efforts, in the aspects of policy process and then attempts to designinstitutional means to effectively curb such elements. Thus, considering the process of traditional culture industry policy as being in some wayanalogous to the formation and use of a “fishing net” which a fisherman weaves and uses tocatch fish, the study investigates such policy process in the four aspects of the nature of policyissues, main executive bodies, relationships among policy subjects, and policy performance. Based on the analogy of fishing net, employing both the literature review and an empiricalmethod of focus interview (FI), the study finds that the Korean government’s policy process oftraditional culture industry policy has partaken of the feature of a “tangled fishing net”, not awell-knit fishing net. That is, this study finds such “tangled fishing net" phenomena including: (i)boundary-setting, which has been tangled by political interpretation and conceptualization ofterms such as tradition, traditional culture and its industry, (ii) designation of main executivebodies, which has been tangled by troubles of establishing the domain and degree ofgovernment intervention, (iii) cooperation and coordination among main bodies, which has beentangled by difficulties of role allotment between governments and private subjects, and (iv)performance management, which has been tangled by difficulties in verifying and measuring theperformance of traditional culture industry. Accordingly, the study suggests that both vertical and horizontal systems to alleviate the featureof a tangled fishing net in the traditional culture industry policy can be effectively built up byintegrating three elements such as: (i) clear and unbiased reinterpretation and reconceptualizationof tradition, traditional culture and its industry, (ii) reestablishment of policy direction and role ofgovernment as control tower and enlargement of private participation, (iii) balanced rules for harmonizing and connecting the stability of hierarchical arrangements and the flexibility ofgovernance structures, and (iv) systematic cooperation and coordination between governmentand/or private sectors.

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본 연구의 목적은 10년 이상 동안 한국정부가 추진해 온 전통문화산업정책의 입법 및 정책과정이 원활하지 않음에 따라 그에 대한 원인 요소들을 정책과정의 국면에서 탐색하고 관련 문제들을 해결하기 위한 방안을 설계하고자 하는 것이다. 이를 위하여 먼저 전통문화산업정책의 정책과정을 정책문제의 성격, 집행 주체들의 역할 규명, 집행 주체들 간의 관계, 정책성과의 검토 등 4가지 요소를 중심으로 탐색하되, 이들 요소들을 어부가 바다에서 물고기를 잡기위해 사용하는“그물망(fishing net)”에 비유하여 논의의 틀을 구성하였다. 이러한 그물망 비유를 기반으로 문헌분석과 초점면접(focus interview) 방식을 적용한 결과, 현재 한국정부가 추진하고 있는 전통문화산업정책의 추진과정은 잘 짜여진 그물망이라기보다는“뒤얽힌 그물망(tangled fishing net)”의 성격이 강한 것으로 나타났는데, 구체적으로는 (i) 전통, 전통문화 및 전통문화산업등의 개념에 대한 정치적 해석과 정의로 인한 경계설정의 뒤얽힘, (ii) 정부의 개입분야와 개입정도에 대한설정의 어려움으로 인한 집행주체에 대한 선정의 뒤얽힘, (iii) 정부 및 민간주체 간의 역할관계 설정의 어려움으로 인한 주체간 협력과 조정의 뒤얽힘, (iv) 구체적인 전통문화의 산업적 성과의 확인과 측정의 어려움으로 인한 성과관리의 뒤얽힘 현상들을 확인할 수 있었다. 따라서 본 연구는 이렇게 뒤얽힌 그물망의 문제 요소들을 풀어내기 위한 수직적 및 수평적 추진체계를제시하고 있는데, 구체적으로 정책 문제의 성격 측면에서 전통, 전통문화 및 전통문화산업 등의 개념들에대한 명확하고 객관적인 재해석 및 재개념화, 집행 주체 측면에서 전통문화와 산업을 조화시키는 주선자로서 정부의 정책 방향 및 역할의 재정립과 참여자로서 민간역할의 확대, 집행 주체간 규칙 측면에서 계층제적 속성(즉, 안정성)과 분권적 속성(즉, 유연성)의 조화와 연계 그리고 정부간 및 정부-민간부문간의 체계적협력과 조정의 재구축이 필요함을 제안하였다.

