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Korean performing artists and troupes are currently facing financial difficulties and they often have no choice but heavily relying on external support. In this context, this study comes up with plans to invigorate the country’s performing arts industry, under the condition that such plans don’t damage or modify the creative autonomy of the artists and troupes. Based on preliminary research, the paper starts by elaborating on current issues: the performing arts industry’s conceptual categorization (genres), marketability, popularity, specialization and reproduction. The paper then systematically defines the “arts industry” as “a state in which pure (basic) arts make a virtuous cycle of artistic activities by expanding the arts ecosystem’s value chain composed of creation/production, distribution, and consumption.” To expand such a value chain, artists need to focus more on the distribution of their works by strengthening their communication with citizens through modern technologies like reproduction but without losing their own purposes and values. In other words, the purpose of the arts industry is to improve the financial conditions of artists and troupes by generating economic value from arts in order to ensure a virtuous cycle of producing better works. The performing arts industry’s value chain consists of creation/production, distribution and consumption. Among these elements, the paper analyzes “distribution” by studying documents and actual cases, thus suggesting current problems and solutions. The distribution of performing arts refers to the process of providing consumers with produced performances. Therefore, it encompasses a wide spectrum of activities: selection of media (e.g. venue), advertising, promotion, sales by humans, boosting activities (e.g. boosting sales) and ticket sales. However, it differentiates itself from “marketing” that includes production and consumption. As for public support for arts, support for distribution and media (subcategories: private venues, artistic events, international exchange and information sharing) is weak. In addition, major supporting institutions’ projects and their project costs reveal that support for distribution is insufficient. There are also other problems regarding distribution in Korea’s performing arts industry: lack of distribution companies, human resources, data and additional product merchandising, insufficient export of Korean performances and platforms excessively focused on theaters. The paper then studies relevant documents in order to come up with a solution to each problem and improvements to make. A survey was then conducted for about a month on 60 persons from theaters, performing arts-related institutions, organizations and academia. Their answers were analyzed through the analytic hierarchy process (AHP) to prioritize the aforementioned improvements. Their priorities were as follows: establishment of platforms (0.195), expansion of public support for distribution (0.177), training of professional human resources for distribution (0.174), nurturing of arts agencies (0.152), strengthening of export (0.107), invigoration of additional product merchandising (0.102) and quantification (0.094). The paper then studies actual cases and documents to find specific ways to invigorate the distribution basis in the performing arts industry by dealing with the priorities in reverse order. In the case of “quantification,” a transparent market structure is a prerequisite and this starts with securing accurate data. In that sense, the paper looks into Korea’s only existing relevant platform called Korea Performing Arts Box Office Information System; it analyzes how the system operates and what its problems are. The paper then suggests some solutions: enactment of relevant laws, big data service, reclassification of genres and improvement of the system’s usefulness. Moreover, in an attempt to improve and expand statistics, the paper points out problems regarding time, content and structure and elaborates on how to solve them. “Additional product merchandising” has drawn attention as a new source of profits. However, the Korean performing arts industry still doesn’t have such a series of strategic merchandising activities: 1. selection of goods or services meeting demand after scientific market research, 2. distribution of the goods and services at proper prices, time and space. To address this issue, the paper considers the scientific analysis of consumers’ needs, development of differentiated products with unique designs, nurturing of professional merchandisers and establishment of diverse distribution channels encompassing online and offline networks. As for “strengthening of export,” the paper first analyzes the current state and points out lack of information on markets and consumers. It then suggests some solutions: strategies differentiated from simple international exchange, new attitude toward exploration of international markets, each performance’s strategies based on local consumers’ taste, raising awareness of the industry and analysis of local consumers through the subdivision of markets. The next priority is “nurturing of arts agencies.” By studying foreign cases, the paper finds out that Korean planning companies serve as management companies and agencies at the same time. In order to ensure professionalism by nurturing agencies, the paper elaborates on the following first measures to take: guaranteeing planning companies’ legal status, standardization of remuneration for their activities and strengthening of their professionalism. Regarding “training of professional human resources for distribution,” the paper first points out a problem; the planner takes charges of almost all duties in the process of presenting a performance: planning, promotion, marketing, financing, arts policy, space management, human resources management and accounting. To deal with this issue, the paper suggests the following solutions: introduction of an official license system for each of planning and distribution and retraining intended to strengthen professionalism. In “expansion of public support for distribution,” the paper realizes the current structure of support that is focused too much on consumption and production. To improve such a situation, the paper suggests some solutions: increase of public financial support for distribution, training those in charge of distribution and diversification of distribution channels. The respondents’ first priority was “establishment of platforms.” In this last part, the paper studies foreign cases to reflect on how to add an online distribution platform to the Performing Arts Market in Seoul. It also elaborates on the concept