• Title/Summary/Keyword: 디지털마케팅

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Future Directions on the Next Generation of Digital Signage (차세대 디지털 사이니지의 발전방향)

  • Kim, Chang-Hoon;Park, Kwang-Seuk
    • Journal of the Korean Academic Society of Industrial Cluster
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    • v.4 no.1
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    • pp.51-61
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    • 2010
  • Digital Signage is outdoor media to provide each content and message through digital displays instead that posters and signs are displayed on public facilities. Recently, digital signage have been popular to deliver variety information and advertising on the rapid development of intelligent digital imaging devices based LCD, LED. Continuously digital signage demand and market are growing because digital signage feature is able to capable of interactive communication. Digital signage is expected that digital advertising market is continue rising in spite of global economic downturn at various research institutions, and it is expected to replace traditional media advertising in a new way with the coming digital signage at convergence media side.

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A Study on the Influence of Digital Experience Factors on Purchase Intention and Loyalty in Online Shopping Mall - Focusing on the Mediating Effect of Flow - (온라인 쇼핑몰에서 디지털 경험요인이 구매의도에 미치는 영향에 관한 연구 : 플로우의 매개효과를 중심으로)

  • Jung, Sang-hee
    • Journal of Venture Innovation
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    • v.3 no.2
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    • pp.147-175
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    • 2020
  • This study analyzed the effects that digital experience factors influence on purchase intention and the purchase. The study targeted an online shopping mall with a strong digital experience value among industries. The research model was derived by adding variables to independent and mediating variables according to the industry context of online shopping which is based on the theoretical background and previous studies. Product variety, price efficiency, convenience and conversation were used by terms of digital marketing mix as independent variables. Personalization has been very important factor in online shopping malls, and therefore added as a independent variable. Flow has been added as a mediating variable. Purchase and purchase intention has been used as dependent variables. For empirical testing of established research models and generalization of research results, research was conducted on online shopping malls where digital experiences are important. To do this, a survey was conducted for existing users of online shopping malls. In hypothesis testing, the hypothesis was established that product diversity, price efficiency, convenience, conversation and personalization influenced the intention to purchase online shopping. In particular, the product diversity and conversation variable were tested as the most influential factors on purchase intention. For price efficiency and personalization there were no statistically significant effect. Flow has been shown to be a partial mediator between Product variety and purchase intention in online shopping. In particular, in the case of personalization, it was tested to have a significant influence on purchase intention only when there was a flow experience called pleasure and immersion. This is because the flow experience of pleasure and immersion has played a full mediating role and significantly has affected the purchase intention, because the consumers themselves have to carry out the overall purchase journey without human help due to the nature of online. In the digital experience economy, since consumers are mostly digital consumers, where communication and sharing are the basics, they have been conducting digital word-of-mouth communication and sharing naturally before purchasing. Based on these results, theoretical and practical implications were suggested.

A Study on Activation of Movie Marketing Using Interactive Media (인터랙티브 미디어를 활용한 영화 마케팅 활성화 방안)

  • Song, Joon-hee;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.243-248
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    • 2019
  • As digital media technology continues to evolve, media arts are being created using new technologies. Among them, interactive media provides new experience and interest to the audience in that the audience is completed only by participating in the works. The use of these characteristics as a marketing strategy has led to an increase in sales and a positive image of the company. Through this study, we analyze the case of interactive media contents and infer the usage plan and elements. In addition, we propose a prototype of interactive media contents that can be used as a strategic marketing element by exploring ways to utilize interactive media as a marketing element of the film industry. This suggests the development direction of interactive media that provides a continuous and new sense of immersion to the audience, and suggests subsequent research on effective use of the industry as well as movie marketing.

A proposition on digital maniac consumer market segmentation by consumer characteristics and behavior (매니아 소비자의 태도와 성향에 의한 디지털 매니아 세그멘테이션 제안)

  • Kim, You-Rie;Lee, Hye-Sun
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.243-254
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    • 2006
  • Maniac consumers have a ripple effect on marketing because they are the main body of trends and consumer economy. So It is very important that we should first read needs and wants - in other words, psychological motives. And then we should find maniac consumer segments. This is an exploratory study that was done to obtain an insight for the new maniac consumer market segmentation. It examined the definition and characteristics of digital maniacs in Korea, and it carried out a literature study on consumers who have a similar consumption trend as the maniac users as a pre-study. Also, it looked into the trends and values of the maniac community in Korea, using the previous study's scale for innovative consumers. Next, the study interviewed maniac users using the first data and focused on discovering and grouping the new maniac segments based on the results. The study analyzed the purchase behaviors, decision-making, attitude for involvement and potential needs of the digital maniacs in Korea, and it discovered the segments for the segmentation of maniacs so it could find out the disposition and status of the digital maniacs. Such approach can be used as a strategical due for maniac target marketing and design(customer-oriented marketing and design) in the future.

