• Title/Summary/Keyword: 디지털마케팅

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A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.155-161
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    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

A Study on Developing the Courses and Librarians' Role for Educating Future Librarians (미래사서의 역할 및 교과목 개발에 관한 연구)

  • Noh, Young-Hee;Ahn, In-Ja;Choi, Sang-Ki
    • Journal of Information Management
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    • v.43 no.2
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    • pp.103-132
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    • 2012
  • This study seeks to propose and develop library science courses required in the digital age by investigating overseas LIS courses and surveying field librarians. Such courses must help the future librarian develop familiarity and skill with emerging technologies. As a result, required courses in the digital era were found to be: 'Design and Management of Databases', 'Library Planning, Marketing, and Assessment', 'Understanding Information Technology for Managing Digital Collections', and 'Information and Communication in a Digital Age' in that order, and should therefore be offered as core courses. In addition, 'Service for Information Disadvantaged Users' and 'Organization and Utilization of Web resources' were derived. The study also recommends different required courses based on different librarian types and duties.

Characteristics of Application of Augmented Reality Technology according to the Digital Transformation in the Fashion Industry (패션 산업의 디지털 전환에 따른 증강현실 기술의 활용특성)

  • Shin, Haekyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.597-603
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    • 2022
  • With the continuation of the pandemic environment, digital transformation is being applied in various fields of the fashion industry. Augmented reality technology is a form of overlapping virtual images on the real world, and as online shopping expands in non-face-to-face environments, the use of augmented reality technology in fashion and beauty fields is affecting consumer satisfaction and sales growth. In this study, the characteristics of augmented reality contents used in the fashion industry following digital transformation were extended to the fields of clothing, accessories, virtual fashion stores, and AR fashion shows to analyze the case characteristics of augmented reality. Augmented reality technology in the fashion industry focuses on promoting clothing and accessory products through SNS or homepage through marketing activities. It is raising positive values such as raising awareness. The range of types of augmented reality used in the future digital fashion environment will continue to expand, and by deriving the usage characteristics of augmented reality technology, it is intended to contribute to presenting a future vision of the fashion industry.

Innovative Business Model from the Perspective of Digital Cultural Industry -Centered on the Virtual Idol "Hatsune Miku" (디지털 문화 산업의 시각에 따른 혁신적 비즈니스 모델: 가상 아이돌 '하츠네 미쿠'를 중심으로)

  • DOUXIAOWEI, DOUXIAOWEI;Yang, Jonghoon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.823-831
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    • 2021
  • In the Internet age, the digital cultural industry is booming, start-up companies want to win a place in the fiercely competitive red sea market of the Internet, innovative business models have become an important challenge and opportunity for countless companies. Taking the virtual idol "Hatsune Miku" as the example, the analysis is carried out at the levels of technological innovation, value proposition, resource combination, operation process and marketing model. By comparing the differences between the first-generation software Meiko of Crypton and the second-generation software "Hatsune Miku", we will study the components of the business model to explore the characteristics and advantages of this business model, and in-depth operation models and innovations. The analysis is expected to provide a substantial reference for other electronic product and software development companies in their business models.

The Effects of Sports Team Performance and Social Media Operations on Fan Engagement: The Moderating Role of Fan Tokens (스포츠 구단의 경기 성적 및 소셜미디어 운영이 팬덤의 인게이지먼트에 미치는 영향: 팬 토큰의 조절 효과를 중심으로)

  • Wookyoung Kim;Yiling Li;Jeonghye Choi
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.195-218
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    • 2023
  • This study empirically analyzes the effect of a sports club's performance and social media operations on online information search volume, reflecting fan engagement. Additionally, it confirms that such effect can vary depending on the issuance of sports fan tokens. The analysis of the data resulted in the support of all four hypotheses presented in this study. The team's goal differentials during the games exhibited a significant and positive effect on the online information search volume by fans. Furthermore, the quantity of a team's social media posts also showed a significant and positive effect on the online information search volume. The aforementioned effects of the team's game-related performance and social media activity on the online information search volume appeared to be strengthened when the sports fan tokens of the team were issued. This study conducts an empirical analysis of fan engagement in sports clubs and delves into the marketing dimensions of sports fan tokens. By doing so, it broadens the research scope within sports marketing and offers practical insights for the development of marketing strategies by sports clubs.

A Study on Business Strategies and Success Factors of Social Network Service and Enterprises: Focusing on Representative SNS of Korea, China, and USA (소셜 네트워크 서비스 기업의 비즈니스 전략과 성공요인 분석에 관한 연구 : 한국, 중국, 미국의 대표적인 SNS을 중심으로)

  • Lee, Cheol-Min;Kim, Chang-Su;Park, Kyung-Won;Ahn, Hyun-Sook
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.177-187
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    • 2014
  • In this paper, representative social network services(SNS) of Korea, China, and America such as Cyworld, Renren and Facebook were analyzed in regards to their business strategies and successful factors. From the analysis results, it was found that their common business strategies are strengthening a sense of belonging by providing differentiated customer services and by increasing customer satisfaction and this kind of strategies were naturally connected to the corporate marketing. So, Maintaining their own differentiated services, SNS companies should make a constant efforts to meet customers' needs on the base of success factors. Companies which will carry out marketing with SNS should also improve their images through communication with customers, utilizing services provided by SNS companies which match well with companies using SNS as a means of marketing. As various extensive researches are being conducted on SNS which enabled online networking, such findings will be usefully referred for similar researches and will provide theoretical basis and practical guidelines for future researches.