and meaning of performance videos and summarizes the background and advantages of their recent popularity. In order for performance videos to develop into a new form of distribution, the following challenges need to be met: strengthening of the existing legal system for copyright, reduction of the high cost, production of high-quality videos (e.g. high definition) and verification and improvement of profitability. It is true that this research has limits. First, it doesn’t elaborate on each genre’s own distribution system. In addition, it doesn’t explain each solution’s economic ripple effects with specific numbers. This is partly because there isn’t any statistical data on planning companies, performance videos, export of performances and merchandising. Moreover, an in-depth study wasn’t carried out for the seven invigoration plans and each plan’s subcategories. I hope that this paper’s plans to invigorate the Korean performing arts industry’s distribution basis will lead to in-depth studies under the same theme and elaborate research on the concept of the distribution of performing arts.
행동경제학적 관점에서의 공연소비행동, 공연만족도, 재 관람의도와의 관계
The purpose of this study was to analyze structural relation among performing art consumer behavior from a behavioral economics perspective, performing art satisfaction, revisit intention of performing arts visitors. Research 1 explore the performing art consumer behavior from a behavioral economics perspective based on literatures and interview of performing arts experts . Research 2 analyze structural relation among performing art consumer behavior from a behavioral economics perspective, performing art satisfaction, revisit intention of performing arts visitors. The subjects in research 1 were composed of 8 performing arts experts with in-depth interview were used to collect and analyze the data for result. The subjects in research 2, 290 performing arts visitors were surveyed on the performing art consumer behavior from a behavioral economics perspective questionnaire, performing art satisfaction questionnaire, revisit intention of performing arts visitors questionnaire. through convenience sampling method. SPSS 23.0 and AMOS 23.0 were used to achieve the purpose of this study. Frequency analysis, difference analysis(t-test and ONE-way ANOVA), confirmation factor analysis, reliability verification, correlation analysis and the structural equation model analysis were performed. Results of this study were as follows. First, The performing art consumer behavior from a behavioral economics perspective factors of performing arts visitors were heuristics, sunk cost, mental accounting, veblen effect, herd mentality. Second, there was difference except some factors in performing art consumer behavior from a behavioral economics perspective, performing art satisfaction, revisit intention of performing arts visitors according to personal characteristic such as age, sex. Third, sunk cost had a negative effect on performing art satisfaction of performing arts visitors, veblen effect had a negative effect on performing art satisfaction of performing arts visitors, heuristics had a negative effect on revisit intention of performing arts visitors, performing art satisfaction had a positive effect on revisit intention of performing arts visitors 본 연구의 목적은 행동경제학적 관점에서 공연예술 소비행동을 탐색하여 공연예술 관람에 대한 합리적인 소비행동 및 공연 활성화 방안에 대한 기초자료를 제공하고, 행동경제학적 관점에서의 공연예술 소비행동, 공연 만족도, 재 관람의도와의 관련성을 파악하여 행동경제학적 관점에서 공연예술 소비행동의 영향력을 통해 문화 소비자 및 생산자들 간의 커뮤니케이션 활성화에 도움을 주고자 함이다. 연구방법은 연구목적에 부합하기 위해 질적 연구방법과 양적 연구방법을 활용하여 통합적인 연구방법을 활용하였으며, 연구 문제를 연구1, 연구2로 세분화하여 연구를 진행하였다. 연구1은 행동경제학적 관점에서의 공연예술 소비행동을 탐색하기 위해 질적 연구방법을 통해 진행하였으며, 연구2는 연구1에서 제작된 행동경제학적 관점에서의 공연 소비행동, 관람 만족도, 재 관람의도와의 관계를 자료처리 절차에 따라 분석하였다. 연구1은 공연예술 전문가 8명을 선정하여 심층면접을 진행하여 질적연구 방법으로 행동경제학적 관점에서의 공연예술 소비행동을 탐색하였다. 연구2는 20세 이상 공연예술 관람객 290명을 대상으로 편의표본 추출 방법으로 설문조사를 하였으며, 연구절차에 따라 분석하였다. 분석한 결과에 따른 결론은 다음과 같다. 첫째, 행동경제학적 관점에서의 공연예술 소비행동을 탐색한 결과, 공연예술 관람객들은 휴리스틱, 매몰비용, 심리적회계, 베블렌효과, 군중심리와 같은 비합리적인 소비행동을 하는 것으로 나타났다. 둘째, 나이에 따른 행동경제학적 관점에서의 공연예술 소비행동, 공연만족도, 재 관람의도의 차이를 분석한 결과, 휴리스틱의 경우, 40대, 50대는 효율적인 소비행동, 20대, 30대, 60대, 70대는 비합리적인 소비행동을 하는 것으로 나타났다. 매몰비용의 경우, 20대와 같이 젊은 연령층에서 미래의 의사결정과 관계가 없는 매몰비용을 고려대상에 넣기 때문에 비합리적인 의사결정이 이뤄지는 것으로 이해된다. 심리적 회계의 경우, 20대, 30대, 50대는 돈의 가치 판단에 있어서 지출하는 성향의 차이가 나타나는 것으로 이해된다. 군중심리의 경우, 20대, 30대, 40대가 가장 높게 나타났으며, 젊은 연령대일수록 의사결정이나 행동을 할 때 다른 사람들의 의사결정이나 행동을 따라 하는 것으로 이해된다. 성별에 따른 행동경제학적 관점에서의 공연예술 소비행동, 공연만족도, 재 관람의도의 차이를 분석한 결과, 매몰비용, 심리적회계, 재 관람의도에서 여자가 남자보다 높게 나타났다. 여자의 경우 공연예술 관람의 비율이 높아 재 관람의도에서 높게 나타난 것으로 이해되며, 향후 남자의 공연예술 관람을 높이기 위해 노력이 요구된다. 셋째, 매몰비용은 공연만족도에 부적 인과관계가 있는 것으로 나타났으며 합리적인 공연 소비행동을 위해서는 매몰비용은 고려되지 말아야 할 것이다. 베블렌효과는 공연만족도에 부적 인과관계가 있는 것으로 나타났고, 베블렌효과는 비합리적인 소비행동이며, 베블렌효과와 같은 과시형 소비유형은 공연만족도를 낮추는 한 요인이다. 휴리스틱은 재 관람의도에 부적 인과관계가 있는 것으로 나타나, 공연관람 선택 시 공연의 내용, 공연 기획의 의도, 출연진, 공연 일정, 공연 비용 등 공연 선택 시 다양한 사항을 고려하여 합리적인 의사결정을 하도록 해야 할 것이다.
게임콘텐츠와 전통공연예술의 융합을 위한 시각화 사례 연구 : 제 1회 (주)넥슨 보더리스 공모전 PLAY판 경연 우승작, 연희극 〈[필수] 극락왕생〉의 무대미술창작과정을 중심으로
게임 분야는 다양한 시청각 매개를 통해 유저 인터페이스를 구축하는 만큼 다른 예술분야와의 지속적인 협업을 시도해왔다. 특히 게임제작사 넥슨은 보더리스 사업을 통해 경계 없음을 주제로 다수의 행사를 기획해왔고 최근에는 전통공연예술계와도 협업을 시도하는 PLAY판 공모사업을 개최하기도 하였다. PLAY판 공모전은 전국공고를 통해 선발된 전통공연 단체들이 참여하여 게임의 스토리와 디자인요소를 자신들의 창작 작품에 녹여내도록 이끄는 장이었다. PLAY판 공모사업은 넥슨이 개발해온 게임분야의 지적재산권인 게임IP(intellectual property)를 활용하여 작품을 제작하는 것을 목적으로 하는 문화예술 사업이었으며 OSMU (one source multi-use)의 사례로도 비추어볼 수 있다. 본 연구에서는 PLAY판 공모전에 출품된 작품 중에서도 연구자가 무대·소품·의상·그래픽 디자이너이자 제작자 역할을 겸하여 미술부문 총 책임자로서 직접 참여한 창작 연희극 〈[필수]극락왕생〉을 중점적으로 살펴보려한다. 〈[필수]극락왕생〉은 ‘넥슨의 게임 IP인 메이플스토리와 한국의 전통공연예술인 씻김굿, 사자탈춤을 연결시켜 메이플스토리 게임 상에서 언제나 일방적으로 사냥당하여 죽게 되는 몬스터 캐릭터인 ‘슬라임’을 씻김굿을 통해 위로하고 씻겨주자’라는 기획의도를 통해 제작된 공연이었다. 이는 게임 네트워크 상에서만 존재할 수 있는 메이플스토리의 슬라임 몬스터를 씻김굿이라는 공연형식을 통해 실제 현실의 세계로 끌어내어 게임유저, 혹은 유저가 아닌 관객들 모두에게 전통예술과 게임IP를 함께 즐길 수 있도록 관람영역을 확장시키는 기획이었다고 할 수 있다. 무대미술이란 본디 작품이 어떤 기획으로 출발했는지 그 방향성에 따라 결과물이 발현되기 마련이다. 연구자는 〈[필수]극락왕생〉의 기획의도에 따라 메이플스토리의 게임 캐릭터와 공간을 모티브로 하여 무대, 의상, 소품의 전반적인 디자인을 수행하였다. 메이플스토리의 게임 공간을 모티브로 했던 무대디자인의 대표적인 예시로는 계단형 대도구를 통한 공간분리 디자인을 들 수 있다. 여러 플레이어가 동시 접속이 가능한 MMORPG게임인 메이플스토리는 3D게임이 주를 이루던 출시 초창기에 향수를 자극하는 2D그래픽디자인으로 인기를 얻은 게임이었다. 이후 출시된 메이플스토리2에서도 2D공간디자인을 응용하여 3D공간 속에서 진행되는 횡스크롤 인터페이스를 구현했다. 그 영향으로 계단 형태의 2D 픽셀그래픽은 게임의 정체성으로서 유저들에게 각인되었다. 불교와 민간신앙에서 영향을 받은 씻김굿을 이러한 메이플스토리의 계단형 공간과 연결하기 위해 전통사찰 속 계단의 의미를 조사하였다. 전통사찰에서의 계단은 저승이라는 상상의 세계와 현실세계, 그리고 극락세상이라는 3가지 층위를 연결하는 길로서 인식되는 구조물이다. 이러한 정보들을 바탕으로 작업한 결과, 캐릭터들의 등퇴장로에 계단형태의 바위 세트를 중첩하여 배치하는 디자인이 최종적인 결과물로 완성되게 되었다. 게임 캐릭터를 모티브로 했던 의상과 소품디자인의 대표적인 예시로 공연제작팀이 자체적으로 제작한 캐릭터인 ‘해랑’의 외형디자인을 들 수 있다. 일본에서만 서비스되는 메이플스토리의 일본 전통무속인 캐릭터이자 음양사인 ‘칸나’캐릭터를 조사하며 한국의 전통무속인 캐릭터가 게임 속에 부재함을 인지했고 이를 동기로 진도씻김굿을 연행하는 당골 캐릭터 ‘해랑’을 기획하였으며 그녀를 시각화하기 위한 의상과 아이템을 디자인해나간 것이다. 