2020년 국외 디지털콘텐츠 시장조사 및 동향 심층분석 In-Depth Research and Analysis of Trends in Digital Content Markets Abroad in 2020

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2020년 국외 디지털콘텐츠 시장조사 및 동향 심층분석 In-Depth Research and Analysis of Trends in Digital Content Markets Abroad in 2020 연구보고서 RE-107 2020년 국외 디지털콘텐츠 시장조사 및 동향 심층분석 In-depth Research and Analysis of Trends in Digital Content Markets Abroad in 2020 남 현 숙 2021.03. 이 보고서는 2020년도 과학기술정보통신부 정보통신진흥기금을 지원 받아 수행한 연구결과로 보고서 내용은 연구자의 견해이며, 과학기술정보 통신부의 공식입장과 다를 수 있습니다. 요 약 문 콘텐츠산업은 디지털기술의 발전에 따른 제작, 편집, 공유의 용이성으로 인해 디지털콘텐츠 중심으로 제작 환경이 변화했다. 이러한 변화와 더불어 IT인프라 개선으로 인한 콘텐츠에 대한 접근성이 향상되었으며 PC에서 스마트폰까지 디지털콘텐츠를 소비할 수 있는 스마트기기가 다양화, 경량화, 이동 편의성을 보유하게 됨에 따라 소비자의 디지털콘텐츠 소비가 확대되었다. 이에 콘텐츠 산업의 디지털 트랜스포메이션 가속화로 VR/AR, AI 등 신기술과 결합된 융합콘텐츠가 확산됨에 따라 디지털콘텐츠는 전방위 산업에서 영향력을 높이며 글로벌 경제 내 핵심 산업으로 성장하고 있다. 5G 기술의 상용화로 4차 산업혁명 기술은 디지털콘텐츠와의 융합이 촉진되며 고부가가치를 창출하는 가운데 해외 주요국가 및 기업들은 관련 분야의 R&D 투자를 강화하고 있다. 이에 국내 정부는 ‘5G+ 전략’, ‘콘텐츠산업 3대 혁신전략’, ‘가상융합경제 발전전략’ 등 지속적으로 디지털콘텐츠 정책을 발표하고 디지털콘텐츠 산업을 직간접적으로 지원하고 있다. 특히 세계 최초 5G 서비스 상용화 성공으로 4차 산업혁명 기술기반의 실감콘텐츠 시장을 선점할 인프라 구축과 코로나19 팬데믹 장기화에 따른 공장폐쇄 및 이동제한으로 온라인 기반의 비대면 서비스 시장으로 디지털콘텐츠 시장의 패러다임이 빠르게 변환됨에 따라, 글로벌 시장에서의 시장경쟁력 확보, 해외 진출, 산업 성장기반 조성 등을 위해 시의성 있는 정보의 필요성이 부각되고 있다. 이에 본 보고서는 해외시장 트렌드 변화에 발맞춰 국외 DC 분류체계 개선을 통한 시장통계 산출, 14대 장르별 시장동향, 융합기술 트렌드, 주요 경쟁국가의 정책 등의 관련 자료를 조사, 분석하여 국내 디지털콘텐츠 기업의 해외진출 확대를 위한 정부정책과 기업전략 수립의 기초자료를 제공하고자 한다. 본 보고서에서 구성은 1) 14대 디지털콘텐츠 산업 조사, 2) CPND(콘텐츠, 플랫폼, 네트워크, 디바이스)의 관점의 글로벌 주요 기업과 고성장 기업 분석, 3) 핵심 유망기술별 콘텐츠 융합트렌드 분석, 4) 주요국의 실감콘텐츠 및 디지털콘텐츠 정책동향으로 구성되어 있다. 또한, 분석대상 국가는 디지털콘텐츠 시장규모, 수출, 교역규모 및 정부 경제정책의 우선순위를 고려하여 미국, 영국/유럽, 중국, 일본, 신남방(인도네시아, 태국, 베트남, 필리핀) 국가를 중심으로 - iii - 선정하였다. 시장통계 산출을 위한 디지털콘텐츠 분류체계는 국내 분류체계를 기반으로 실감콘텐츠에 대한 산업전문가 의견을 수렴하여 14개 산업을 대상으로 산출했다. 본 보고서는 다양한 자료원을 활용하여 2019년을 기준으로 시장규모를 산출하였으며 2020년부터 2024년까지 시장규모를 추정했다. 향후 5년간 시장전망치는 시장조사, 데이터수집, 이동평균법, CAGR 등을 활용한 통계모델링을 활용하여 예측하였으며 이후 PEST(정치, 경제, 사회, 기술)를 고려하여 검증한 뒤 추정했다. CPND 유망기업 분석은 디지털콘텐츠 산업 내 글로벌 시장에서 부각되는 10개 주요기업과 코로나19로 인해 촉발된 비대면 시대에 맞춰 이러닝, 원격진료 등의 주요 서비스를 영위하는 4개 유망기업에 대한 CPND 관점 기반으로 기업 생태계, 현황, 신규사업/투자, 핵심전략 등에 대해 분석했다. 