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2015 디지털콘텐츠산업 실태조사
주혜림 2016-06-03 14065
내용

 

『2015 디지털콘텐츠산업 실태조사』입니다.

 

<Contents>


 

제1장  서 론   ·····················································01


 

제1절 조사 배경 및 목적      ·················································03
 1. 조사 배경 ············································································03
 2. 조사 목적 ············································································04


 

제2장 디지털콘텐츠산업의 정의 및 분류체계 ··········07


 

제1절 디지털콘텐츠산업의 정의 및 환경 변화     ···············09
 1. 디지털콘텐츠산업의 정의 ··················································09
 2. 디지털콘텐츠산업의 환경 변화 ·········································11
제2절 디지털콘텐츠산업 분류체계       ·································24
 1. 디지털콘텐츠산업 관련 국내 분류체계 ····························24
 2. 디지털콘텐츠산업 관련 해외 분류체계 ····························35
 3. 디지털콘텐츠산업 분류체계 재정립 ··································39


 

제3장 디지털콘텐츠산업실태조사 개요 ···················· 47


 

제1절 조사 범위          ·······························································49
 1. 시간적 범위    ········································································49
 2. 공간적 범위    ········································································49
 3. 내용적 범위    ········································································49
제2절 조사 체계 ···········································································50
 1. 실사 ··························································································50
 2. 자료처리 ··················································································51
제3절 모집단 및 표집틀 ·······························································52
 1. 모집단 ·······················································································52
 2. 표집틀 ·······················································································52
제4절 조사 개요 ·············································································53
 1. 조사 개요 ···················································································53
 2. 표본 설계 ···················································································53
제5절 추정 ·······················································································55


 

제4장 실태조사 결과 ··················································57


 

제1절 일반 현황 ················································································59
 1. 소재지 ···························································································59
 2. 설립연도 ························································································60
 3. 소유형태 ·························································································62
 4. 기업형태 ··························································································63
제2절 시장현황 및 전망 ······································································64
 1. 국내 시장규모 추정 및 전망 ·························································64
 2. 대분류별 국내 시장규모 및 전망 ·················································65
 3. 디지털콘텐츠산업 수출액 현황 ····················································67
제3절 인력현황 ·······················································································68
 1. 인구특성별 인력현황 ·······································································69
 2. 직무?고용형태별 인력현황 ·····························································70
제4절 대분류별 세부현황 ·······································································71
 1. e-book ·································································································71

 2. 디지털 만화 ·························································································74
 3. e-learning ····························································································76
 4. 디지털게임 ····························································································79
 5. 디지털콘텐츠 솔루션 ···········································································82
 6. 디지털영화   ··························································································85
 7. 디지털방송 ·····························································································88
 8. 디지털 애니메이션 ················································································91
 9. 디지털 광고 ····························································································94
 10. 디지털 음악 ··························································································97
 11. 디지털정보콘텐츠 ···············································································100
 12. 디지털커뮤니케이션 ············································································103
 13. 디지털콘텐츠 유통 플랫폼 ··································································106
 14. 기타 디지털 콘텐츠 ··············································································109


 

제5장 디지털콘텐츠 해외 시장 동향 ······································111
 

제1절 해외 디지털콘텐츠산업 주요 트렌드 ··············································113
 1. 디지털콘텐츠 시장의 성장 동인 ···························································113
 2. 디지털콘텐츠산업 직면 과제 ·································································123
 3. 디지털콘텐츠 시장 주요 이슈 ································································130
 4. 디지털콘텐츠산업 주요 해외 기업 동향 이슈 ······································152
제2절 산업별 세계 디지털콘텐츠 시장 ························································162
 1. e-book 시장규모 및 전망 ········································································162
 2. 디지털만화 시장규모 및 전망 ··································································169
 3. 디지털 음악 시장규모 및 전망 ·································································171
 4. 디지털영상 시장규모 및 전망 ···································································173
 5. 게임 시장규모 및 전망 ················································································179
 6. 디지털애니메이션 시장규모 및 전망 ························································181
 7. 정보콘텐츠 시장규모 및 전망 ·····································································183


 

제6장 시사점 및 제언 ································································187


 

제1절 한계점 및 시사점 ·······················································································189
 1. 모집단 구성의 한계 ························································································189
 2. 시장 규모 분석 상의 한계 ··············································································189
제2절 제 언 ·············································································································190
 1. 융합기술 기반 및 융합형 콘텐츠 분류체계의 필요 ····································190
 2. 디지털콘텐츠산업 통계조사를 위한 후속 연구 추진 필요 ························191


 

부록 ···························································································193


 

[부록 1] 설문지 ·······································································································195
[부록 2] 2015년 CG산업실태조사 결과 ······························································217
[참고문헌] ···············································································································223

 

 

 

 

 

 

 

첨부파일 2015 디지털콘텐츠산업 실태조사.pdf (파일크기: 17 MB )

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