Recognizing that the Korean government’s at least 10 year-long policy efforts to cultivate theKorean traditional culture industry and its trials to legalize such policies have been notsuccessful, this study explores to examine factors, which have negatively influenced suchadministrative and political efforts, in the aspects of policy process and then attempts to designinstitutional means to effectively curb such elements. Thus, considering the process of traditional culture industry policy as being in some wayanalogous to the formation and use of a “fishing net” which a fisherman weaves and uses tocatch fish, the study investigates such policy process in the four aspects of the nature of policyissues, main executive bodies, relationships among policy subjects, and policy performance. Based on the analogy of fishing net, employing both the literature review and an empiricalmethod of focus interview (FI), the study finds that the Korean government’s policy process oftraditional culture industry policy has partaken of the feature of a “tangled fishing net”, not awell-knit fishing net. That is, this study finds such “tangled fishing net" phenomena including: (i)boundary-setting, which has been tangled by political interpretation and conceptualization ofterms such as tradition, traditional culture and its industry, (ii) designation of main executivebodies, which has been tangled by troubles of establishing the domain and degree ofgovernment intervention, (iii) cooperation and coordination among main bodies, which has beentangled by difficulties of role allotment between governments and private subjects, and (iv)performance management, which has been tangled by difficulties in verifying and measuring theperformance of traditional culture industry. Accordingly, the study suggests that both vertical and horizontal systems to alleviate the featureof a tangled fishing net in the traditional culture industry policy can be effectively built up byintegrating three elements such as: (i) clear and unbiased reinterpretation and reconceptualizationof tradition, traditional culture and its industry, (ii) reestablishment of policy direction and role ofgovernment as control tower and enlargement of private participation, (iii) balanced rules for harmonizing and connecting the stability of hierarchical arrangements and the flexibility ofgovernance structures, and (iv) systematic cooperation and coordination between governmentand/or private sectors.

135

우리나라 문화산업의 경제성장에 대한 기여도에 관한 연구

김용호

[NRF 연계] 한국문화산업학회 문화산업연구 Vol.9 No.2 2009.12 pp.47-65

...culture industry by measuring and analyzing the contribution of culture industry to economic growth in Korea over the period between 2004 and 2007. This study used the Cobb-Douglas production function under the neo-classical growth theory as the analytical model. The Model is designed to measure the contribution of culture industry on economic growth. As a result of this analysis, the following findings are obtained: First, this study identifies the contribution of culture industry on economic growth, 0.7%p in 2004, 0.4%p in 2005, 0.4%p in 2006, 0.07%p in 2007. Second, this study identifies the contribution rate of culture industry on economic growth, 9.8% in 2004, 10.1% in 2005, 9.1% in 2006, 1.1% in 2007. The results of this analysis empirically proved that culture industry have made a contribution to the economic growth in Korea over the period between 2004 and 2007. Finally, this research suggested the appropriate research subject of culture industry in aspect of effectiveness.

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The purpose of this study is to prove the importance of culture industry by measuring and analyzing the contribution of culture industry to economic growth in Korea over the period between 2004 and 2007. This study used the Cobb-Douglas production function under the neo-classical growth theory as the analytical model. The Model is designed to measure the contribution of culture industry on economic growth. As a result of this analysis, the following findings are obtained: First, this study identifies the contribution of culture industry on economic growth, 0.7%p in 2004, 0.4%p in 2005, 0.4%p in 2006, 0.07%p in 2007. Second, this study identifies the contribution rate of culture industry on economic growth, 9.8% in 2004, 10.1% in 2005, 9.1% in 2006, 1.1% in 2007. The results of this analysis empirically proved that culture industry have made a contribution to the economic growth in Korea over the period between 2004 and 2007. Finally, this research suggested the appropriate research subject of culture industry in aspect of effectiveness.