Consumer Trend Platform Development for Combination Analysis of Structured and Unstructured Big Data (정형 비정형 빅데이터의 융합분석을 위한 소비 트랜드 플랫폼 개발)

  • Kim, Sunghyun;Chang, Sokho;Lee, Sangwon
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.133-143
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    • 2017
  • Data is the most important asset in the financial sector. On average, 71 percent of financial institutions generate competitive advantage over data analysis. In particular, in the card industry, the card transaction data is widely used in the development of merchant information, economic fluctuations, and information services by analyzing patterns of consumer behavior and preference trends of all customers. However, creation of new value through fusion of data is insufficient. This study introduces the analysis and forecasting of consumption trends of credit card companies which convergently analyzed the social data and the sales data of the company's own. BC Card developed an algorithm for linking card and social data with trend profiling, and developed a visualization system for analysis contents. In order to verify the performance, BC card analyzed the trends related to 'Six Pocket' and conducted th pilot marketing campaign. As a result, they increased marketing multiplier by 40~100%. This study has implications for creating a methodology and case for analyzing the convergence of structured and unstructured data analysis that have been done separately in the past. This will provide useful implications for future trends not only in card industry but also in other industries.

A study on pop art kidult culture (팝아트적 키덜트 문화 연구)

  • Do, Kyung-Eun
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.483-493
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    • 2014
  • In a modern society where various kinds of cultures coexist, kidult culture seeking something pleasant and interesting in the adult culture has made an appearance affected by pop art. The goal of this study is to help the kidult culture carrying on the feature of pop art to promise a bright future in the consumer market and to help kidult marketing through the expansion of globalization of kidult culture goods. The first study method was to refer to the theoretical research material like theses or academic journals to analyze the feature of pop art and cultural phenomenon. The second one was to analyze media reports, TV programs, movies, and ads currently in issue about kidult cultures in news, media data, and internet materials to feel the kidult cultural phenomenon at the moment. The result of this study shows that, especially, popularity, vividness, and sense of humor and wit among the features of pop art have a great influence on the kidult culture. As a result, Firstly, We can expect a vitalization in the consumer market through qualitative and quantitative improvement of kidult consumer culture. Secondly, We should make an effort to expand kidult consumer culture by developing various kinds of culture goods for each age groups. Thirdly, Domestic companies should open up an adult consumer market with self-developed character products. Fourthly, We should make an aggressive marketing strategy for kidult culture goods in the world market in the flow of Hallyu.

A Study on the Activation of Convention Hotel : The Case of KangwonLand Convention Hotel (컨벤션호텔의 활성화 방안에 대한 연구 -강원랜드 컨벤션호텔을 사례로-)

  • Han, Jin-Young;Ji, Ke-Yung;In, Sung-Ho
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.97-108
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    • 2014
  • The purpose of this study was to seek for solutions of activating convention hotels entering to the newly created market, focused on the case study of the convention hotel in KangwonLand in the competitive MICE environment. According to the analysis for reception setup for MICE, it is urgently required to improve shopping facilities, securing manpower, the accessibilities in KangwonLand convention hotel. This study suggests several ways to identify differentiation such as facilities discriminations, reasonable prices when holding conventions/events. It is also proposed that there is a need to focus incentive tour when marketing. To succeed in hosting events of MICE at the convention hotel, it appears to be considered to host large scale of domestic or overseas events, to measure reasonable room rates, promote niche market through middle or small scale events, attract customers to revisit and save transportation costs for participants. From the study, it is expected to find efficient ways to activate convention hotels through MICE market entry.

A Study on Networking Effects of Financial Leverage in Middle-Sized Hospitals (네트워크 병원의 경영성과에 관한 연구)

  • Chung, Hee-Tae;Kim, Kwang-Hwan;Park, Hwa-Gyu;Lee, Kyung-Soo
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.339-347
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    • 2013
  • Recently, Korean medium-sized medical organizations require innovative strategies. Network-driven concerns in Korean medical organization have been a front burner issue to enhance economic and managerial efficiencies. Effective network-driven collaboration depends upon effective processes and economics strategies among medical providers group. From this motivation, we studied and provided the systems' theoretical background and networked hospital system structures. The aim of suggested research model in this paper is to overcome demerit of stand-alone medium-sized hospitals and analyze a system dynamics model to measure managerial performances. The developed system dynamics model is to quantify the effects of network strategy based on the historical financial data of real-life hospitals network experiences. The network effects are resulted in efficiencies and effectiveness enhancements in competitiveness through advertisement and effective education system. The simulations of system dynamics results can explain the improvement in financial outcome by joining in the network group. The network effects are shown more effective in dental hospital than other groups. In conclusion, it is expected that network effects have a critical influence of managerial, marketing, and medical collaboration performance for any type of medical hospitals.