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태그 ICT 생태계 , 콘텐츠 산업

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ICT 생태계에서 산업 내, 산업 간 혁신 전이 : 콘텐츠 산업을 중심으로
제목 ICT 생태계에서 산업 내, 산업 간 혁신 전이 : 콘텐츠 산업을 중심으로
저자 이대호 ·오정숙 조회 16646
게재지 기본연구 권호 기본연구 14-09
언어 KOR 페이지 1-84 (총 84 pages)
PDF pdf열기ICT 생태계에서 산업 내, 산업 간 혁신 전이 : 콘텐츠 산업을 중심으로 발행일 2014.12.31
분류정보 통신 > 통신콘텐츠
방송 > 방송콘텐츠
IT산업 > IT산업ㆍ시장
본 연구는 콘텐츠 산업에서 혁신의 발생과 전이를 분석하기 위한 기초 연구이다.
SFA(Stochastic Frontier Analysis), DEA(Data Envelopment Analysis) 등의 방법론을 이용해 효율성을 분석한 기존 연구의 결과들을 살펴보면 두 가지 한계점을 발견할 수 있다. 첫째는 효율성 분석 방법론으로 두 개 이상 그룹의 효율성을 분석하였을 경우, 두 그룹이 서로 다른 생산함수(Production Function)를 사용하고 있기 때문에 두 그룹의 효율성 결과 값을 비교할 수 없다는 점이다. 둘째는 동일 시장 내에서 동일 생산함수를 사용하는 그룹의 효율성 분석의 결과 값이 시간에 따라 크게 변동한다는 것이다.
서로 다른 생산함수하에 있는 두 그룹의 효율성을 비교할 수 없다는 효율성 분석 방법론들의 한계점은 메타프론티어 방법론(Meta-Fontier Analysis)이 등장하면서 TGR(Technology Gap Ratio) 값을 서로 비교함으로써 해결할 수 있는 길이 생긴 반면, 동일 생산함수 안에서의 효율성 분석 결과 값이 시간에 따라 크게 변동하는 부분에 대해서는 아직까지 별다른 연구가 진행되지 못하였다. 본 연구에서는 DEA 분석 방법으로 콘텐츠 산업의 효율성을 측정하고 메타프론티어 방법론을 활용하여 생산함수와 메타프론티어와의 거리를 측정한다. 효율성 분석의 결과 값이 변동하는 것을 새로운 시각에서 혁신 이론과 결합함으로써 콘텐츠 산업 내에서 효율성 변동의 폭과 혁신의 발생 및 전이와의 연관성을 살펴보고자 한다.
서 언···················································································································· 1
요약문···················································································································· 7
제1 장 서 론······································································································ 13
제1 절 효율성 분석 연구와 한계점································································ 13
제2 절 혁신 전이 연구의 필요성···································································· 15
제2 장 ICT 생태계의 특성과 혁신의 전이························································ 17
제1 절 ICT 생태계의 특성············································································· 17
제2 절 메타프론티어 방법론과 혁신······························································ 19
제3 절 혁신의 전이와 망중립성····································································· 24
제3 장 선행연구 분석························································································ 28
제1 절 새로운 ICT 생태계의 구조: 생태계 계층 모델
(the Ecosystem Layer Model, ELM) ··················································· 28
1. 기본적인 ICT ELM ···················································································· 29
2. 4 계층 ELM 모델(The four-layer ELM model) ········································· 30
제2 절 슘페터의 진화 경제학(Schumpeterian evolutionary economics) ·········· 31
제3 절 혁신 이론의 전개와 점진적, 급진적 혁신·········································· 33
제4 장 효율성 분석 방법론················································································ 37
제1 절 확률적 프론티어 분석(Stochastic Frontier Analysis) ··························· 37
제2 절 자료포락분석법(Data Envelopment Analysis) ······································ 39
1. 개요············································································································ 39
2. 효율성(efficiency) 분석·············································································· 40
3. 방법론적 특징···························································································· 40
4. 생산가능집합과 생산변경··········································································· 42
5. CCR 모형··································································································· 44
6. BCC 모형··································································································· 48
제3 절 메타 프론티어 분석(Meta-Frontier Analysis) ······································ 51
제4 절 데이터와 모델····················································································· 55
제5 장 콘텐츠 산업 분류별 분석 결과와 분석·················································· 59
제1 절 분석 결과···························································································· 59
제2 절 콘텐츠 산업 별 세 가지 지표(TE, TE*, TGR) 변화·························· 61
1. 전자책········································································································ 61
2. 이러닝········································································································ 62
3. 게임············································································································ 63
4. 음악············································································································ 64
5. 플랫폼········································································································ 65
6. 동영상 서비스업 ······················································································· 66
제3 절 세 가지 지표(TE, TE*, TGR) 별 콘텐츠 산업의 변화 비교············· 66
1. 효율성 평균값(TE) ····················································································· 66
2. 메타프론티어에서의 효율성 평균값*(TE*) ················································ 67
3. 메타프론티어 함수에 대한 해당 콘텐츠 산업 프론티어
함수의 비율(TGR) ······················································································ 68
제6 장 결 론······································································································ 70
참고문헌··············································································································· 73
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