136

우리나라 꼬막양식업의 발상과 발달과정

배수환

[Kisti 연계] 한국수산학회 한국수산과학회 학술대회논문집 Vol.19 No.1 1986 pp.72-82

...cultured in the inter tidal zone in the old days, and an ark-shell was one of them. Exaiming old books and reports concerning fishery were made in order to reveal the history and industrial trend of ark-shell culture. Ark-shell was called by the different names in the old days "Komak" and "Sohap". The name of Komak was originated in the southern coast area in the 1,700s, and from the begining of 18 century Komak was used only. Ark-shell was produced in all southern and western coast areas, where a little of fresh water flows into the calm inner sea and the intertidal zone is well developed. It was well known that ark-shells shell as well as its flesh took the effect of a medicine. Its culturing method in Korea seems to be derived from China in the beginning of 19 century, it was cultured first at the southern area of Chollanam-do. It was considered as the side business, but after Korean war it is produced on the basis of cooperative work, now its production is quite increased (more than $5,000\fra{M}{T}$) due to the goverments development policy.

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우리나라에는 옛부터 천해간석지에서 김, 굴과 함께 꼬막의 세가지 품종이 양식되어 왔다. 따라서 우리나라 꼬막양식업의 발상여건과 산업적인 추이를 알아보기 위하여 고전의 자료에서 부터 최근의 자료까지를 조사${\cdot}$분석한 결과는 다음과 같다. 1. 꼬막의 명칭(호칭)을 조사한 결과 중국에는 9종의 이름이 있으나 저이 대표적인 이름이고, 일본에는 하이가이. 첸미의 두가지 이름이 있으나 하이가이가 대표적인 이름이고, 영명에는 Ark shell. Cockle shell의 두가지 이름이 있으나 모두 유사종에 공통으로 쓰이는 이름이라 애매하고, 우리나라에는 고막, 소합, 안다미조개의 세가지 이름이 전해져 왔으나 개화기 이후에는 고막이라는 통일된 이름으로 불리게 되었으며 현재는 꼬막이라 부르게 되었다. 한때 강요주라는 이름으로 불려지기도 했으나 그것은 가리비에 붙은 이름이고, 두 종류가 모두 껍데기의 표면에 기와지붕과 같은 도랑무늬가 있는 점에서 일부 지식인들이 가리비와 혼동한 이름이다. 또 고막이라는 이름의 발상지는 전라남도의 남해안이고 이름의 발상년대는 1800년대에 들기 이전이다. 2. 우리나라산 꼬막의 산지는 남해안과 서해안의 전역이라 할 수 있으며, 풍파가 잔잔한 내해로서 담수의 영향을 다소 받는 깊은 펄의 고조대 간석지다. 3. 우리국민은 꼬막무리의 이용에 있어서 단순한 식품이라기 보다는 약식의 개념이 강하며 생식하는 경우가 많고, 동의보감에 의하면 살이나 껍데기가 모두 약리적인 효과를 갖는데, 살은 소화를 돕고 장기를 돋구며, 껍데기는 응어리진 핏덩이나 쌓인 담을 제거한다. 4. 우리나라 꼬막양식업의 발상은 19 세기 전반기로 상정되며, 발상지는 전라남도의 남해안이었다. 5. 우리나라 꼬막양식업은 농가나 어가의 부업으로 계승되어 왔는데 6.25동란 정전후부터 정부의 개발정책에 힘입어 생산량이 크게 증가 하였으며, 최근에는 $5,000\fra{M}{T}$이상의 안정된 생산량을 유지해 왔고, 모두 어촌계단위의 협업화 형태로 양식되고있다.

There were three important species among the marine organisms which were cultured in the inter tidal zone in the old days, and an ark-shell was one of them. Exaiming old books and reports concerning fishery were made in order to reveal the history and industrial trend of ark-shell culture. Ark-shell was called by the different names in the old days "Komak" and "Sohap". The name of Komak was originated in the southern coast area in the 1,700s, and from the begining of 18 century Komak was used only. Ark-shell was produced in all southern and western coast areas, where a little of fresh water flows into the calm inner sea and the intertidal zone is well developed. It was well known that ark-shells shell as well as its flesh took the effect of a medicine. Its culturing method in Korea seems to be derived from China in the beginning of 19 century, it was cultured first at the southern area of Chollanam-do. It was considered as the side business, but after Korean war it is produced on the basis of cooperative work, now its production is quite increased (more than $5,000\fra{M}{T}$) due to the goverments development policy.