또한 씻김굿의 연행과정 중 물에 빠진 망자의 영혼을 건져올리는 ‘넋올리기’ 망자의 원한을 풀어주는 ‘고풀이’ 망자가 저승으로 가는 길을 닦아주는 ‘길닦음’ 등의 전통적인 연행과정이 선별되어 작품 속에 배치되면 각 연행과정에 필요한 대소도구를 조사하고 여기에 메이플스토리의 유저들에게 가장 친숙한 슬라임, 핑크빈과 같은 몬스터 캐릭터의 형태와 색채를 적용시켜 기획의도에 부합하도록 디자인을 진행하였다. 뿐만 아니라 한국의 사자탈춤에 등장하는 ‘사자’에게 메이플스토리의 ‘가디언엔젤슬라임’ 몬스터의 형태를 적용시켜 디자인하였으며 그 외에도 초창기 메이플스토리에 등장했던 npc 캐릭터들의 의상과 소품을 전통복식에 착안해 새롭게 디자인하는 등 게임 속의 다채로운 캐릭터들이 전통공연예술에 시각적으로 함께 녹아들 수 있도록 무대미술의 디자인과 제작과정을 거쳐나갔다. 〈[필수]극락왕생〉의 사례는 게임업계 종사자들과 전통예술계 종사자들에게 이색적인 시도였다는 평가를 받았다. 본문에서는 게임 IP와 전통공연예술의 융합사례모델로서 〈[필수]극락왕생〉의 전 과정을 소개할 것이며 공연 프로덕션의 시각화 단계에서 무대미술 작업과정을 돌아보고 두 분야의 융합을 위한 핵심적인 구성요소들을 도출하는 데에 초점을 맞추려 한다. 뿐만 아니라 공모사업과 작품에 대한 향후 전망과 평가 역시 담고자한다. PLAY판 공모전은 이제 막 1회를 마쳤다. 앞으로 제2회, 제3회, 그리고 여러 회를 거듭하며 게임과 전통공연예술이 서로에게 분야적 확장을 도모하는 발판이 되어주며 지속적인 가치창출을 할 수 있기를 바란다. 또한 본 연구가 그러한 발전에 기여하기를 바란다. The game field has attempted to continuously collaborate with other art fields as it builds user interfaces through various audio-visual media. In particular, Nexon, a game production company, has planned a number of events under the theme of no boundaries through the borderless business, and recently, the term (re)traditional performing arts promotion foundation has been extracted. It also held a PLAY Pan contest to try to collaborate with the traditional performing arts community. The PLAY Pan contest was a venue where traditional performance groups selected through national announcements participated to melt the story and design elements of the game into their creative works. Game IP Literature, Directing, Performance, Record, Broadcasting, Invention, Industrial Design, Registered Trademark, Trade Name, etc., Fashion Specialized Data Compilation Committee, Korea Historical Research Institute, August 25, 1997. It was a cultural and artistic project aimed at producing works using (intel electrical property), and OSMU Kim Pyeong-soo, "Basic Theory of Cultural Industry", April 15, 2014, One Source Multi-use. It can also be seen as an example of (one source multi-use). In this study, among the works submitted to the PLAY Pan contest, the researcher directly participated as a stage, props, costume, graphic designer, and producer in the art sector, the Korean Traditional Yeonhui Dictionary, Folklore Center, December 15, 2014, Traditional Yeon-hee, December 15, 2014. I would like to focus on 〈[Required] Heaven Life〉. 〈[Required] Heaven Life〉 began commercial service on April 29, 2003, after two rounds of CBT in December 2002 and January 2003, and celebrated its 19th anniversary as of 2022. It advocates the world's first cross-scroll MMORPG and emphasizes travel and adventures in various fields. Catchphrase is 'constant enjoyment, self-creating stories, and imaginary worlds'. It was a performance produced with the intention of "Let's comfort and wash the monster character "Slime," which is always unilaterally hunted and killed in Maple Story games by connecting traditional Korean performing arts such as Ssitgimgut and Lion Mask Dance." This was a plan to expand the viewing area so that both game users and non-users can enjoy traditional art and game IP together by drawing the slime monster of Maple Story, which can only exist on the game network, into the real world through a performance called Washimgut. Stage art originally refers to the results according to the direction of the project that the work started. The researcher carried out the overall design of the stage, costume, and props with the motif of the game characters and spaces of Maple Story in accordance with the planning intention of 〈[Required] Heaven Life〉. A representative example of stage design with the motif of the game space of Maple Story is space separation design through stair-type tools. MMORPG multi-user online role-playing game that allows multiple players to access simultaneously Maple Story, a game, was popular for its nostalgic 2D graphic design in the early days of its release when 3D games were dominant. MapleStory 2, which was released later, also implemented a transverse scroll interface in 3D space by applying 2D space design. As a result, stair-type 2D pixel graphics were imprinted on users as the identity of the game. The meaning of stairs in traditional temples was investigated to connect Ssagimgut, influenced by Buddhism and folk beliefs, with the terraced space of Maple Story. The staircase in the traditional temple is a structure recognized as a road connecting the imaginary world of the underworld, the real world, and the world of paradise. As a result of working on this information, the design of overlapping and arranging a set of stairs-shaped rocks on the characters' back and forth paths was completed as the final result. A representative example of the design of costumes and props based on the motif of game characters is the exterior design of "Haerang," a character produced by the performance production team. By investigating the character "Kanna," a traditional Japanese shaman and yinyangsa of Maple Story, which is only serviced in Japan, he recognized that a traditional Korean shaman character was absent in the game, and based on this, he planned "Haerang," a Dangol character that performs Jindo washing Kimgut, and designed costumes and items to visualize her. In addition, traditional performance processes such as "Lifting the Soul of the Dead in the Water" and "Wiping the Road" were selected and placed in the work, and the colors of slime and pink bean, which are most familiar to Maple Story users, were designed to match the monster's color. In addition, it was designed by applying the form of Maple Story's Guardian Angel Slime monster to Lion, a traditional divine character in Korean lion mask dance, and in addition, npc Non-player Character, which appeared in the early Maple Story. It went through the design and production process of stage art so that various characters in the game can be visually incorporated into traditional performing arts, such as designing new costumes and props based on traditional costumes. The case of 〈[Required] Heaven Life〉 was evaluated as an unusual attempt by game industry workers and traditional art workers. This article will introduce the entire process of 〈[Required] Heaven Life〉 as a case model for convergence of game IP and traditional performing arts, and will focus on looking back on the stage art work process in the visualization stage of performing production and deriving key components for the visualization stage of performance production. In addition, it intends to include future prospects and evaluations of public offering projects and works. The PLAY Pan contest has just finished its first session. In the future, we hope that games and traditional performing arts will serve as a stepping stone for each other to expand their fields and continue to create values. It is also hoped that this study will contribute to such developments.
