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2022 cartoon industry white paper
CONTENTS
- 1. Character User Trends
- 1.1. Research Design
- 1.2. Character Content Use Frequency in the Past Year
- 1.3. Most Preferred Character
- 1.4. Initial Awareness of The Most Preferred Character
- 1.5. Reasons for Character Preference
- 1.6. User Experience (Purchase) of Real Character Goods
- 1.7. Purchase Trends of Real Character Goods
- 1.8. User Experience (Purchase) of Digital Character Goods
- 1.9. Character Content Consumption Level
- 1.10. Influence of Characters on Purchasing Products
- 1.11. Influence of a Product’s Originality on the Purchasing
Decision
- 1.12. Scope of Additional Payment for Products with Characters
- 1.13. Intention to Use The Character When It is Implemented as
a Metaverse Service
- 2. Support Programs for Character
- 2.1. Increasing Production Capabilities
- 2.2. Support Programs for Distribution
SUMMARY
- - The subjects of this research are Koreans between the ages of 3 and 69, who
are residing in Korea and have been exposed to real or digital character content
“At least once every 2 to 3 months” in the past year.
By setting 1.17 million research panels nationwide as sample framework, the
research used the June 2022 resident registration population statistics data
provided by the National Statistical Office as basis. The character user survey
for the previous three years was also referred to. The present survey was carried
out by sending an online survey email according to the population component
ratio sorted by region, gender, and age, until the target sample was completed
depending on the usage status of character contents.
※ Please refer to the attached (PDF) file for details.