137

중국 텐센트 그룹의 범오락 IP 문화산업 전략에 대한 연구

강설금

[NRF 연계] 서울시립대학교 도시인문학연구소 도시인문학연구 Vol.15 No.2 2023.10 pp.115-143

...culture industry based on IT. As a result, China's IT-based cultural industry forms a unique ecosystem through IP, and the growth rate is very fast. Currently, China is showing a strong will to become a cultural powerhouse. Cultural prosperity has been a topic that has been raised steadily since New China. Tencent Group's pan-entertainment is an important concept that started as a marketing strategy for private companies, accepted the government's cultural policy, and became a sector of Chinese cultural industry. The starting point of pan-entertainment is the fandom economy that promotes the development of related cultural products, focusing on Star IP. The development of the pan-entertainment cultural industry ecosystem centered on IP can be divided into three stages. The first stage (2011-2017) is the time when pan-entertainment appeared and proved its achievements. Tencent confirmed the effectiveness of pan-entertainment through the children's online community Rocco Kingdom, which was launched in 2010. The second stage (2018-2020) is when the government shows great interest in the cultural industry and companies respond to it. In 2017, the National Congress of the Communist Party pointed out the contradiction between material and spiritual civilization, and Tencent quickly responded to it, suggesting a Xinwenchuang strategy that values cultural values from 2018. Phase 3 (2021-present) is a time when environmental improvement for the creator public emerges as a major issue. Realizing the shortage of talent, Tencent proposed a Da Yuewen strategy to improve its subsidiary Yuewen platform into a creator-friendly environment and strengthen talent development and support from 2021. The following characteristics can be read in the pan-entertainment phenomenon that is driving the rapid growth of the Chinese cultural industry. First, the company's marketing strategy drove the direction of the country's cultural policy. Second, we can think of the government's dual attitude of open acceptance and control. The government quickly read the changes in the market and actively supported the formation of an ecosystem of the cultural industry represented by pan-entertainment. In addition, when harmful effects such as pan-entertainmentism appeared, they pointed out this and mobilized strong sanctions. Third is the cultural phenomenon of self-sufficiency. Pan-entertainment is a strategy that started by borrowing cultural aspects of advanced countries, including Disney in the United States. While borrowing Western ideas, Chinese private companies developed a Chinese-style strategy by adding Chinese elements.

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본고는 IT를 기반으로 한 중국의 게임문화 산업의 발전양상을 고찰했다. 그 결과 중국의 IT 기반 문화산업은 IP를 매개로 독특한 생태계를 형성하고 있으며, 그 성장 속도가 매우 빠름을 알 수 있었다. 현재 중국은 문화강국을 향한 강한 의지를 드러내고 있다. 문화 융성은 신중국 이래 지금까지 꾸준히 제기된 화두이다. 텐센트 그룹의 범오락은 민간기업의 마케팅 전략으로 출발해 정부의 문화정책을 수용하며 중국 문화산업의 한 분야로 자리잡은 중요한 개념이다. 범오락의 출발점은 스타 IP를 중심으로 관련 문화 상품의 발전을 도모하는 팬덤경제이다. IP를 중심에 둔 범오락 문화산업 생태계의 발전은 크게 3단계로 나누어 볼 수 있다. 1단계(2011-2017)는 범오락이 등장과 동시에 그 성과를 증명한 시기이다. 텐센트는 2010년에 론칭한 어린이 온라인 커뮤니티 로코 킹덤을 통해 범오락의 실효성을 확인했다. 2단계(2018-2020)는 정부가 문화산업에 큰 관심을 보이고, 기업이 이에 반응하는 시기이다. 2017년 공산당 전국대표회의는 물질문명과 정신문명 사이의 모순을 지적했고, 텐센트는 이에 빠르게 대응하면서 2018년부터 문화가치를 중시하는 신문창 전략을 제시했다. 3단계(2021-현재)는 창작자 대중을 위한 환경 개선이 주요 이슈로 대두되는 시기이다. 인재의 부족을 실감한 텐센트는 2021년부터 자회사 열문 플랫폼을 창작자 친화적인 환경으로 개선하고 인재 육성과 지원을 강화하는 대열문 전략을 제시했다. 중국 문화산업의 빠른 성장을 견인하고 있는 범오락 현상에서 다음과 같은 특징을 읽을 수 있다. 첫째, 기업의 마케팅 전략이 국가의 문화정책의 방향을 견인했다는 점이다. 둘째는 개방적 수용과 통제라는 정부의 이중적 태도를 생각해 볼 수 있다. 정부는 시장의 변화를 빠르게 읽고, 범오락으로 대표되는 문화산업의 생태계 형성을 적극 지원했다. 그리고 범오락주의 등의 폐단이 나타나자 이를 지적하며 강력한 제재를 가했다. 셋째는 자급자족의 문화산업화 현상이다. 범오락은 미국의 디즈니를 비롯한 선진국의 문화양상을 차용해 출발한 전략이다. 중국의 민간기업은 서양의 아이디어를 차용하는 한편 중국적인 요소를 가미하여 중국식 전략을 발전시켰다.