언택트 공연의 기회와 위협에 관한 정성적 연구 : 공연 예술가 관점을 중심으로
이예지 성균관대학교 일반대학원 2022 국내석사
This study started with awareness of the problem that the number of artist-centered studies are significantly lower than the number of audience-centered studies in spite of the change of the paradigm of performing arts from face-to-face to untact performance due to the rapid spread and prolonged COVID-19. As this thesis attempts to analyze artists’ perspectives on the factors that audiences prefer among the characteristics of untact performances, the research questions were set as follows. First, what are artists’ perspectives on free untact performances and current ticket prices? Second, what are artists’ perspectives on the fact that untact performances are not constrained by time and space? Third, what are artists’ perspectives on the real-time communication during untact performances? Before proceeding with this study, a preliminary survey was conducted to confirm the reality and validity of the expert in-depth interview questionnaire. As a result, additional research question on the substitutability of untact performance was derived. A total 5 research participants were selected to participate in this study, and the result of in-depth interviews are as follows. First, in putting on untact performances, the artists prefer free performances and low ticket prices. The reason was to maintain the audience of the untact performance and to develop a new audience. Second, the fact that untact performances are free form time constraints was acting as an advantage or a disadvantage depending on the artist’s tendency and the performance production environment the artist is facing. Untact performances can offer advantages of being able to perform repeatedly and to set performance time at artists’ or producers’ convenience, whereas they can also offer disadvantages of having to spend extra hours on tasks other than performances such as installing and inspecting various equipment necessary for the performances and editing video after filming the performances. Third, the artists recognize that untact performances are not constrained by space as a disadvantage. They believe that watching performances in a space other than concert halls would hinder the audience's immersion in the performance. Also, they responded that it was difficult to convey the realism of performing arts when performing at a venue other than concert halls optimized for performances. Forth, it was confirmed that real-time chat function and the online comment function of the untact performances are perceived differently depending on artist’s individual tendency and the genre characteristics of artist’s specialized field. While some responded that the real-time chat function and online comment function of the untact performances resolve the disconnection of communication with the audience to some extent, the others responded that they felt uncomfortable with the real-time communication during the performances. Lastly, artists believe that untact performances cannot replace traditional face-to-face performances. However, they perceive untact performances as a means to respond to the uncertain future, and they have the sustainability of the untact performance in mind. Also, they insisted on the development of technology and the need to establish institutions and systems for the revitalization of untact performances. As described above, this thesis identified the perspectives of artists on untact performances. Unlike most of the previous studies focused on the audience, this study is meaningful in that the research focused on artists’ perspectives on untact performances. This study can serve as a baseline data for researches to build active untact performance culture that can satisfy both the audience and the artist. 본 연구는 코로나19의 빠른 확산과 장기화로 인해 공연예술의 패러다임이 대면 공연에서 언택트 공연으로 변화하였으나, 관객 중심의 연구에 비해 예술가 중심의 연구는 현저히 부족하다는 문제의식에서 출발하였다. 언택트 공연의 특징 중 관객들이 선호하는 요인에 대한 예술가의 관점을 분석하고자 하였다. 이에 본 연구의 연구 문제는 첫째, 언택트 공연의 무료화 및 현재 책정된 티켓 가격에 대한 예술가들의 견해는 어떠한가? 둘째, 언택트 공연이 시간적, 공간적 제약을 받지 않는다는 점에 대한 예술가들의 견해는 어떠한가? 셋째, 언택트 공연의 실시간 소통 기능에 대한 예술가들의 견해는 어떠한가?로 설정하였다. 본 연구를 진행하기에 앞서, 전문가 심층 인터뷰 질문지의 현실성 및 타당성을 확인하기 위한 사전 조사를 시행하였다. 사전 조사 결과, 언택트 공연의 대체 가능성에 대한 추가적인 연구 문제가 도출되었다. 본 연구에 참여하는 연구 참여자는 총 5인으로 선정하였으며, 전문가 심층 인터뷰 결과는 다음과 같다. 첫째, 언택트 공연을 진행하는 데 있어서 예술가들은 무료 공연 및 저렴한 티켓 가격을 선호한다. 그 이유는 언택트 공연의 관객 유지 및 새로운 관객 개발에 있었다. 둘째, 언택트 공연이 시간적 제약으로부터 자유롭다는 점은 예술가의 성향과 예술가가 처한 공연 제작 환경에 따라 장점 혹은 단점으로 작용하고 있었다. 언택트 공연의 경우, 반복적인 공연 실연이 가능하다는 점과 공연 시간을 예술가와 공연 제작자의 편의에 따라 정할 수 있다는 장점이 있었다. 반면, 언택트 공연은 공연에 필요한 다양한 기기의 설치 및 점검, 공연 촬영 후 영상 편집 등의 실질적인 공연 이외의 다른 작업에 시간을 할애해야 한다는 단점이 있었다. 셋째, 예술가들은 언택트 공연이 공간적인 제약을 받지 않는다는 점을 단점으로 인식하고 있었다. 예술가들은 공연장 이외의 다른 공간에서의 공연 관람은 관객의 공연 몰입을 방해할 것이라고 주장하였다. 또한, 공연예술을 위해 최적화된 공연장 이외의 장소에서의 공연은 공연예술의 현장감 전달에 어려움이 있다고 응답하였다. 넷째, 언택트 공연의 실시간 채팅 기능과 온라인 댓글 기능은 예술가 개인의 성향과 예술가의 전문 분야의 장르적 특징에 따라 다르게 인식되고 있는 것을 확인하였다. 예술가들은 언택트 공연의 실시간 채팅 기능과 온라인 댓글 기능이 관객과의 소통의 단절을 어느 정도 해소해 준다고 응답한 동시에, 공연 중의 실시간 소통에 대해 불편함을 느끼고 있음을 알 수 있었다. 마지막으로, 예술가들은 언택트 공연이 기존의 대면 공연을 대체할 수 없다고 생각하고 있었다. 그러나, 예술가들은 언택트 공연을 불확실한 미래에 대응하기 위한 하나의 수단으로 인식하고 있었으며, 언택트 공연의 지속 가능성을 염두에 두고 있는 것으로 확인되었다. 또한, 예술가들은 언택트 공연의 활성화를 위한 기술의 발전과 제도 및 시스템 구축의 필요성을 주장하였다. 이처럼 본 연구는 언택트 공연에 대한 예술가들의 관점을 파악하였다. 본 연구는 언택트 공연의 관객을 중심으로 이루어진 대부분의 기존 연구들과는 달리, 예술가를 중심으로 연구를 진행하여 언택트 공연에 관한 예술가들의 관점을 분석하였다는 점에서 의의를 지닌다. 본 연구가 관객과 예술가가 함께 만족할 수 있는 언택트 공연 문화 구축을 위한 연구의 기초자료가 될 수 있을 것이다.
지역커뮤니티를 통한 한ㆍ중 문화예술교류의 발전적 방안연구 : 지역문화콘텐츠개발에 의한 공연예술을 중심으로
中國與韓國地域文化的交流將在未來兩國的文化藝術交流中起著重要的作用。本?究論文以地域交流和地域文化開發?理論基礎,梳理了中-韓兩國建交以來演出藝術的政策環境。以地域文化開發的演出藝術??究實例,探求其中存在的問題,?試圖?中-韓兩國的地域交流謀求可持續發展的活性化方案。 本?究論文以中-韓兩國政府層面進行地域交流的海外文化中心演出,對於共同文化遺?“儒?文化”採取不同開發形式的韓國創作舞蹈《孔子》和中國舞劇《孔子》,以及對於不同文化遺?採取相同開發形式的中國和韓國實景演出??究實例,通過理論文獻綜述,先行?究整理及現場調?以理論與實例分析相結合的定性分析??究方法進行了?究。實例分析引用了George A. Hillery對於地域共同體的三個構成因素,?地理領域(geographic area), 社會相互作用(social interaction), 共同聯繫(common ties)?分析?架進行了分析。 根據?究,中-韓兩國在其演出藝術的政策基礎上,建交以來一直都進行了諸多廣泛而多層面的交流。以政府的指向性來看兩國都以本國演出藝術的宣傳和海外市場拓展及開發?首要目標,而對對方國家演出藝術的相互了解和認識還仍有?大的不足,對於共同創作和開發的認識還停留在表面。 再者,兩國地域交流中人力資源的?乏和組織構成的不完善造成了地域交流中對於政府支援的依賴性還仍然??,目前在脫離政府的支援下兩國的地域交流?難獨立達成。在兩國演出藝術的交流中,專業的策劃人才嚴重不足,因此,兩國的地域交流缺乏持續的連接性,演出策劃也常出現斷層。大部分的交流還是通過兩國政府才能達成,雖然兩國之間存在?多可共同發掘的地域文化藝術,但共同創作的機會仍是非常不足。 通過分析結果,作者對中-韓文化藝術的地域交流提出以下發展方案。 第一,要達成中-韓兩國地域與地域之間合作的正式平台,激活兩國地方文化財團或文化藝術團體的交流,以此擴大交流的範圍。通過已經達成地方政府(道市,省市)國際文化交流協議的友好城市,連接韓國與中國地域之間的聯繫,?通過此平台增進相互之間的理解。 第二,通過地域合作平台的共享來實現演出藝術的流通渠道,拓寬演出藝術的流通範圍。?通過地域文化?業集群的連接來實現兩國演出藝術流通網的連接。 第三,要實現演出藝術和地域相關?業的協力和合作。爲此要試圖把演出藝術與多種現代媒體,?業相融合。特別要注重通過地域演出藝術與觀光?業的結合,增?地域?業結構的多樣性。 第四,要重點培養兩國演出藝術交流方面的專門人才,以高等?育國際化的觀點,需要連接韓國和中國地方的大學,大學生,?授及學術?究人員,進行互派和交流。還可以通過?育ODA對于開發還?未成熟的地域進行文化藝術的援助和支持。 第五,要提高韓國和中國地域之間文化藝術的相互理解度,?且要通過對於共同文化遺?的開發來達成演出的共同開發?擴展創作合作的機會。?了更好的開發地域演出藝術的創作素材,需要在地域文化製作體系中進行‘文化原形開發-演出藝術加工-故事化·藝術化-品牌化’等 一系列的開發。 越過國家和政府的限制範圍,若要實現文化藝術的深層次交流,必須要從之前的政府主導轉移到地方主導,以地域文化交流的重要性來看本?究具有現實的?究意義。在中-韓兩國的地域文化交流還?未達成良好交流,?且對此領域的?究還?未成熟的當下,本論文對於兩國地域文化交流活性化方案的?究顯示出一定的局限性。 做?未來?