Currently, countries around the world are emphasizing culture, content, and culture.
It is a content that contains various elements such as domestic culture and food, and if such content succeeds, it can have a greater economic effect than just objects.
Many videos have been shared on various video platforms, including Netflix, which has recently become popular in Japan, squid games that succeeded in Itaewon classes, and games played by Koreans to make or purchase dalgona as squid games.K-content is popular because it reflects culture as it is.
It can be said that the cultural impact of these contents is very great. A recent study found that a $100 million increase in content exports, not just culturally, amounts to $51 billion in total production inducement, and 3,000 employees in related fields are also economically significant.
In particular, COVID-19 has served as an opportunity for people around the world to spend time at home or do outside activities alone in the past.
In particular, consumption of video content has increased. Many people preferred it because they could enjoy leisure comfortably without much effort, and as a result, demand for various programs at home and abroad naturally increased. In particular, the ot market grew the fastest in Asia.
According to a domestic survey, 86.3% of the respondents said they were already using OTT, and an average of 2.69 OTT services were subscribed for a fee.
However, as the note market grew rapidly, various problems that were not previously highlighted were suggested, but the existing bill was not effective or appropriate because it was different from the way broadcasters provided it. For this reason, the Korea Creative Content Agency held a related policy forum to prevent further development at a time when various Korean contents are attracting attention.
First of all, the forum invited various industry officials to listen to their opinions. Listening directly to the opinions of those engaged in collaboration is very important in determining future policies.
As many people consumed content with ot, various media were combined to create content. For example, various genres and areas such as dramas are combined based on live-action movies based on cartoons and entertainment webtoons based on games.
In the past, there was a large time difference, such as being exported later after broadcasting at broadcasting stations, but now the barriers to content have disappeared as content platforms have been created worldwide.
With the creation of various ots, other platforms are making great efforts to produce content to attract more users. In a survey of users who already use the ot platform, users who said they wanted to move or add the platform said they wanted to see it and chose it because they liked it. Therefore, the number of contents and the quality of the contents are considered important. So, we are currently producing original content from various ots. It is a content that can only be seen on their own platforms that they invested in.
It is a problem that cannot be solved or may arise when the copyright law applied to past contents is applied as it is. The Korean government has talked a lot with officials to revise copyright laws, content-related bills and policies because they can cause economic damage to haute platforms or content creators in the long run.
The Korea Creative Content Agency’s activities for the development of Korean content are expected.
SOPHIA KIM
ASIA JOURNAL