This paper examines the development of China's game culture industry based on IT. As a result, China's IT-based cultural industry forms a unique ecosystem through IP, and the growth rate is very fast. Currently, China is showing a strong will to become a cultural powerhouse. Cultural prosperity has been a topic that has been raised steadily since New China. Tencent Group's pan-entertainment is an important concept that started as a marketing strategy for private companies, accepted the government's cultural policy, and became a sector of Chinese cultural industry. The starting point of pan-entertainment is the fandom economy that promotes the development of related cultural products, focusing on Star IP. The development of the pan-entertainment cultural industry ecosystem centered on IP can be divided into three stages. The first stage (2011-2017) is the time when pan-entertainment appeared and proved its achievements. Tencent confirmed the effectiveness of pan-entertainment through the children's online community Rocco Kingdom, which was launched in 2010. The second stage (2018-2020) is when the government shows great interest in the cultural industry and companies respond to it. In 2017, the National Congress of the Communist Party pointed out the contradiction between material and spiritual civilization, and Tencent quickly responded to it, suggesting a Xinwenchuang strategy that values cultural values from 2018. Phase 3 (2021-present) is a time when environmental improvement for the creator public emerges as a major issue. Realizing the shortage of talent, Tencent proposed a Da Yuewen strategy to improve its subsidiary Yuewen platform into a creator-friendly environment and strengthen talent development and support from 2021. The following characteristics can be read in the pan-entertainment phenomenon that is driving the rapid growth of the Chinese cultural industry. First, the company's marketing strategy drove the direction of the country's cultural policy. Second, we can think of the government's dual attitude of open acceptance and control. The government quickly read the changes in the market and actively supported the formation of an ecosystem of the cultural industry represented by pan-entertainment. In addition, when harmful effects such as pan-entertainmentism appeared, they pointed out this and mobilized strong sanctions. Third is the cultural phenomenon of self-sufficiency. Pan-entertainment is a strategy that started by borrowing cultural aspects of advanced countries, including Disney in the United States. While borrowing Western ideas, Chinese private companies developed a Chinese-style strategy by adding Chinese elements.

138

해양문화 산업의 변화 방향에 관한 연구 : 일본 사례를 중심으로

양민호, 김준환

[NRF 연계] 한국해양대학교 국제해양문제연구소 해항도시문화교섭학 Vol.24 2021.04 pp.235-254

...industry is promoting to activate marine tourism contents beyond the marine tourism contents service method that simply conveys knowledge and story of the past by combining virtual reality(VR) and augmented reality(AR). Therefore, in order to provide customers with realistic and systematic marine service experience through more active interaction, it will be possible to continuously raise demand based on changes in consumer awareness and participation promotion in the marine experience industry corresponding to changes in the experience environment. In this trend, Japan is preemptively experiencing a new type of virtual reality marine culture. Several cases have been reported that led to public-private cooperation through industrial linkage with local governments rather than government-led. Therefore, this study examined the trends of Japanese marine culture research in an effort to establish a systematic marine culture policy in the future through consideration of such Japanese cases. It also provided practical implications as a new approach to the marine culture industry based on digital experience.