究的課題,不僅在演出藝術範圍內,在廣泛而多樣的文化藝術範圍內,韓國和中國的地域文化開發將會越來越活躍,以此?契機的文化藝術地域交流也會更加蓬勃發展。希望本?究有助於中-韓兩國文化藝術的地域交流?究,??兩國文化藝術地域交流的?究提供有效的參考依據。 Cultural arts exchange between Korea and China through the local community will play a very important role in the exchanges between both countries in the future, and further research is needed about this important topic. This research examined the political environment of Korea and China’s performing arts based on a theoretical background of local community and local cultural contents. Furthermore, this research examines the problems through case analysis of performing arts exchange due to the development of local cultural contents in both Korea and China, and considers the developmental activation methods of Korea and China's performing arts exchanges through local community. The research methodology included qualitative analysis methods through field study and review of advanced research. The performance programs of the Korea-China Culture Center and the China-Korea Culture Center, Korean Interpretive Dance <Gongja> and Chinese Dance Drama <Gongja>, and the natural theater performances of Korea and China(some times referred to as“impression”performances)were selected as the case studies for this research. According to this research, both Korea and China have had many arts exchanges based on performing arts policy directives, which prioritized publicity, overseas expansion and promotion of domestic performing arts consistent with the direction of government policies. This means that Korea and China’s mutual awareness about each other and about the importance of mutual cooperation are still undeveloped and limited. Further, there is a limitation in that the communities of Korea and China can’t perform work independently and each area can’t communicate by themselves due to deficient human resources and lack of Organization of exchanges, and the current status of professional human resources in performing art planning area is such that continuous connections and development of ties based on accumulated experiences are not possible. Even though most exchanges consist of communication through public institutions such as the Ministry of Culture and there are many local joint contents in both countries, the joint exploration of these local contents isn’t being implemented and the opportunities for cooperation are insufficient. According to the result of the analysis, the methods for expanding and developing art exchange between Korea and China through local community are as follows. The mutual understanding between Korea and China should be reconsidered and the opportunities for joint exploration and cooperation regarding local culture contents should be expanded. For enhancement of the mutual understanding by connecting Korea and China through agreements about international exchange at the level of local governments (city and province) and for developing the foundation of local performance contents, a methodical production system of local culture content such as ‘exhibition of cultural original form-processing as performance contents-storytelling·performing-branding’ should be established. The professional human resources relating to local performing arts should be trained and developed and cooperation between performing arts and local, relevant businesses should be established. This can be accomplished by connecting Chinese and Korean university students and professors through mutual exchanges and inviting. This can be accomplished by connecting Chinese and Korean university students and professors through mutual exchanges and invitations so that the views and perspectives and support of members of international academia and can be obtained as well as through official development assistance. Official cooperation structures of local areas beyond individual exchanges of performing arts and performing arts distribution networks through sharing of local platforms in Korea and China should be established. The scope of culture and art exchange of each country can be expanded through exchange between local communities or culture foundations in each local area of each country, and a joint distribution network can be established by connecting local industry clusters. This study is meaningful because research in this area is incomplete despite the importance of local community for establishing in-depth exchange of culture and art beyond the national and country levels. But this study also has certain limitations because the method of activating exchanges in performing arts in Korea and China through local communities is not yet well developed, and the exchanges are not frequent yet, so the research about this is still in in the initial stages. Various research about the involvement of the local community in culture and art will be conducted as the next research project according to the active development of local culture content in Korea and China in not only performing arts but also in various other culture and art areas. 지역커뮤니티를 통한 한국과 중국의 문화예술교류는 향후 양국의 교류에서 아주 중요한 역할을 할 것이며 또한 다양한 연구가 이루어 져야할 시점이다. 본 연구는 지역커뮤니티와 지역문화콘텐츠를 이론적 배경으로 1992년 수교 이래 한국과 중국 공연예술분야의 정책 환경을 살펴보고 현재 한, 중 양국에서 지역문화콘텐츠 개발에 의한 공연예술교류의 사례분석을 통하여 문제점을 파악하고 지역커뮤니티를 통한 한국과 중국 공연예술분야 교류의 발전적인 활성화방안을 연구하고자 한다. 연구방법은 이론적저서, 선행연구 검토 및 현장조사를 통한 정성적인 연구방법으로 연구가 이루어졌다. 연구사례는 양국 정부차원으로 교류가 이루어지고 있는 주한중국문화원과 주중한국문화원의 공연프로그램, 공동한 ‘유교문화콘텐츠’ 개발사례로 교류가 이루어지는 한국창작무용<공자>과 중국무용극<공자>, 또한 서로 다른 콘텐츠에 대한 공동개발 형식이 이루어지는 실경공연을 사례로 선정하였다. 사례분석은 George A. Hillery의 커뮤니티 세 가지 구성요소인 지리적 영역(geographic area), 사회적 상호작용(social interaction), 공동의 연대(common ties)를 분석의 틀로 사용하여 분석을 진행하였다. 연구결과 공연예술의 정책적인 기반으로 한국과 중국은 그동안 많은 교류를 시도해 왔으나, 두 나라 정부의 지향성으로 봤을 때 자국의 공연예술의 홍보와 해외진출 및 진흥이 모두다 우선시 되면서 서로의 예술정신과 예술사상에 대한 인식은 아직도 미비한 편이다. 또한 공동 작업에 대한 중요성은 아직도 중시되고 있지 않으며 부족한 인력과 교류의 조직구성으로 한국과 중국 지역의 커뮤니티는 독자적으로 업무를 수행하고 지역과 지역이 스스로 교류하는데 한계가 보여 지며 지속적인 연계와 경력의 누적이 단절되어 있는 상태이다. 또한 두 나라 지역의 공동콘텐츠가 많이 존재함에도 불구하고 이러한 공동콘텐츠에 대한 발굴은 거의 이루어 지지 못하고 창작협력의 기회가 많이 부족한 편이다. 따라서 분석결과를 통하여 지역커뮤니티를 통한 한국과 중국 문화예술교류의 발전적 방안은 다음과 같이 제시된다. 첫째, 기존 개별적이고 단기적인 공연예술의 교류형식을 넘어 공식적으로 지역과 지역의 협의구조를 마련하여야 한다. 양국 지방의 문화재단, 지방자치단체 및 지방정부(시도·시성)별로 국제교류협정이 이루어지고 있는 지역과 지역을 연결하여 문화예술분야의 연결망을 구축하여야 한다. 둘째, 공동의 지역플랫폼 공유를 통한 공연작품의 유통망을 확보하여야 한다. 이를 위해서는 양국 지역과 지역의 산업클러스터 연결을 통하여 공동의 유통망 공유를 실현하여야 할 것이다. 셋째, 지역 연관 산업과의 협업을 추진하여야 하며 이를 위해서는 공연과 다양한 매체 및 산업과의 융합을 시도하여야 한다. 넷째, 지역 공연예술 전문 인력의 양성을 통하여 지역과 지역의 인적교류를 실현하여야 한다. 이를 위해서는 고등교육의 국제화라는 관점에서 두 나라 서로의 초청 및 파견, 그리고 지속적인 학술교류를 통하여 실현할 수 있으며 또한 교육의 ODA를 통해서는 문화예술개발이 아직 미비한 지역에 대한 원조 및 초청사업을 통하여 실현할 수 있다. 다섯째, 지역문화콘텐츠에 대한 공동 발굴 및 창작협력의 기회를 확대하여야 하며 양국 서로의 예술정신과 예술사상을 통한 상호이해 및 인식을 제고하여야 한다. 지역문화콘텐츠를 기반으로 하는 공연작품을 제작하기 위해서는 ‘지역의 문화원형의 발굴-공연콘텐츠로 가공-스토리텔링화·공연화-브랜드화’ 등 체계적인 제작시스템의 구축이 필요하다. 국가 및 정부의 차원을 넘어서 문화예술교류가 심층적인 교류로 이루어지기 위한 지역커뮤니티의 중요성에도 불구하고 이러한 부분에 대한 연구들이 미진함에 따라 본 연구는 유의미하다. 향후 연구과제로서 공연예술분야 뿐만 아니라 다양한 문화예술분야에서 한국과 중국의 지역문화콘텐츠 개발은 더욱더 활발하게 이루어 질 것이고 이를 통한 지역커뮤니티 연구도 향후의 과제로 더 많은 연구가 이루어 질 것으로 기대된다.