핵심 기술별 융합 트렌드는 차세대 DC산업의 핵심기술인 XR(VR/AR/MR), 홀로그램, CG/VFX 등 3대 유망기술을 중심으로 기술동향 및 기술별 콘텐츠 융합트렌드에 대해 분석했다. 정책동향은 미국, 영국, 유럽, 중국, 일본, 동남아시아 등 주요국가의 실감콘텐츠 지원 정책과 5G/디지털콘텐츠 정책의 최신 동향을 조사하고 정리했다. 마지막으로 해외 디지털콘텐츠 산업에 대한 핵심이슈 선정 및 국내 기업의 글로벌 진출확대를 위한 정책지원 방향을 제시했다. 2장에서는 세계 디지털콘텐츠 및 주요 장르별 시장규모 및 전망을 분석하였다. 2019년 세계 디지털콘텐츠 시장은 보호무역주의 확대 기반의 경제 불확실성에도 불구하고 모바일 중심의 콘텐츠 소비 확대, 스트리밍에 대한 수요 증가, 디즈니, 애플 등 주요 기업들의 OTT 서비스 출시, 5G 네트워크 상용화로 인한 주요 기술 기반의 콘텐츠 융합 확대, 다수의 영화 및 애니메이션 흥행작 개봉으로 전년 대비 11.6% 성장한 2조 3,310억 달러를 기록했다. 향후 세계 디지털콘텐츠 시장은 코로나19에 따른 디지털 트랜스포메이션 가속화, 홈엔터테인먼트 콘텐츠 수요 증가와 실감콘텐츠 소비가 가속화되며 5년간 9.9%의 고성장세를 유지하며 2024년 3조 7,340억 달러에 이를 것으로 전망된다. 디지털콘텐츠 산업별 성장률(2018-2019)을 비교 분석하였다. 이에 2018-2019년 성장률을 기준으로 산업별 성장률을 비교한 결과 디지털애니메이션이 59.2%로 가장 큰 성장을 기록했으며 실감콘텐츠, e-learning 순으로 성장률이 높게 나타났다. 또한, 디지털콘텐츠 분야별 연평균 성장률 전망(2019-2024)을 비교한 - iv - 결과, 향후 5년간 CAGR 기준 실감콘텐츠 시장의 성장률이 가장 높을 것으로 예측되며 e-Learning, 유통플랫폼 순으로 전망되었다. 이는 실감콘텐츠 시장은 비대면 서비스 수요 증가에 따른 실감콘텐츠 개발 확대 및 애플 AR 글래스 출시로 인한 본격적인 B2B시장 확산이 전망되었다. 디지털콘텐츠 14대 산업 분야별로 2019년을 기준으로 시장규모를 산출하였으며 2020년부터 2024년까지 시장규모를 추정했다. 특히, 2019년 실감콘텐츠 시장은 전년 대비 31.3%의 높은 성장률을 보이면서 140억 7,200만 달러를 기록했다. 이는 독립형 VR HMD의 흥행, VR 콘텐츠 구독서비스 출시, 비즈니스용 AR 글라스 다양화 및 스마트폰 AR 시장의 성장 등에 기인하였다. 또한, 향후 2024년까지 44.7%의 고성장세를 유지하며 892억 6,600만 달러 규모로 크게 성장할 것으로 전망된다. 그 이유로는 주요 글로벌 IT 기업들의 AR 특허출원 및 스마트글라스 출시 예정, 자동차 및 헬스케어 산업 내 VR/AR, 홀로그램 기술 접목 관심 증가, 홈엔터테인먼트 시장 확대 등으로 보여진다. 3장에서는 글로벌 디지털콘텐츠 10대 기업과 코로나19로 인해 촉발된 비대면 시대에 맞춰 이러닝, 원격진료 등의 주요 서비스를 영위하는 4개 유망기업을 분석하였다. 애플, 아마존, 구글 등 10대 글로벌 디지털콘텐츠 기업들의 최근 현황과 코로나19의 영향으로 인한 사업 현황을 조사하였다. 이어 CPND 관점 기반 기업 생태계 현황 분석을 하였으며 기업 핵심전략을 조사 및 분석하였다. 4장에서는 디지털콘텐츠 핵심 유망기술별 융합 트렌드에 대해서 분석하였다. 우선 XR, 홀로그램, CG/VFX 등 유망기술별 최근 3개년 트렌드와 기술 동향을 비롯하여 콘텐츠 융합 트렌드에 대해서 분석하였다. 이후 정부 정책기조에 맞춰 XR+α에 초점을 두고 건축과 부동산에서의 XR공간의 활용, 실감기술을 통한 학습효과의 증대, 실감기술 기반의 군사훈련 확산 등에 대해서 조사 및 분석을 진행하였다. 5장에서는 미국, EU, 영국, 중국, 일본 등 주요 9개국의 실감콘텐츠 및 5G/디지털콘텐츠에 관한 정책 동향에 대해서 분석하였다. 