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최근 정치・사회・경제 활동이 비대면화 및 온라인화로 대변되는 디지털 경제로 빠르게 변해가고 있다. 이처럼 체험활동의 온라인 전환이 코로나19로 인해 가속화되며, 디지털 기술을 활용한 언택트 체험이 새로운 트렌드로 등장하였다. 예를 들어, ‘체험’을 바탕으로 해양관광산업에 가상현실(VR)과 증강현실(AR)을 접목시켜 과거의 단순히 지식이나 스토리를 전달하는 해양관광 체험 서비스 방식에서 벗어나 해양관광 콘텐츠가 더 활성화되기 위해 추진하고 있다. 따라서 보다 적극적인 상호작용을 통한 실감나고 체계적인 해양서비스 체험을 고객들에게 제공하기 위해 체험환경의 변화에 대응하는 해양체험산업에 대한 소비자 인식의 변화와 참여증진의 기반을 토대로 하여 지속적으로 수요를 제고시킬 수 있을 것이다. 이러한 흐름 속에 일본의 경우에는 선제적으로 새로운 유형의 가상현실 해양문화 체험을 진행하고 있다. 정부 주도라기보다는 지자체와 산업 연계를 통한 민관(民官) 협력을 이끌어낸 여러 사례들이 보고되고 있다. 따라서 이 논문에서는 이러한 일본 사례에 대한 고찰을 통하여 실질적으로 향후 체계적인 해양문화 정책을 세우기 위한 노력으로 일본의 해양문화 연구동향에 대해 살펴보았다. 또한 디지털 체험을 기반으로 해양문화 산업에 새로운 접근법으로서 실무적 시사점을 제공하였다.

Recently, political, social and economic activities have rapidly changed to a digital economy represented by non-face-to-face and online. As such, the online conversion of experiential activities accelerated due to COVID-19, and the “contactless(Untact)” experience using digital technology emerged as a new trend. For example, based on ‘experience’, the marine tourism industry is promoting to activate marine tourism contents beyond the marine tourism contents service method that simply conveys knowledge and story of the past by combining virtual reality(VR) and augmented reality(AR). Therefore, in order to provide customers with realistic and systematic marine service experience through more active interaction, it will be possible to continuously raise demand based on changes in consumer awareness and participation promotion in the marine experience industry corresponding to changes in the experience environment. In this trend, Japan is preemptively experiencing a new type of virtual reality marine culture. Several cases have been reported that led to public-private cooperation through industrial linkage with local governments rather than government-led. Therefore, this study examined the trends of Japanese marine culture research in an effort to establish a systematic marine culture policy in the future through consideration of such Japanese cases. It also provided practical implications as a new approach to the marine culture industry based on digital experience.

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문화산업을 통한 고바야시 다키지(小林多喜二) 고찰 -한・일 양국의 OSMU를 통한 『게 가공선』의 재평가-

김대양

[NRF 연계] 한국일본근대학회 일본근대학연구 Vol.64 2019.05 pp.133-146

...culture industry. The 『Crab Cannery Ship』 expands the extension and boundary of the culture industry and the work itself is often utilized in various territories starting from visual and performance art to publishing industry as the fusion and convergence cultural contents. Audiences or readers who witnessed such utilizations discovered the commonness and similarity between the 『Crab Cannery Ship』 and modern society and emphasized to them. The 『Crab Cannery Ship』 is reenacted in the context of various cultural phenomena, and it is proposing new directions in approaching and understanding phenomena from various standpoints. Especially, from the rank, group of few people, sought change and awakening to the personal problem in the depressed era which the power ruled over the people, but now the general public are seeking the clue for the solution not only for personal issues but also for the issue which occurs in modern society through Kobayashi’s works. Such practices indicate that people are interpreting Kobayashi not as the temporary and fixed figure but by modernizing the figure as the era changes. Additionally, as restructuring Kobayashi, people are not only fossilizing and admiring the figure as the past but also restructuring in the context of the modern times and call the figure in front of the people to change the recognition about Kobayashi as the folk hero.