관객개발을 통한 공연예술 산업 활성화방안 연구 : 공연장 예술교육개선을 중심으로
孫英蘭 동국대학교 문화예술대학원 2008 국내석사
Creativity has become a global subject of interest as the importance of effect of creative contents on a nation's economy has brought upon an influx of intelligence based businesses. In other words, the intellectual capitalism is the generative power of the 21st century. Therefore, at such a time, it is no surprise that the United States, the United Kingdom or other likely developed nations take active interest in artistry, creativity, and popularity of cultural industry which produces added value to the economy. The recent politics, economy, and the public have all equally taken part in active culture interchange between nations with current flow of globalization. In many nations, the government policies that support the vitalization of cultural industry have complemented the public's efforts to do so. In doing so, the past of focus of cultural industry on the filming industry has shifted and the growth of performing arts industry has started to accelerate. Korean performing arts industry started in 2001 with the musical The Phantom of the Opera. Capital attraction and growth in production scale, with expansion in performance theaters are amplifying the market scale. However, on the cultural arts aspect, especially in the field of performing arts, the development has been found in quantity but not much so in quality, and this shows that domestic performing arts industry has only arrived at its early stage. It is important to fathom what methods would develop the performing arts industry in a stable yet speedy way. Case studies and reports on the maturity of performing arts industry in developed countries and other related literature state that in order for performing arts industry to develop, expansion on audience age group and developing potential audience base are crucial. Plans for expansion on audience age group and development of future audience are illustrated in the following foreign case study. In developed countries in order to nurture potential consumers of performing arts, diverse programs are supported by performing arts organizations and departments. Most of these organizations have a separate arts education department whose working environment allows the members to focus solely on development and management of educational programs. Moreover, in the United States, the Church, contributors, other non-profit organizations, politically involved organizations, nongovernmental organizations, charities, private schools, educational institutions, and other groups that fall under the category of Internal Revenue Service's 501 (C)(3) policy get tax remission benefits. It is important to note that educational institutions are exempt from tax. The developed nations realize the importance of education and offer governmental benefits to support it. Therefore, arts education of performing arts organizations not only has relative importance on operation goals or on marketing aspect, but also on management aspect. Compared to the case study above, arts education department of domestic performing arts organizations face many difficulties in actively fulfilling their goals making it difficult to promote arts education in a systematic and consistent manner. Therefore, this thesis will explore the reformation plans of arts education of domestic performing arts organizations in order to nurture potential consumers of performing arts and by doing so, it will expand the performance market base and vitalize the performing arts industry. Following are the proposals: change in executives and manager's recognition of arts education, expert management system of arts education department, reformation of arts education program, development of educational materials, and strengthening the function of information. Through these plans, if arts education at performing arts organizations is strengthened and potential performing arts consumers are nurtured to expand the performance market base, performing arts industry can be vitalized in a stable and speedy way. As illustrated, there is no doubt how important arts education at performing arts institutions is to vitalization of performing arts industry. This thesis will diagnose Korea's performing arts industry at its early stage, research the correlation between vitalization of performing arts industry and arts education of performing arts organizations, and propose plans to invigorate performing arts industry through reformation of arts education. However, it needs to be pointed out that the thesis faces following limits. First, vitalization of performing arts industry is not limited to arts education. Many different factors other than arts education are involved in invigoration of performing arts industry. Also, viewing of a performance involves environmental issues, and therefore age group expansion cannot be expected from all those that received arts education. Lastly, consumers of performing arts industry of developed nation like the United States are different from the domestic consumers. In the States, the main consumers of performing arts are in their 40's whereas in Korea, the main consumers are in their 20's and 30's. In other words, through strengthening of arts education, America aims at reaching those in their 20's and 30's while Korea aims at expanding the age group to the 40's through reinforcement of arts education. Through the research, it has been learned that plans to diversify performance programs also need to be developed in order to appeal to audiences over 40's. This revelation is different from the expected result of other research mentioned earlier in the thesis. More meaningful research in this field is expected.
This study suggested the methods for vitalizing dance performance by introducing CRM(Customer Relationship Management) strategy that has been recently concerned as a new marketing technique in a section of business administration. Now we should focus on securing VIP customers rather than increasing the number of customers. Then, we should maintain the VIP customers, make some of them super customers, and finally encourage them to willingly play a role of sponsor rather than ordinary customer. To achieve these, this study examined the situations and problems of dance performance arts that are less popular than other performances. This study found that the problems of the past dance performance were not very different from the present. It means that the past problems have been repeated without solution because in part performance planning is not systematic and is rather short-term oriented. From a long-term point of view, real customer development in dance performance is not to attract new customers, which is only visible. If viewing dance performance becomes a natural activity like watching a movie in elementary school, it will greatly contribute for popularization of dance performance. CRM, used as the marketing strategy of this study, is all kinds of customer-related process and activity which provides customer satisfaction and loyalty and seeks for the continuous operation, expansion, and development of companies by maintaining, expanding, and improving customer relationship through the effective use of customer information. This study set up marketing strategy by stage according to the objectives of CRM, matching expected effect and reached the following conclusions. First, in the marketing strategy by stage according to the objectives of CRM, a method of success to attract new customers is to construct an Internet or telephone network and an electronic ticket purchase system, as well as to make dance more popular by eliminating distance through early dance education. Second, in the marketing strategy by stage according to the objectives of CRM, a method of success to develop the existing customers is to promote cross-sale in connection with culture and arts groups, hotels, travel agencies, or school, and issue a membership card during ticket sales which provide an opportunity for the first customer to become lifelong one. Finally, in the marketing strategy by stage according to the objectives of CRM, a method of success to develop VIP customers is to introduce rank and authorization systems by multiple rank service. In this way, VIP customers' value becomes increased and finally they can willingly play a role of sponsor which is the stage of super customer. Although Korean situation of dance performance has many problems to establish customer relationship, a fundamental research should be conducted with its focus on understanding the value of customer, who is a consumer of dance performance market, and further the importance of relationship with them. Also a variety of CRM strategies should be developed to use for and greatly vitalize dance performance arts.
