The Success Story of the Cultural Industry in Korea: the Case of the Game Industry

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The Success Story of the Cultural Industry in Korea: the Case of the Game Industry 2014 Modularization of Korea’s Development Experience: The Success Story of the Cultural Industry in Korea: The Case of the Game Industry 2014 2014 Modularization of Korea’s Development Experience: The Success Story of the Cultural Industry in Korea: The Case of the Game Industry 2014 Modularization of Korea’s Development Experience The Success Story of the Cultural Industry in Korea: The Case of the Game Industry Title The Success Story of the Cultural Industry in Korea: The Case of the Game Industry Supervised by Ministry of Strategy and Finance (MOSF), Republic of Korea Prepared by The Institute of Hallyu Convergence Research (IHCR), Korea University Author Gil-Sung Park, Professor, Korea University Department of Sociology Min-Kyu Kim, Professor, Ajou University Department of Culture and Contents Ingyu Oh, Professor , Korea University Research Institute of Korean Studies Sou Hwan Kang, Researcher, Korea University IHCR Advisory Sunghyun Park, Research Team Manager, Korea Foundation for International Culture Exchange Won Ho Jang, Professor, University of Seoul Research Management KDI School of Public Policy and Management Supported by Ministry of Strategy and Finance (MOSF), Republic of Korea Government Publications Registration Number 11-1051000-000570-01 ISBN 979-11-5545-124-3 94320 ISBN 979-11-5545-116-8 [SET 19] Copyright © 2014 by Ministry of Strategy and Finance, Republic of Korea Government Publications Registration Number 11-1051000-000570-01 Knowledge Sharing Program 2014 Modularization of Korea’s Development Experience The Success Story of the Cultural Industry in Korea: The Case of the Game Industry Preface The study of Korea’s economic and social transformation offers a unique window of opportunity to better understand the factors that drive development. Within about one generation, Korea transformed itself from an aid-recipient basket-case to a donor country with fast-paced, sustained economic growth. What makes Korea’s experience even more remarkable is that the fruits of Korea’s rapid growth were relatively widely shared. In 2004, the Korean Ministry of Strategy and Finance (MOSF) and the Korea Development Institute (KDI) launched the Knowledge Sharing Program (KSP) to assist partner countries in the developing world by sharing Korea’s development experience. To provide a rigorous foundation for the knowledge exchange engagements, the KDI School has accumulated case studies through the KSP Modularization Program since 2010. During the first four years, the Modularization Program has amassed 119 case studies, carefully documenting noteworthy innovations in policy and implementation in a wide range of areas including economic policy, admistration·ICT, agricultural policy, health and medicine, industrial development, human resources, land development, and environment.Individually, the case studies convey practical knowhow and insights in an easily accessible format; collectively, they illustrate how Korea was able to kick-start and sustain economic growth for shared prosperity. Building on the success during the past four years, we are pleased to present an additional installment of 19 new case studies completed through the 2014 Modularization Program. As an economy develops, new challenges arise. Technological innovations create a wealth of new opportunities and risks. Environmental degradation and climate change pose serious threats to the global economy, especially to the citizens of the countries most vulnerable to the impacts of climate change. The new case studies continue the tradition in the Modularization Program by illustrating how different agents in the Korean society including the government, the corporations, and the civil society organizations, worked together to find creative solutions to challenges to shared prosperity. The efforts delineated include overcoming barriers between government agencies; taking advantage of new opportunities opened up through ICT; government investment in infrastructure; creative collaboration between the government and civil society; and painstaking efforts to optimize management of public programs and their operation. A notable innovation this year is the development of two “teaching cases”, optimized for interactive classroom use: Localizing E-Government in Korea and Korea’s Volume-based Waste Fee System. I would like to express my gratitude to all those involved in the project this year. First and foremost, I would like to thank the Ministry of Strategy and Finance for the continued support for the Modularization Program. Heartfelt appreciation is due to the contributing researchers and their institutions for their dedication in research, to the former public officials and senior practitioners for their keen insight and wisdom they so graciously shared as advisors and reviewers, and also to the KSP Executive Committee for their expert oversight over the program. Last but not least, I am thankful to each and every member of the Development Research Team for the sincere efforts to bring the research to successful fruition, and to Professor Taejong Kim for his stewardship. As always, the views and opinions expressed by the authors in the body of work presented here do not necessarily represent those of the KDI School of Public Policy and Management. December 2014 Joon-Kyung Kim President KDI School of Public Policy and Management Contents | LIST OF CHAPTERS Summary ······································································································································· 12 Chapter 1 Introduction ·································································································································· 15 Chapter 2 The Need to Modularize the Game Industry in Korea ·································································· 19 1. The Goal of Game Industry Policies and an Evaluation ·····························································20 1.1. A Brief Overview of Game Industry Policies ·······································································20 1.2. The Objectives and Achievements of the Game Industry Promotion Policies ··················22 2. The Background and Need for Game Industry Policy ·································································27 2.1. A Brief Overview of Game Industry Policies ·······································································27 2.2. The Need for Game-Industry Policy ····················································································29 06 • The Success Story of the Cultural Industry in Korea: The Case of the Game Industry Chapter 3 Strategies and Systems for Promoting the Korean Game Industry ············································ 35 1. Detailed Strategies and Schemes Utilized for Execution ···························································36 1.1. The Circumstances at the Time of Working out the Strategies ··········································36 1.2. The Objectives of the Strategy and Tasks ············································································37 2. Promotion History and Contents of Game Industry-Related Policies ······································48 2.1. Promotion History of Game Industry-Related Policies ·······················································48 3. History and Contents of Game Industry-Related Policies ··························································57 3.1. Contents of the Mid- and Long-Term Plan for Game Industry (2003~2007) ······················57 3.2. Announcement of an e-Sports Mid- and Long-term Vision (2004) ····································60 3.3. Gaming Culture Promotion Plan (2005) ···············································································61 3.4. Announcement of the “2010 Game Industry Promotion Strategy Execution Report Seminar” (2006, Publication of policy report) ······················································································62 3.5. Announcement of the “Mid- and Long-term Plan for the Game Industry (2008~2012): the Second Revolution” (2008) ····································································································64 3.6. Announcement of <e-Sports Mid- Long-term Development Plan (2010~2014): e-Sports Innovation 2.0> ·····················································································································66 Contents • 07 Contents | LIST OF CHAPTERS Chapter 4 Details and Current Situation of Game Industry Promotion Policies ·········································· 69 1. Outlines of the Policies and Cases of Arbitration of the Conflict among Stakeholders············70 1.1. Outline ···································································································································70 1.2. A Case of Resolving Conflict of Interests among Stakeholders: Integrated Game Exhibition (G-Star) ··································································································································97 2. Analysis of Success and Failure Factors of Game Industry Policy ···········································101 2.1. Success Factors ·················································································································101 2.2. Failure Factors ···················································································································104 Chapter 5 Implications for Developing Countries ·······················································································
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