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본고는 문화산업을 통한 고바야시 다키지의 『게 가공선』에 대해 살펴보았다. 작품 『게 가공선』은 문화산업의 외연과 영역을 확장하여 영상 및 공연예술 산업뿐만 아니라 출판 산업에 이르기까지 다양한 영역에서 융・복합 문화콘텐츠 산업으로 활용되고 있다. 이를 목도한 독자나 관객들은 『게 가공선』과 현대 사회와의 사이에서 공통성・유사성을 발견하고 이에 공감했다. 『게 가공선』은 시대에 흐름에 따라 다양한 문화 현상 속에서 재현되고 다양한 관점에서 접근, 이해하는데 새로운 방향을 제시하고 있다. 특히 과거 권력이 민중을 지배하던 암울한 시대에 소수의 집단인 계급에서 이제는 일반 민중들도 각각의 개인적인 문제에 대한 변화와 각성뿐만 아니라 현대사회에서 발생하는 문제까지 고바야시를 통해 해결의 실마리를 찾으려 하고 있다. 이것은 고바야시를 과거에 국한된 한시적이고 고정적인 인물로서만이 아닌 시대의 변화에 따라 현대화하여 해석되고 있음을 의미한다. 그리고 고바야시를 재구성함에 있어 화석화되어 단지 과거로만 기려지는 것이 아니라 현대에 이르러 재해석되어 민중 앞으로 불러들임으로써 민중 영웅적인 존재로 인식되어 변모해왔다고 할 수 있겠다.

This paper examined the 『Crab Cannery Ship』 of Kobayashi Takiji through the culture industry. The 『Crab Cannery Ship』 expands the extension and boundary of the culture industry and the work itself is often utilized in various territories starting from visual and performance art to publishing industry as the fusion and convergence cultural contents. Audiences or readers who witnessed such utilizations discovered the commonness and similarity between the 『Crab Cannery Ship』 and modern society and emphasized to them. The 『Crab Cannery Ship』 is reenacted in the context of various cultural phenomena, and it is proposing new directions in approaching and understanding phenomena from various standpoints. Especially, from the rank, group of few people, sought change and awakening to the personal problem in the depressed era which the power ruled over the people, but now the general public are seeking the clue for the solution not only for personal issues but also for the issue which occurs in modern society through Kobayashi’s works. Such practices indicate that people are interpreting Kobayashi not as the temporary and fixed figure but by modernizing the figure as the era changes. Additionally, as restructuring Kobayashi, people are not only fossilizing and admiring the figure as the past but also restructuring in the context of the modern times and call the figure in front of the people to change the recognition about Kobayashi as the folk hero.

140

러시아 문화 산업의 기원 - 핑커톤 시리즈 : 문화적 배경과 의미

김홍중

[NRF 연계] 한국러시아문학회 러시아어문학연구논집 Vol.61 2018.05 pp.169-196

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После ≪Кровавого воскресенья≫ 1905 года в русском обществе возникла новая масса, умеющая элементарно писать и читать. В отличии от интеллигентов и разночинцев 19-ого века она появилась на фоне индустриализации. Она состоит из рабочего класса и школьников в общественных учреждениях. Их увлекал небывалый импортный из Америки детектив, который критики и литераторы презрительно называли Пинкертоновщиной. Она первая массовая литература для новой русской массы. Определенная халтурой критиками дешевая уличная литература отличалась от лубочной литературы бывших лет в своей роли и функции в обществе и литературной жизни. Больше всего эта массовая литература является первым продуктом культуриндустрии Российской империи и важна для понимания русского общества и культуры того времени. В данной статье с точки зрения теории культуриндустрии анализируются феномены ≪пинкертоновщины≫.

 
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