인터넷 마케팅이 공연예술 소비자의 의사결정에 미치는 영향 연구 : 인터넷 티켓 예매 서비스 중심으로
김수경 추계예술대학교 예술경영대학원 2008 국내석사
인터넷이 급속히 발달함에 따라 인터넷은 커뮤니케이션 매체로의 활용을 넘어서 각종 산업과 공공단체를 통합시켜 주는 중추적 역할을 하고 있다. 이렇듯 인터넷의 확산과 활용의 보편화는 마케팅 영역을 확장시켰고, 마케팅 분야에서 효과적인 매체로 인정받고 있다. 이러한 매체의 보급과 활용이 보편적인 현상 하에, 인터넷의 영향은 공연예술 분야 또한 더 이상 예외가 아니다. 최근 성장하고 있는 공연예술 시장에서 더 이상 공급자가 제공하는 공연을 관객 즉, 소비자가 일방적으로 수용하는 공급중심이 아닌 소비 주체로 변화하고 있는 흐름을 바탕으로 공연예술 소비자를 보다 효과적으로 개발하기 위한 연구가 필요하다고 생각된다. 본 연구는 이러한 배경 하에 일차적으로 기존 연구검토와 문헌조사를 통해 연구의 이론적 분석틀을 만들고 이를 바탕으로 실제 연구 단계에서 1년 동안 1회 이상 공연관람 경험이 있는 학생 및 일반인을 대상으로 설문조사를 실시하였다. 총 150명의 응답자중 부정확한 응답 14명, 불성실하게 응답한 9명을 제외한 128명의 설문 응답을 SPSSWIN 12.0 프로그램을 사용하여 분석하였으며 조사결과는 다음과 같다. 첫째, 공연을 관람하는 동기에 있어‘여가 및 취미생활을 위해서’라고 응답자가 전체의 42.6%, 공연 선택 기준에 있어‘작품성’이 39.8%로 가장 많았으며 연 평균 공연예술 관람 횟수는 10회 이상이 가장 많은 것으로 나타났다. 공연정보는 주로‘인터넷 공연홍보 전문 사이트와 배너광고에서 얻는다.’의 응답이, 티켓 구입방법으로는 인터넷 예매가 63.3%로 가장 많았다. 둘째, 인터넷을 이용한 티켓구입 과정에서 공연예술 소비자의 동기, 태도, 행동에 대한 조사 결과는 ‘인터넷의 공연 홍보나 광고를 보게 되면 관심을 가진다.’의 응답이 가장 많았으며 ‘인터넷 이용 시 문화소비를 위한 시간절약 및 편의성이 행동으로 연결되는 요인이다.’, ‘인터넷 이용 시 기대되는 가격 할인제도 등의 효과 때문에 문화소비에 참여한다.’순으로 나타났다. 셋째, 공연예술 소비자의 행동성향은 인구통계학적 차이에 따라 6개월간 인터넷을 이용해서 티켓구입을 한 횟수를 살펴보면 ‘2~3회’가 29.7%로 가장 많았으며 ‘개별적 관심도에 따라 공연티켓을 구입한다.’는 응답이 가장 많았다. 인터넷으로 공연티켓을 구입한다면 가장 큰 영향을 받는 구입광고의 부분에 대해 살펴보면 전체적으로 ‘공연에 대한 내용과 상세정보’가 35.9%로 가장 많은 응답을 보였으며 ‘공연티켓 구입 시 할인혜택’을 가장 중요시 여기는 것으로 나타났다. 위의 조사 결과를 통하여 인터넷 공연 홍보나 광고가 인터넷 소비자에게 있어 영향을 미친다는 것을 알 수 있으며 티켓의 할인 혜택이나 공연에 대한 내용과 상세정보가 공연예술 소비자의 의사결정에 영향을 미친다는 결론이 나왔다. 따라서 공연예술 소비자와 공연예술분야의 인터넷 마케팅 관련 연구는 앞으로도 지속적으로 이루어져야 함은 물론 공연예술 기획자, 공연예술 사이트 제작자 등 공연예술의 인터넷을 활용한 홍보나 광고에 관하여 전략을 세워야 할 것이다. 또한 티켓 가격과 공연정보, 젊은 층을 상대로 관심을 더욱 늘리고자 정보의 다양화와 관람객이 직접 참여할 수 있는 보다 많은 기회를 인터넷으로 제공할 필요가 있으며, 장년층과 인터넷을 이용하는 시간이 적은 공연관람객을 위해 e-mail 발송이나 회원관리 등 다른 인터넷 마케팅 전략을 세울 필요가 있다. 앞으로 공연예술 소비자의 심층적인 연구부터 실제적인 전략대안까지 다양한 연구와 함께 공연예술분야의 인터넷을 활용한 마케팅의 연구도 보다 더 체계적이고 지속적으로 이루어지길 기대한다. Internet has been taking a pivotal role in integrating variety of industries and public organizations as well beyond utilization as communication media along with rapid development thereof. Likewise, expansion and generalization of Internet have brought about enlargement of marketing domain, so then it has been recognized as an effective media in the field of marketing. Under phenomena where such dissemination of media and utilization thereof has become generalized, impact of Internet on the field of performing arts is no exception any longer. It is thought that a research shall be necessary to develop consumers of performing arts effectively on the basis of flow of changes in which the trend in the recently growing performing arts market. It has been turned out to be consumption-oriented getting rid of supply-oriented trend where audience, that is, consumers do not accept unilaterally the performances offered by the providers any longer. In this research, theoretical analytical frame was devised through close review of existing research works and literature investigation as well primarily, and based on these, students and ordinary citizens who had experiences of viewing performances more than once for one year were sampled and asked to fill out a questionnaire. Among total 150 questionnaires returned, 128 respondents were selected, excluding nine who had not completed the survey sincerely, and data were analyzed by using SPSSWIN 12.0 program. Results from analysis are as follows: First, motive of viewing performances indicated that 42.6% of total respondents were for their ‘leisure and hobby life,’ and of performance selection criteria revealed that 39.8% of total respondents, which was the greatest number, were in favor of ‘quality of work.’ And yearly average frequency of viewing performing arts showed that respondents went to watch performances more than 10 times: the largest number of respondents fell under this case. As to information for performances, most of respondents found it from ‘the website specialized in publicity activities for performances on Internet and banner ads,’ and as for method of ticket purchase, 63.3% of them, which was the largest number, got it through Internet reservation. Second, motive, attitude, and behavior of consumers with regard to performing arts conducted in the process of purchasing ticket using Internet revealed that responses as to ‘when I find publicities and ads for performances on Internet, it comes to my attention,’ marked the largest number, followed by ‘if used Internet, it is a mediating factor that makes time saving and convenience in order for cultural consumption realized as with behavior,’ and ‘I participate in cultural consumption activities because of effects or advantage, such as price discount, etc. to be expected when using Internet.’ Third, behavioral tendency of performing arts consumers in connection with frequency of ticket purchase using Internet for six months according to demographic differences showed that 29.7% of respondents, which was the biggest number, purchased ‘two or three times.’ And the number of respondents who answered that they purchase performance ticket according to individual interest was the largest. Contents of the advertisings that were most greatly influential when purchasing performance ticket through Internet revealed that 35.9% of respondents, which was the greatest number, answered as with ‘contents regarding performances and specified information,’ and that respondents considered discount benefits as most important factor. Through the above results of analysis, research found that publicity activities and advertising for performances through Internet affected Internet consumers, and also a conclusion, such as that discount benefits of ticket, or contents of performances and detailed information had influences on decision making of performing arts consumers. Therefore, it shall be required not only to conduct researches continuously on Internet marketing in connection with the field of performing arts and consumers, but to establish strategies concerned with publicity activities and advertising also in relation to performing arts, involving planner of performing arts, and producer of the website exclusive for performance arts, and so forth. In addition, to provide accurate information of ticket price and performances, and also to increase attentions to performing arts publicized through Internet, especially subjecting to rising generation. It is necessary to pursue diversification of information as well as to provide more opportunities with Internet to make attendees participate directly in the event. Also, it is necessary to establish other Internet marketing strategy, including e-mail sending or membership management for aged population and those performance attendees who do not much time to use Internet. It is expected that researches on marketing techniques utilizing Internet in the field of performing arts will be conducted continuously and systematically along with in-depth studies about performing arts consumers and also efforts to devise varied practical and strategic alternatives.
