Development of the Cultural Creative Contents Industry with the Metaverse in Corona Pandemic Era
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The cultural content industry is growing at an annual rate of around 20 percent, with all social systems going face to face due to the adverse effects of "Corona 19". Some related industries, such as music and games, are achieving high growth among the cultural content industries. Meanwhile, as Peter Ferdinand Drucker argues, "The 21st century is where the world's economic wars will be won or lost in the IT-related cultural industry, and the ultimate destination is the cultural industry." '"Culture industry" is a collective term for all industries using cultural elements, covering a wider range than the cultural content industry. The expression "culture technology," which emphasizes technical aspects, has also been widely used in recent years. In all of this, the behavior of industries in the virtual Internet world develops a broad Metaverse industry. On the other hand, due to the influence of Corona 19, the growth and development of the cultural content industry are continuing to take place based on the present, which entered the future metaverse industry as an ICT convergence industry. In this environment, with expectations for cultural content, social infrastructure increases by expanding awareness of content. As such, the related industry is rapidly developing with the start of a new industry called Metaverse. The Metaverse is a combination of virtual, transcendent, and universe, meaning a three-dimensional virtual world. More specifically, it is widely used in politics, economy, society, and culture as a whole, meaning that both reality and reality can coexist. Despite the impact of "Corona 19", Metaverse is expected to become a critical industry that will multiply and develop into the convergence industry in the future.
Abstract
The cultural content industry is growing at an annual rate of around 20 percent, with all social systems going face to face due to the adverse effects of "Corona 19". Some related industries, such as music and games, are achieving high growth among the cultural content industries. Meanwhile, as Peter Ferdinand Drucker argues, "The 21st century is where the world's economic wars will be won or lost in the IT-related cultural industry, and the ultimate destination is the cultural industry." '"Culture industry" is a collective term for all industries using cultural elements, covering a wider range than the cultural content industry. The expression "culture technology," which emphasizes technical aspects, has also been widely used in recent years. In all of this, the behavior of industries in the virtual Internet world develops a broad Metaverse industry. On the other hand, due to the influence of Corona 19, the growth and development of the cultural content industry are continuing to take place based on the present, which entered the future metaverse industry as an ICT convergence industry. In this environment, with expectations for cultural content, social infrastructure increases by expanding awareness of content. As such, the related industry is rapidly developing with the start of a new industry called Metaverse. The Metaverse is a combination of virtual, transcendent, and universe, meaning a three-dimensional virtual world. More specifically, it is widely used in politics, economy, society, and culture as a whole, meaning that both reality and reality can coexist. Despite the impact of "Corona 19", Metaverse is expected to become a critical industry that will multiply and develop into the convergence industry in the future.
참고문헌 (30)
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