• Title/Summary/Keyword: 브랜드 마케팅

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A Study on the Cases of the R & D of the Apparel industry - Focus on Brand Developments in the Japanese Apparel Corporation - (어패럴 산업(産業)의 브랜드 개발(開發)에 관(關)한 사례연구(事例硏究) - 일본(日本) 어패럴 기업(企業)을 중심(中心)으로 -)

  • Shin, Jae-Yong;Chun, Tae-Yoo
    • Journal of Fashion Business
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    • v.6 no.5
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    • pp.112-124
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    • 2002
  • Japanese apparel industries have deployed the activities of plannings, production & sellings by brand marketings. Owing to it, they satisfied customers and accomplished the goal of corporation objective market advantage. All through this process it is very essential to establish the concept of product Through the analysis of the brand development in Japanese total apparel corporation; 1) it accesses synthetically to acquire sales and target benefit by active marketing based on the analysis of market environment; 2) on relation with customer, it comes close to customer in the process of buying and consuming product and provides a customer satisfaction in the process of those. All the way of the process above and the precedent, it is to complete the goal of corporation. The development of the brand in Japanese apparel corporation depends on the corporate's customeroriented marketing. Due to it, Japanese apparel corporation perceives the differentiation that the consuming pattern of customer is its life style so that Japanese apparel corporation provides the product that can satisfy customer needs.

A Case Study on the Brand's Validity and Plan of Marketing Strategies - Focused on Golf Wear Brand "K" - (마케팅 믹스 전략적(戰略的) 측면(側面)의 브랜드 타당성(妥當性) 및 정책(政策)에 관(關)한 사례(事例) 분석(分析) 연구(硏究) - 골프 웨어 "K" 브랜드를 중심(中心)으로 -)

  • Sung, Kwang-Sook
    • Journal of Fashion Business
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    • v.4 no.2
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    • pp.31-50
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    • 2000
  • This study has been made as a way of serving the educational-industrial cooperation purpose. By performing a case study of Brand "K", a golf-wear brand, the validity of its marketing strategies will be examined, and desirable marketing plans will be proposed. Furthermore, the case study of Brand "K" aims to provide useful information about forming marketing strategies for other clothing brands. As method to accomplish this study, it is conducted by investigating Brand "K" 's 4Ps strategies, 4 input variables of marketing mix and understanding its problems. In addition, the study includes a consumer inquiry for marketing research. By doing so, the results of the study produces helpful marketing strategies. The results of Brand "K" 's case study show that there is a problem on each of the 4Ps strategies and the consumer inquiry indicates the same problems of the 4Ps stratgies. Therefore, Brand "K" needs to reexamine and reform its marketing strategies. Besides, it has been discovered that the results of Brand "K" 's study are so general that they can be applicable to other golf-wear brands.

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A Study on Space Arrangement and Traffic Line of Home Appliances Brand Shops by Shopper' Purchasing Behavior - Focuesd on Samsung Digital Plaza - (쇼퍼(Shopper) 구매행태(行態)에 따른 가전 브랜드샵 공간배치와 고객동선 특징 - 삼성전자 디지털프라자를 중심으로 -)

  • Yu, Seouk-Hwan
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.190-200
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    • 2014
  • The domestic distribution environment of electronic goods has been placing more emphasis on securing each company's own interests and maintaining the existing customers as the most important purpose of marketing due to the change in consumption environment, the excessive cutthroat competition between retailers, the saturated number of branches for each company, weak revenue structure and declining competitiveness. In addition, the target of marketing has been shifted to specific consumers and the concept of a consumer is sub-divided into a "user" of a product and a "shopper" who buys a product. The purpose thereof is to increase the in-store purchase rate by analyzing the psychology and behavior of a shopper who actually visits a store for purchasing a product. Thus, the purpose of this study is to identify the correlation between the buying behavior of a shopper and product display based on "Digital Plaza" among the domestic electronic goods brand shops, which is selling products at various prices. This study is meaningful since it is utilized as data to plan store display for promoting purchase.

A Study on the Flagship Store Space Design as Brand Experience Tool (브랜드 체험수단으로서 플래그 쉽 스토어 공간디자인에 관한 연구)

  • Han Hyo-Jung;Kim Joo-Yun
    • Korean Institute of Interior Design Journal
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    • v.15 no.3 s.56
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    • pp.184-192
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    • 2006
  • On this study, we are focusing on the spatial value of the flagship store as an effective way of experiential communication for a brand. The purpose of this study is to create effective methods for the spatial identity by connecting significance of experiential communication and strategic factors of experiential marketing. The process of this research is summarized as follows: First, we select some cases of the flagship stores realizing differentiated methods of experiential marketing and classify the types according to the marketing strategy. Second, we can analyze each function in the context of social, cultural life style. Finally, for the company flagship stores can be a tool to construct a sustainable brand image and tool differentiation, and at the same time for the consumer they can create relationships through customers' experience in the space expressing brand identity and style. Also, flagship stores can be valued as a place offering emotional experiences of cultural consumption as well as product consumption when planned given the style suitable for brand image and strategies.