서울을 대표하는 공연예술축제 육성방안 : 「서울공연예술제」를 중심으로
서경화 추계예술대학교 예술경영대학원 2004 국내석사
21세기는 문화의 세기로서, 전 세계적으로 문화적 상징성을 앞세우며 국가브랜드 개념을 도입하고 있다. 국가브랜드가 높아지기 위해서는 경제적인 힘보다도 문화의 힘이 우위에 있어야 한다고 많은 석학들은 강조하고 있다. 이에 문화를 압축하고 도시 혹은 나라를 상징할 수 있는 문화로서 축제를 전면에 부각할 수 있음은 해외의 유수한 축제를 통해서 알 수 있다. 이에 근거하여 본 논문은 『서울을 대표하는 공연예술축제 육성방안 연구』로 진행되었고 결과적으로 공연예술축제를 통해 서울의 문화적 상징성을 앞세우며 더 나아가 국가브랜드 향상에 목적을 두고 있다. 서울문화재단은 이미 「하이 서울페스티벌」외 3개의 축제를 서울의 대표 축제로 선정하여 도시마케팅과 서울을 세계적으로 알리고자 하는 의지를 표명하였다. 그러나 '서울의 4대 축제'로 지정되었다하여, 이 선정자체로 인해 「하이 서울페스티벌」외 3개의 축제가 서울을 대표하고 문화적 상징성을 앞세우는 축제가 되는 것은 아닐 것이다. 이에 '서울의 4대 축제' 중 본인이 제안하고자 하는 「서울공연예술축제」와 맥락을 함께 하고 있는 「서울공연예술제」를 사례 연구대상으로 하여 서울을 대표하는 공연예술축제의 육성방안을 제시해보고자 하였다. 육성방안을 제시하기 위하여 「서울공연예술제」가 그 동안 축제가 어떻게 전개되어 왔는지 조직 및 운영, 프로그램, 재원조성 중심으로 각각 살폈다. 그리고 문제점을 해결할 수 있는 방안을 모색하기 위하여 국내 · 외적으로 성공한 축제를 살폈다. 그리하여 「서울공연예술축제, 에 대한 조직 및 운영, 프로그램, 재원조성 중심으로 육성방안을 제시 하였다. 육성방안에 관한 사항은 다음과 같다. 우선, 운영적인 측면에서는 법인의 형태가 바람직하다. 법인화 체제를 갖추므로 전문인력의 확보가 가능하고 이를 통해 축제의 노하우가 축적될 수 있기 때문이다. 이사회에는 기업관련 인사 및 축제를 위해 실질적으로 연구하고 고민할 수 있는 이들로 구성해야 한다. 공연예술축제의 성격을 충분히 담보해 내기 위하여 예술감독 중심의 체제로 운영이 되고, 예술감독은 행정직인 안목까지도 갖추고 있는 인물로 선임하여 임기보장 등 축제에 대하여 책임을 갖게 해야 한다. 또, 조직의 슬림(Slim)화를 꾀하고, 조직 내에서 실질적으로 재원조성에 집중할 수 있는 후원 관련 팀과 프로그램의 질적인 측면을 강화하 수 있는 프로그램 기획 운영팀이 필요하다. 다음, 프로그램 측면에서는 세계 공연의 흐름을 리드하는 작품을 공식으로 초청해야 하며, 공동작품제작을 시도하고 아시아 작품에 문을 개방해야 한다. 또한 대안문화와 실험성이 높은 「서울프린지페스티벌」과 공동 진행하여 아트마켓의 기능을 갖추는 것이 필요하다. 그리고 마지막으로 재원조성 측면에서는 「서울공연예술축제」를 서울을 대표하는 공연예술축제로, 더 나아가 서울을 대표함은 물론 대한민국의 브랜드를 한층 높일 수 있는 축제로 육성하기 위하여 서울시 및 문화관광부의 적극적인 지원이 이루어져야 한다. 그리고 메세나 및 기업을 통한 후원을 적극적으로 활용하고, 한국국제교류재단 및 로또복권 수익금을 통한 재원조성을 비롯하여 투명한 결산을 매해 공표해야 한다. 상기 제안 사항이 모두 해결된다고 하여 서울을 대표하는 공연예술축제가 가능하지 만은 않을 것이다. 제시하는 육성방안에서 오류도 있을 수 있고 간과되었던 부분도 분명 있을 것이다. 그럼에도 불구하고 풍요로운 문화적 소양을 제공하며 개인의 삶을 보다 윤택하게 해 줄 수 있는 것이 공연예술이며, 축제라는 것은 변함없는 사실이다. 또, 축제로 인해 파생되는 문화적인 힘은 세계화 속에서 보이지 않는 헤게모니로서 작용하기도 한다. 이에 서울을 문화적 도시로 전면에 부각할 수 있도록 「공연예술축제」에 집중적인 지원과 육성이 이루어져야 할 것이다. 그리하여 향후, 서울을 대표하는 공연예술축제가 공고하게 자리 잡아 세계적으로 유수한 축제와 어깨를 나란히 하며 경제강국에서 문화강국으로서 거듭나야 할 것이다. It seems to be common that the 21st century would be 'a century of culture', and thus many countries around the world are accepting the concept of national brand, focusing on their cultural representation. To promote the national brand of a country, many scholars argue that cultural power should be strong, rather than economic power. Therefore, we could witness, through the well - known overseas festivals, that festivals would be stood for the culture which could compress their culture and represent cities or states. In that way, this paper aims to demonstrate that a performance arts festival could improve the quality of Korean's national brand, with the cultural representation of Seoul. The Seoul Foundation for Arts & Culture showed already its firm will to improve the image of the city and enforce city marketing for the purpose of making Seoul well known in the world, designating 3 festivals excepting 'Hi Seoul Festival'. However, it cannot be said that the present 4 festivals of Seoul represent the city itself and cultural aspects in Seoul. With regard to this discourse, it is examined that how the past festivals were held mainly about their managing organization, programmes, and funding, with the case study on 'Seoul Performance Arts Festival' which is in the similar context of my suggestion. Seoul performance arts festivals. Additionally, a group of national and foreign successful festivals are examined to find the solutions. Then, it is suggested a developing plan which has focus on the management of organization, programmes, and funding as followings. With respect to managing the organization, it could be suggested to establish the system of foundation, and its general arts directors would be designated in the way of considering their ability of administration. With regard to funding, there would be a team to deal with sponsoring or support substantially and personnel in the executive board who are related to external companies. Moreover, it could be claimed that its programmes leading the world trend should be invited to the festival, attempted to establish cooperation system, and opened to Asian works. Furthermore, it seems to be necessary for the festival to work together with 'Seoul Fringe Festival', which represents alternative culture and progressiveness, providing the role of art market. Lastly, informs of funding, as a leading performance art festival in Seoul, the full support of Seoul government and Ministry of Culture and Tourism are required to realise its possibility of not only improving national brand image but also representing Seoul and Korea. Additionally, it is emphasised to establish funding system whose aims are to bring Mecenat's and companies'sponsor to the festival, to create new funding source through Korean Foundation and Lotto lottery system, and to announce the festival's clear accounting. Despite solving these all problems, it could not be said that Seoul Art Festivals can represent Seoul. It must be true that there are still predicaments and also something missing in my suggestions above. However, there is no doubt in arguing it is performance art festival or festivals that could provide plentiful cultural attainments and enrich individual life. Moreover, the power stemming from festivals could work as invisible hegemony, in this globalization period. In this globalization period. In that way, it is inevitable to support and develop performing art festivals which would be a dominant element to represent Seoul as a cultural city. After that, a performing art festival which is representative for Seoul would be stabilized and rank with other famous overseas festivals, and then Korea should be converted from an economic power to a cultural one in the world.