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Everything is content
Everything is content
Description
Book Introduction
With “K-Pop Demon Hunters” and “Squid Game” gaining global attention, interest in Korean culture and content is hotter than ever.
But at the same time, this question follows:
Why isn't the success ours, even though it's based on K-pop, features Korean actors, and was directed by a Korean director? Why haven't we truly acquired the IP?

This question captures the essence of the content business today.
We now live in the age of 'liquid media'.
Rather than consuming content centered around a specific broadcaster or platform like in the past, we live in an era where people follow their favorite stories and characters, or IP.

As we move from 'solid media' to 'liquid media,' IP is becoming more than just a work of art; it is becoming a key channel for business expansion.
That's why it's more important than ever to understand how a piece of content grows into an IP and how it expands into the global market based on its fandom.

This book walks you through that process.
This article explains how works become content, how they expand into IP businesses through the power of fans and fandom, and what role companies play in managing and strategically leveraging this.
The 59th habit suggested by the Good Habits Institute is “the habit of becoming a content company.”
Content is no longer the exclusive domain of a select few; it's a new opportunity for everyone and every business.
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index
Part 1.
The landscape of content is changing

1.
The advent of the liquid media era and the shift in attention
2.
What is Content IP? - Rights, Brands, and Pipelines
3. The Legal Basis of IP: Copyright and Trademark
4.
What are the differences between works, content, and IP?
5. How does IP differ from existing OSMUs?
6.
Content Servicing: The Beginning of a Never-ending Story

Part 2. IP's Starting Point and Experience

7.
How Experiences Become IP Assets
8.
Conditions for a Good Experience: In Search of the 'Source Experience'
9.
Expanding the Experience: The Role of Goods and Offline Spaces
10.
The difference between experience and experience

Part 3. Fandom: The Source of IP Value

11.
Digging Momentum: How IP Became the Zeitgeist
12.
What is Fandom: From Active Recipient to Productive Performer
13.
The driving force behind fandom growth: subcultural capital and the desire to contribute.
14.
Designing a 'Playground' for Fandom

Part 4. IP Business Execution Strategy

15. Starting an IP Strategy: Acquisition and Management
16.
Content IP Materials: What to Split and Utilize
17.
IP as a 'Totem': A Symbol Containing Fandom Identity
18.
How do characters acquire personas?
19.
Human IP and character IP
20.
Challenges and Solutions for Expanding Experience-Centric IP
21.
How Small IPs Grow: Lean Startup Strategies
22.
Exploring Revenue Models: Value Comes from Connections
23. IP Business: What Can We Learn from Failure?

Part 5.
Sustainable IP Ecosystem


24.
Challenges and Potential of the Korean IP Ecosystem
25. IP Value Equation: Size × Intensity × Time
26.
The Topography of Fandom: Strategies for Reading Generational and National Differences
27.
How to find a good partner
28.
The New Role of Content Marketers
29.
For a sustainable ecosystem
30.
Questions from the Content Business

organize.
7 Essential Habits for Content Companies

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Into the book
Before we begin this book, the reason for discussing Kedehern's case is clear.
Kedeheon is the latest example of a content IP (Intellectual Property) business.
By taking this case as a starting point and following the discussion in this book, we can deeply consider why IP has become important in today's media environment, or "liquid media," and the strategies that content companies should pursue.

--- p.5

Finally, many people ask why Korea can't produce works like Kadehen, and why we don't have such IP.
Perhaps the reason I search for and read this book is because of that longing.
In conclusion, while it's clear that our desire to own a super IP is certainly significant, as previously discussed, a more realistic option is to consider how we can participate in the IP ecosystem and what contributions and benefits we can exchange.

--- p.10

Now, all content is competing within a single screen.
It has changed from a 'solid media' with clear boundaries to a 'liquid media' that has merged in a digital environment.
In this environment, people no longer follow specific broadcasters or platforms, but rather follow their favorite stories and characters, or 'IPs'.
It is at this point that the book begins.