실감콘텐츠에 관한 정책동향을 살펴보면, 미국의 경우는 2016년 공공 서비스 현대화 지원 기술 선정, NITRD 자금 지원 등을 통해 지속적으로 VR/AR R&D 분야 중심의 지원책을 펼치고 있다. VR/AR R&D는 산업적으로는 국방산업, 활용 분야는 교육 및 훈련에 초점을 맞춰 진행하고 있다. - v - 영국은 ‘디지털전략 2017’ 내 몰입형(Immersive) 기술을 핵심기술로 선정하며 VR/AR에 대한 높은 관심을 드러냈다. Innovate UK를 통한 자금 지원을 시작으로 Immerse UK, Digital Catapult, Immersive Labs 등을 운영하며 VR/AR 생태계를 강 화하기 위한 다양한 지원책을 시행하고 있다. 특히, 자금 지원, 멘토링, XR 장비 대여 등의 스타트업 중심의 기업 지원을 진행하고 있다. 중국은 VR 산업활성화 정책과 더불어 5G 발전 정책 내 VR 기술을 활용하며 자 국 기술력 향상 및 플랫폼 형성, 기업 지원 등 포괄적인 산업활성화를 지원하고 있 다. 중앙정부 주도의 산업활성화 정책에서 그치지 않고 각 행정구역별로도 지원 전 략 및 정책을 마련하여 시행하고 있다. 일본은 사이버 상의 가상공간과 물리적 현실공간을 결합하는 ‘Society5.0’ 전 략을 발표하며 AI, IoT, VR/AR 등 첨단기술의 중요성을 강조하고 있다. 정부 주도 의 응용산업 확대를 중심으로 R&D 비용 지원, 지역특화 정책 추진 등의 부수적인 지원책과 함께 산업활성화를 지원하고 있다. 5G 및 디지털콘텐츠에 관한 주요국 정책 동향을 살펴보면, 미국의 경우 국가 전 역에 걸친 네트워크 인프라 확대, 미국 주도의 5G 생태계 구축 및 국제표준 수립 을 위한 다양한 지원책을 발표하고 있다. EU의 경우 디지털 기반의 콘텐츠에 대한 저작권 보호를 위한 지침을 발표하며 EU 가입국 모두 저작권 법령이 개선될 전망 이다. 영국은 브렉시트가 본격화된 후 경제적 변화에 대한 우려가 높아 경제 지원 하기 위한 정책이 최우선시 되고 있다. 또한, AI, 온라인 등 기술의 이점을 이용한 악의적인 행동으로 인해 관련 규제가 다수 발표되고 있다. 중국은 5G 상용화 및 가속화를 위해 정부 주도의 지원책 마련, 5G 영업 허가증 발급, 인프라 구축에 투 자를 발표하였다. 중국은 웹드라마, 웹예능 등 온라인 중심의 디지털콘텐츠 제작이 활발해짐에 따라 해당 분야의 제작, 콘텐츠에 대한 관리감독 규정을 발표하였다. 일본은 자국 콘텐츠 산업을 보호하기 위해 인터넷 해적판 대응책, 지적재산추진 계 획안을 발표하였다. 통신사별 주파수 할당 등 5G 상용화를 위한 기반작업이 완료 되었으며 기업들의 인프라 구축 활성화를 위해 세금감면 혜택을 발표하였다. 6장에서는 2020년 디지털콘텐츠 산업의 핵심 이슈에 대해서 알아보았다. 글로벌 모바일라이프 확산, 5G 기반 실감콘텐츠 시장 본격화, 전산업에서의 인공지능의 활용 본격화, 스트리밍 기반의 소비확대 등 2020년 디지털콘텐츠 시장 기반으로 6대 이슈를 선정하였다. 또한 코로나19가 디지털콘텐츠 산업 전체에 미치는 영향에 - vi - 대해서 알아보았다. 디지털 트랜스포메이션을 통한 디지털 뉴노멀의 확산, 비대면 콘텐츠 수요의 폭발적 증가 등 코로나19로 인해 디지털콘텐츠 산업 전체에 미치는 영향에 대해 분석하였다. 7장에서는 국내 디지털콘텐츠 산업육성을 위한 정책적인 사사점을 살펴보았다. 콘텐츠 개발지원, 인프라 연계확산, 해외 진출 지원, 디지털콘텐츠 산업 규제개선 등으로 정책지원 방향을 살펴보았다. - vii - - viii - SUMMARY The content industry has changed the production environment centered on digital contents due to the ease of production, editing, and sharing with the development of digital technology. Along with these changes, access to content has improved due to the improvement of the IT infrastructure, and consumers' consumption of digital content has expanded as smart