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The Effect and Its Potential Determinants of Cross-Media Advertising between Online and Offline Media (온-오프라인 교차광고의 효과와 영향요인에 관한 연구)

  • Jo, Si-Nae;Han, Kyoo-Hoon
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.105-114
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    • 2016
  • As the media environment surrounding us has changed rapidly, the influences of traditional media decrease whereas promotions using new media have been developing remarkably, Under this circumstance, cross-media advertising, which strategically integrates advertisements on multiple media, is getting attention as an effective marketing communication approach. This study investigated consumer responses to cross-media advertising using both online and offline media, focusing on the effects of product involvement, attributes of media connection, and gender. The experiment was conducted towards adult consumers aged 20 to 39. Results confirmed that the interaction effect between product involvement and attributes of media connection on brand attitude and behavioral intention was significant by a moderating role of gender. Based on the results from this study, both theoretical and practical implications were discussed, as were directions for future research.

콘텐츠라인 / 글로벌 게임 컨퍼런스 2002

  • Korea Database Promotion Center
    • Digital Contents
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    • no.2 s.117
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    • pp.82-87
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    • 2003
  • 한국소프트웨어진흥원 주최로 지난 2002년 12월 3일부터 4일까지 개최된 '글로벌 게임 컨퍼런스 2002'에서 발표된 미국 게임시장 마케팅 분석 보고서이다. The Yangkee Group의 시니어 애널리스트 마이클 굿맨이 발표한 자료를 번역 게재한다. 국내에서는 온라인 게임의 폭발적 성장에 묻혀 큰 영향력을 발휘하지 못하고 있는 콘솔 게임 분야이지만, 향후 '홈 엔터테이먼트'의 중심에 서게 될 '콘솔 게임' 시장에 대한 깊이 있는 분석이 주목할 만하다.

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포털업계 사업전략

  • Yang, Gi-Seok
    • Digital Contents
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    • no.3 s.154
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    • pp.48-51
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    • 2006
  • 올해 주요 포털업체들의 사업전략 기조는 동영상 검색 등 신규 검색 서비스를 강화하는 가운데 상반기에는 월드컵 마케팅에 올인한다는 것이다. 또한 올 포털시장에서는 웹2.0 기반의 UCC 서비스 등도 주요 이슈가 될 것으로 보이며 구글의 한국시장 연착륙 여부도 초미의 관심사다. 여전히 네이버의 독과점 현상이 지속되고 있는 포털업계의 올 사업전략을 살펴봤다.

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비즈니스 인사이드 - GMP, 고객사 CEO 초청 2013 국제 세미나 개최

  • Jo, Gap-Jun
    • 프린팅코리아
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    • v.13 no.1
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    • pp.92-93
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    • 2014
  • (주)GMP(대표이사 김양평)는 지난 2013년 11월 25일부터 11월 29일까지 5일간 전 세계 40여개국 65명의 고객사 CEO 및 대표를 초빙한 가운데 'GMP 국제 라미네이팅 & 디지털 피니싱 솔루션 세미나'를 개최했다. 김양평 회장 주재로 열린 이번 세미나에서는 (주)GMP의 신기술 및 신제품에 대한 자세한 소개가 이뤄졌으며, 2014년 마케팅 비전이 제시됐다.

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이코노연재 / 미래 기업의 생존경쟁력은 CRM에 있다

  • Park, Seong-Su
    • Digital Contents
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    • no.2 s.93
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    • pp.40-47
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    • 2001
  • 최근들어 기업들은 경영에 있어 다양한 기법들을 시도하고 있다. 더불어 마케팅 분야에 있어서는 CRM이 기업경영에 다양한 방법으로 적용되고 있다. 지난해에 이어 CRM에 대한 것들을 집중적으로 분석해 보고자 한다. 이글의 필자는 삼성카드 전략정보팀의 박성수 과장이 CRM을 경영에 적용하면서 이론 및 실제의 다양한 노하우를 중심으로 전개를 해 나갈 것이다.

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인터뷰/이코퍼레이션 김이숙 사장

  • Kim, Jin-Gyeong
    • Digital Contents
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    • no.5 s.120
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    • pp.38-39
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    • 2003
  • "1999년 교육사업을 시작해 수십 개의 커리큘럼으로 강의를 열었고, 온라인 사업을 전개하려는 수백여개의 기업이 찾아왔으며, 수천명의 CEO와 경영자들이 이코퍼레이션에서 교육을 받았다. 그동안 쌓은 이코퍼레이션의 커리큘럼 기획력과 마케팅력에 고객 CRM 등 솔루션, 그리고 유명강사들의 '명강의'가 결합하면 큰 시너지를 낼 수 있을 것이다." "강사와 수강생들의 네트워크, 그 중심에 이코퍼레이션이 있을 것"이라고 야심찬 계획을 밝힌 김이숙(43)사장을 만나보았다.

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