--- p.13

But digital technology has begun to melt away the rigid boundaries of media.
We now watch movies and dramas, and read books, webtoons, and web novels through a single 'digital screen.'
All media that were previously separate have been merged into one screen in the form of software.
I would like to call this phenomenon ‘Liquid Media’, borrowing the concept of ‘Liquid Modernity’ used by sociologist Zygmunt Bauman.

--- p.24

Copyright and trademark are two core pillars supporting content IP.
While copyright empowers creators to create and expand their own worlds, trademarks provide the power to connect and sustain the value of those worlds into real-world businesses.
A successful IP business begins with a clear understanding of the characteristics of these two rights and developing a strategy that organically links them from the creative stage to the commercialization stage.

--- p.43

When all content creation is viewed from the perspective of long-term "IP assetization," companies can maintain strategic direction without being swayed by short-term box office failures.
Just as important as the success of an individual work is designing what role that work will play within the overall portfolio and how it will contribute to expanding IP value.

--- p.50

Each piece of content is enjoyable in its own right, but only when all the pieces are put together can you fully experience the entire world of the IP.
This encourages fans to actively consume all forms of content, making their experience with the IP richer and more three-dimensional.
Transmedia storytelling is ultimately a strategic way to grow the value of an IP by allowing fans to experience it more deeply and diversely.

--- p.57

Now, when we create any content, we must ask ourselves the following questions:
Instead of asking, “How will this content end?”, ask, “What kind of service will this content serve as the starting point for?”
Viewing a piece of content not as a finished product, but as the starting point of an endless story and experience.
This change in perspective is precisely what creators and companies in the IP era must have.

--- p.65

The goal of the IP business is to provide this ‘one complete experience’ in various dimensions.
The original 2D animated film of The Lion King is a moving narrative experience of narrative and music.
Broadway musicals offer an intense, immersive experience where the audience shares time and space through the gestures and stage direction of living actors.
At this time, each piece of content is not simply repeating the same story.
By utilizing the essence of the different media of animation and musical, we were able to experience the IP called The Lion King in a completely different way as a ‘complete experience.’

--- p.73

The content IP business is an industry that most deeply connects with human nature.
It is not simply a business selling attractions, but a journey to gift people with unforgettable experiences and nurture those experiences together as lifelong assets.
Therefore, the core competency that future content companies must possess should not be how much content they produce, but rather how deeply and meaningfully they can design and manage 'experiences.'

--- p.96

Fandom is now recognized as a crucial industrial resource and a key element defining the characteristics of the content industry.
The capitalist market pours out various products and services, wondering how to further stimulate their passionate activities.
The shift in perception of fandom from negative to positive, from a problematic group to a source of value, is due to the development of academic discussions that focus on their "proactivity."

--- p.107

Fandom is a group that goes beyond simple emotional affection and has a clear goal of accumulating subcultural capital and realizing the desire to contribute.
A successful IP business depends on deeply understanding fans' inherent desire to contribute and providing a platform where they can joyfully participate.

--- p.117

In the age of liquid media, content can always be reconfigured and recombined in new ways.
Rather than viewing content as a single, complete form, we must understand it as a bundle of materials that can be experienced in various ways, and strategically reconfigured and utilized.
This way, we can discover the core elements of the most attractive content and commercialize them.

--- p.141

Ultimately, at the core of successful character IPs is the 'persona' that moves people's hearts.
The public is willing to engage with these virtual beings, empathize with their narratives, and support them.
The success of a character IP depends on how attractive and authentic the digital persona is created and how well the persona can grow together with fans.

--- p.154

The way small IPs grow is strikingly similar to the "lean startup" methodology followed by Silicon Valley startups.
The core of Lean Startup is to create a 'minimum viable product (MVP)' and quickly launch it into the market.
Instead of pouring a lot of time and resources into creating a perfect product, this strategy involves building a product with only the minimum features necessary to verify a core hypothesis, observing actual customer reactions, and improving the product based on that feedback, thereby increasing the probability of success.

--- p.173

A successful IP business doesn't depend on the success of a single piece of content.
Rather, we recognize the connection with fandoms formed through content as a core asset, and we build a 'portfolio of connections' by sharing and expanding this asset with various partners.

