1. Leisure as Big Business
Changing demographics
11th largest industry profits in 2006
Annual revenues of over $100 billion
Triad—amusement, entertainment, recreation leisure activities
Entertainment content—live performances (theatre, musical concerts), interactive experiences (recreation, amusement parks, travel, gaming) and media (m
1.Blizzard Entertainment 의 소개
1991년 Allen Adham, Michael Morhaime, Frank Pearce에 의해 Silicon & Synapse 설립
1994년 Blizzard Entertainment로 개명
1997년 Vivendi Universal 사와 퍼블리싱 계약 체결
현재 Vivendi Universal의 계열사인 Vivendi Universal Games의 자회사
대표작 :
“World of Warcraft”, “StarCraft”, Warcraft”시리즈, “
Ⅰ. An Object of the Study
이 연구는 전략과 조직구조간의 관계에 대한 기존의 이론들을 실제 기업의 사례들을 통하여 검증해 보고 그를 통해 이론에 대한 이해를 높이는 것을 목적으로 하고 있다. 이를 위해 우선 조직구조론 수업시간에 공부하였던 것과 기타 다른 이론서들을 토대로 전략-조직구조의 관
가. Cyworld
'Cyzil(doing cyworld)', 'cyholic', and 'cypain' are newly made words that become trend among people. Being trend means that many people agree with it, and it is accustomed to daily life. Thesedays most of the young people have their own cyworld, and doing cyworld hotly means more than just having their own blog. On-line communication was pe
3. Introduction of SM Entertainment
SM Entertainment which this paper is investigating in, is representative entertainment producing company, mainly focusing on music industry. It was established in 1995 with male idol group H.O.T., which was exactly what teenage girls were desperate for. H.O.T. had proven to achieve great success. Female idol group by SM, SES also was quite successful, meeting
Public awareness ofentertainers in the past
After appearing of popular
culture, most entertainers were
perceived as vulgar and
ignorant versus high culture.
So, their political and social
comments were forbidden
tacitly.
Behavior ofentertainers in the present
By revitalizing SNS,
entertainers have environment they can
speak to comments with their own
belief.
SNS with
Entertainment를 설립하여 주먹구구식 운영에 그쳤던 음반 기획사를 확고한 수익 모델을 가진 체계적인 기업의 영역으로 올려놓았다는 점에서 큰 의미를 가진다. 끊임없는 스타 발굴과 세계 시장을 향한 글로벌 전략을 추진하고 있는 S.M. Entertainment의 활동과 이를 이끈 이수만의 리더십에 대해 알아보는 것
◉Guiding Principles
" these set out what guides our decision making "
⦁Safety, Health and Environment First – never to compromise on the health and safety of our customers and our people, and to manage responsibly the impact that our business has on the environment.
⦁Delivering for Clients and Consumers – to earn the continued loyalty of our customers by consis
1.The Contract Problem between the Management and the Entertainer.
2. The Problems in the Relationship inside the Industry.
♦ Problem of unfair relationship and Superiority that
the Management has.
⇨ Mental and Physical Damage.
Ex: Drinking parties and sexual violation.
♦ Problem of the Casting System(PD's wholly Decision)
⇨ Sexual bribery
(
of SM Globalization strategy _ Brand Initiative Strategy
STP Analysis
- Segmentation : Segmentation by age
- Target : 10 – 20s
- Positioning : Recognize SM entertainment as 1st entertainment group in Asia
4P Analysis
- Product : Music(revised partly), Music Video(revised partly), Concert(revised partly), TV program
- Price : Free(event) to expensive(Broad)
-