devices that can consume digital content from PCs to smartphones become diversified, lightweight, and portable. Became. Accordingly, as convergence contents combined with new technologies such as VR/AR and AI are spreading due to the acceleration of digital transformation in the contents industry, digital contents are growing into a core industry in the global economy by increasing their influence in all-round industries. The commercialization of 5G technology promotes the convergence of the 4th industrial revolution technology with digital contents and creates high added value, while major overseas countries and companies are strengthening R&D investment in related fields. Accordingly, the Korean government has continuously announced digital content policies such as ‘5G+ strategy’, ‘3 major innovation strategies in the content industry’, and ‘extended reality economy development strategy’ and supports the digital content industry directly or indirectly. In particular, the paradigm of the digital content market as an online-based non-face-to-face service market by building an infrastructure to preoccupy the realistic content market based on the 4th industrial revolution technology with the success of the world's first 5G service commercialization, and factory closures and movement restrictions due to the prolonged corona 19 pandemic. With this rapid transformation, the need for timely information is emerging to secure market competitiveness in the global market, advance overseas, and establish a foundation for industrial growth. Accordingly, this report investigates and analyzes related data such as calculation of market statistics by improving the overseas DC classification system to keep pace with changes in overseas market trends, market trends by 14 - ix - genres, convergence technology trends, and policies of major competitors. It is intended to provide basic data for establishing government policies and corporate strategies for expanding overseas expansion.
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