--- p.182

Pinkfong's "Baby Shark" myth demonstrates the greatness of this strategy.
Pinkfong's success wasn't a home run from the start.
After releasing hundreds of nursery rhyme videos as 'small tests' to the market, the company poured all its resources into 'Baby Shark' and developed it into a super IP when it received an explosive response.
This means that you can endure hundreds of small failures before you can achieve one huge success.

--- p.189

I would like to propose a method to estimate the potential value of IP by multiplying three variables: ‘size’, ‘intensity’, and ‘duration’.

--- p.203

A culture of mutual respect is essential, with creators respecting their business partners' market acumen and business partners understanding the creators' IP philosophy.
Once a foundation of mutual respect has been established, the next step is to document sensitive matters such as roles and responsibilities, profit sharing, and attribution of rights in a clear and fair contract from the outset.
This is a measure to prevent misunderstandings and disputes that may arise in the future and to establish a solid foundation of mutual trust.

--- p.224

In the IP era, the scope of marketers' work extends far beyond the boundaries of traditional advertising.
They serve as key producers who design IP experiences.
It's no exaggeration to say that once writers and directors create content, most of what happens at the point of contact with the fandom is done by marketers.
--- p.229

Publisher's Review
Content without IP cannot survive. Now is the time for a major transformation in the content business.

The content industry is no longer the exclusive domain of a single company or industry. Everything from short videos on social media, to fan-created derivative works, to global brand campaigns launched by corporations, is considered content.
And when this content is expanded into intellectual property (IP), new business opportunities open up.


This book, "Everything is Content: IP Strategy in the Era of Fluid Liquid Media," provides essential insights not only to those working on the front lines of the content business, but also to ordinary office workers who are not part of content companies.

The book begins with the case of the film “K-Pop Demon Hunters,” which became a worldwide phenomenon.
Combining elements of traditional Korean culture with K-POP has created an explosive fan base, but Korea has failed to secure IP rights and has not achieved business success.


This incident clearly shows the reality facing the Korean content industry.
The author uses this opportunity to compellingly explain why securing IP rights is important, how fandom experiences translate into IP value, and what strategies companies should adopt to participate in the IP ecosystem.

The book is divided into five parts.

· Part 1, 'The Advent of the Liquid Media Era', examines the collapse of the existing complete content paradigm and the media environment that is constantly fluid and regenerated.

· Part 2, “Experience Becomes IP,” analyzes how the emotions and experiences felt by fans in the moment accumulate into long-term assets.

· Part 3, “The Value Created by Fandom,” views fandom not as mere consumers, but as co-creators and a key driving force behind IP growth.

· Part 4, "IP Management and Growth Strategy," provides practical guidance on growing from a small IP to a super IP, and presents licensing strategies and risk management measures that companies should adopt.

· Part 5, "IP Ecosystem and National Strategy," goes beyond individual companies and explores how IP can have a massive industrial impact through collaboration and sharing, and what strategies Korea can employ to survive in global competition.

Author Lee Seong-min is an expert who has long studied the content industry and policy, combining academic insight with field experience.
This book is the culmination of his research and insights from the field over the past decade.
In particular, it provides readers with practical insights by addressing issues currently occurring in the content industry, such as OTT platforms, global fandom, and the goods industry.

"Everything is Content" will serve as a practical guide for content company strategists, marketing, and IP planners, while also providing a clear answer to the question, "Why does every industry need content now?" for ordinary workers in non-content-related industries.
Ultimately, this book tells us that we have entered an era where anyone can participate as a player in the content business, moving beyond simply consuming content.

As seen in the case of “K-Pop Demon Hunters,” we live in an era where who secures IP and how they grow it determines a company’s success or failure.
This book will serve as a much-needed compass for readers seeking to transform content into opportunity amidst uncertainty.
GOODS SPECIFICS
- Date of issue: October 15, 2025
- Page count, weight, size: 274 pages | 364g | 138*210*17mm
- ISBN13: 9791193639566
- ISBN10: 1193639565

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