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TOTAL LICENSING
Culture Technology
and its impact on
Korean entertainment
Culture Technology (CT) in Korea de- has particularly been a region where the term can be summed up as the
fines technology that is used to make residents have always displayed strong technological aspects of a product
entertainment products in which the cultural sentiments and values – fac- that enhance the cultural quality of
dynamics of culture are intertwined tors that play a significant role in all society and life by including elements
with each of the value-added products entertainment-based products and relating to fields of science engineer-
through the creative process. Such a services and literally every aspect of
term exists as the concepts of cre- their daily lives.
ativity and culture are touted as the As a result, in 2002, the National Sci-
defining characteristics of Korea’s ence & Technology Council in Korea
modern economy, affecting all aspects (NTSC) included Culture Technology
of strategic, academic and economic among six of the future’s most prom-
development and planning. Korea ising technology developments. Oth-
ers included Information Tech-
nology (IT), Bio Technology
(BT), Nano Technology (NT),
Environmental Technology (ET)
and Space Technology (ST). Ko-
rea is focusing on these as the ing technology, human science, design
primary means of advancing and art.
as a nation where technology The South Korean government de-
plays such an important role in cided to place CT as one of the ten
everyday lives. next generation’s growth industries,
such as digital television or mobile
What is CT (Culture Tech- communications, and has intensified
nology)? its efforts to foster them to real-
The entertainment industry in ize the goal of becoming ‘one of the
general is often referred to as world’s five strongest nations with a
the cultural industry of South cultural industry by 2010.’ Korea’s sole
Korea, where entertainment government agency that promotes
products such as films, music, the fostering of cultural content is the
animation or games either Korea Culture and Content Agency
directly or indirectly expose (KOCCA). Founded in 2003 under
some of the cultural aspects the umbrella of the Ministry of Cul-
of Korean society to interna- ture and Tourism of Korea, KOCCA
tional territories. Such is the actively promotes the developing
case of the film “Transformers” business of culture technology along-
and its visual effects that com- side the country’s national strategies.
bined the culture of a Korean The Government puts approximately
mythical storyline intertwined 10 billion Won ($10.6 million) annually
with technology. CT, then, re- into the development of this field.
fers to culturally-influenced A prime example of this is Nazca
technology that helps develop Liner, co-developed by KOCCA. The
cultural production, distribu- software is a 3D animation produc-
tion, consumption and planning ing process solution which directors
for all related and value-added and producers can use to be able to
products. Its broad sense of see a broad production situation in-
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