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우리나라 에니메이션에 대한 연구조사와 만족도 분석을 통한 실태조사와 이에대한 방안을 마련한 논문입니다. 설문지 조사및 분석을 다루고 있으며 이에대한 방안및 대안도 연구되어있습니다. 설문지와 코딩자료또한 담겨져있습니다.목차
서론 ········································································································ 11. 연구배경 및 목적············································································································· 1
2. 이론적 배경 ··················································································································· 1
2.1 애니메이션의 어원 ··························································································· 1
2.2 애니메이션의 개념 ··························································································· 1
2.3 애니메이션의 종류 ··························································································· 1
2.4 애니메이션의 시작 ··························································································· 2
2.5 1960년대 한국 애니메이션 ··············································································· 2
2.6 한국 애니메이션 초창기 ··················································································· 2
2.7 1970~80년대 한국 애니메이션 ·········································································· 3
2.8 1990년대 한국 애니메이션 ················································································ 3
2.9 현대의 한국 애니메이션 ···················································································· 4
3. 연구 방법 및 절차 ··········································································································· 4
3.1 가설설정 ········································································································· 4
3.2 연구방법 ········································································································· 4
본론 ········································································································ 8
1. 애니메이션 인식에 대한 분석 ··························································································· 8
1.1 애니메이션 인식에 대한 점수 파악 ···································································· 8
1.2 애니메이션 인식에 대한 인자별 문항들의 그룹화와 인식 점수 ······························· 8
1.3 애니메이션 인식에 대한 차이 분석 ···································································· 9
2. 애니메이션 시청에 대한 분석 ························································································· 10
2.1 애니메이션 1년 시청 횟수 ·············································································· 10
2.2 애니메이션을 전혀 보지 않는 이유 ·································································· 10
2.3 애니메이션 시청 경로 ···················································································· 10
2.4 주로 시청하는 애니메이션 장르 ······································································· 11
2.5 애니메이션 시청 이유 분석 ············································································· 11
2.5 애니메이션 시청 이유에 대한 차이 분석 ··························································· 12
3. 애니메이션 국적의 선호도 분석 ······················································································ 13
3.1 애니메이션 국적에 대한 시청 빈도 ·································································· 13
3.2 애니메이션 국적에 대한 시청이유 분석 ···························································· 14
4. 한국 애니메이션에 대한 분석 ························································································· 14
4.1 한국 애니메이션 1년 시청 횟수 ······································································· 14
4.2 한국 애니메이션에 대한 부정적 인식 분석 ························································ 15
4.3 한국 애니메이션의 부정적 인식에 대한 차이 분석 ············································· 15
5. 한국 애니메이션의 진흥을 위한 우선적 방안 순위 ····························································· 17
6. 한국 애니메이션 산업의 미래에 대한 전망 ······································································· 18
결론 ······································································································· 20
1. 한국 애니메이션의 인식 개선 방안 ·················································································· 20
2. 한국 애니메이션 산업의 발전 방안 ·················································································· 20
3. 맺음말 ······················································································································ 22
4. 논문을 마치고 ············································································································ 22
참 고 문 헌 ··················································································································· 23
부 록 (첨부자료 - 전 세계 애니메이션 시장과 미국, 일본, 한국의 애니메이션 산업 비교) ······· 24
(분석 결과물, 설문지, 코딩자료)················································································ 34
본문내용
序 論1. 연구배경 및 목적
오늘날 최근 고부가가치 산업으로 불리는 우리나라 애니메이션 산업이 극심한 위기뿐만 아니라 정체성의 위기를 겪고 있다. 한 업체의 사장은 애니메이션의 가능성만 한껏 부풀려놓은 정부와 언론을 원망하고 있다는 이야기를 한다. 이것은 정부에서는 애니메이션 문화 사업에 투자를 더 늘리겠다고 하였으나 결과는 계속 위축되고 있는 것이다. 업계에선 애니메이션 산업의 위기에 대해 구조조정을 겪는 과도적 현상이라고 입을 모은다. 그동안 우리나라는 기획이나 창작 중심이 아닌 미국 일본 등의 주문자상표부착(OEM) 방식으로 애니메이션을 만들어 왔다(김세훈 2006). 전문가들은 최근 외국 주문자들이 인건비가 낮은 중국 필리핀으로 거래선을 옮겼기 때문이라고 분석했다. 실제로 국내 애니메이션 기업들 중에도 중국에 현지 법인 설립을 추진하는 곳도 있다. 그렇다면 과연 이러한 현상의 문제점은 무엇인가? 이러한 것들에 대한 궁극전인 문제점들에 대해 알아보기 위해 이번 조사를 기획했다. 현재 한국에서 애니메이션을 설명하는 대표적인 접근은 `애니메이션 산업 자체의 수익은 물론 출판만화, 게임, 캐릭터 산업 등으로 연계해 새로운 추가이익을 산출할 수 있는 신지식산업`이라는 식이다. 문민정부 시절 세계화를 모토로 처음 정부 정책에 등장한 문화산업이라는 개념은 국민의 정부에도 이어졌다(윤하영,2005). 이러한 여러 애니메이션에 대한 것들이 우리나라의 애니메이션의 발전에는 영향을 끼치지 못하고 있는 것이 사실이다.
그래서 왜 우리나라의 애니메이션이 다른 나라, 특히 가까운 일본의 애니메이션에 왜 미치지 못하는 가를 조사 분석하여 그 결과를 토대로 우리나라 애니메이션의 세계화와 발전을 도모하기 위한 조사를 통한 발전 발향을 연구하고자 한다.
2. 이론적 배경
2.1 애니메이션의 어원
그림이나 인형 등 실제로 움직이지 않는 대상을 조금씩 그 자세나 위치를 바꾸면서 한 장면씩 촬영하여 영사상의 동작을 나타내는 방법으로 제작한 작품을 말한다. 보통 움직이는 그림(Motion-Picture)으로 생각해도 될 만큼 만화영화(Animated cartoon)가 가장 지배적으로 알려져 있긴 하지만,