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2022 캐릭터 산업백서 영문/중문 요약본

2023-01-30 한국콘텐츠진흥원

주요내용

  • 2022 CHARACTER INDUSTRY WHITE PAPER | SUMMARY ENGLISH / 中文 | 표지 이미지
  • 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.