A Comparative Study on Prescription Lenses Standards (주문형 렌즈의 규격 비교 연구)

  • Moon, Byeong-Yeon;Paik, Sun-Mok;Yu, Dong-Sik
    • Journal of Korean Ophthalmic Optics Society
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    • v.14 no.1
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    • pp.17-21
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    • 2009
  • Purpose: To evaluate and analyze the quality of Korean prescription lenses according to international standards. Methods: We measured the refractive power, the thickness at optical center and the transmittance, and then made a comparative analysis them with foreign brand products according to international standards. Results: Most of Korean products had good qualities on the refractive power and transmittance, even if there was out of tolerance in a case of korean products. Conclusions: To ensure a higher preference of Korean products in the home and abroad marketplace, a high-powered quality control and marketing strategy are necessary to domestic lens manufacturers.

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The Effect of Corporate Cultural Marketing Activities on Brand Image and Loyalty - Focused on Naver Library, Starfield Library and Hyundai Card Library - (기업의 문화마케팅이 브랜드 이미지 및 브랜드 충성도에 미치는 영향 - 네이버라이브러리, 별마당도서관, 현대카드라이브러리를 중심으로 -)

  • Jeong, Eunah;Choi, Seunglee;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.46 no.4
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    • pp.1015-1028
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    • 2018
  • Purpose: This study attempts to find how the cultural marketing activities utilizing cultural space affect firm's brand image and brand loyalty, and whether this culture marketing technique is recognized as a social contribution activity by potential customers and thereby influence brand image and loyalty. Methods: The data was collected by using the structured questionnaires to consumers who have experience using the Naver Library, Starfield Library, and Hyundai Card Library. The proposed research model is tested using 178 valid questionnaires using Smart PLS 2.0. Results: This research indicated that among cultural marketing factors, cultural support and cultural promotion have little impact on brand image, whereas culture firm influence brand image. Brand image also had an impact on brand loyalty, but it was found that public libraries operated by companies were not recognized as corporate social contribution activities, nor did they have an impact on the formation of the company's brand image. Conclusions: The study offered a theoretical and empirical foundation for future research by empirically identifying the relationship between cultural marketing and brand image and loyalty and confirmed the coordinating effect of social contribution activities between a cultural firm and its brand image.

A Study on the Effects of Technology, Marketing, Network Competencies on Rapid Globalization in Korea (한국진출 글로벌 기업의 신속한 글로벌 성과에 관한 영향연구)

  • Han, Sang Seol
    • International Commerce and Information Review
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    • v.16 no.5
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    • pp.319-342
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    • 2014
  • In this paper, we aim to advance our knowledge about factors influencing rapid globalization of firms in Korea. Through analysing empirically, this study focuses on the effect of technology competencies and marketing competencies and network in Korea rapid globalization. The subject of this study was foreign subsidiaries that entered in korea to expand their business overseas. This study are examined by the sample of 186 foreign subsidiaries operating in Korea. The empirical results from structural equation modeling and regression analysis. Our findings show that marketing competencies, technological competencies and network are key drivers of rapid globalization in Korea market. Meanwhile, we also find that marketing competencies related to overseas market development in B2C foreign subsidiaries and technology competencies related to overseas market development in B2B foreign subsidiaries. And it was revealed in the path analysis using AMOS model that the relevancy of the study model was higher for B2C foreign subsidiaries than B2B foreign subsidiaries and the explanatory power(statistic index) revealed to be 31.9% higher for B2C foreign subsidiaries than B2B foreign subsidiaries in the effect relation on the rapid globalization in Korea market. Company type (B2C/B2B) was revealed moderating factor on the rapid globalization. Our study confirmed that marketing, technological competencies and network of firms effects on the rapid globalization in Korea.

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Effects of Shopping Orientation, Marketing Stimulus and Perceived Risk on E-impulse Buying of Shoes Markets (구두시장에서의 e-충동구매에 대한 쇼핑성향, 마케팅 자극과 위험지각의 영향)

  • Park, Eun Joo;Kim, Bo Kyung
    • Science of Emotion and Sensibility
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    • v.19 no.1
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    • pp.71-82
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    • 2016
  • Consumers tend to perceive the shoes as just their footwear to protect and comfort foot and fashion products to decorate and express their self-images. Even though online market research analysis indicated shoes consumption is important in daily life of consumers, there is limited research that was conducted specifically on shoes e-market. The research investigates the process of shoes' e-impulse buying focusing on the effects of shopping orientation, marketing stimulus and consumers' perceived risk in shoes market at Internet. A total of 408 self-administered questionnaires were obtained from universities students, who had experienced the e-impulse buying of shoes at least once for the last six months. Results confirmed that consumers who had higher hedonic shopping orientation or brand shopping orientation were more likely to consider the marketing stimuli (e.g., promotion stimuli and product stimuli), whereas consumers who had higher economic shopping orientation were consider the lower marketing stimuli and the more perceived functional risk in the e-shopping context of shoes. For shoes, marketing stimulus had directly positive effects on e-impulse buying, while consumers' perceived risk had no significant effects on e-impulse buying. The findings suggest that the market stimulus, which is affected by consumers' shopping orientation, is an important factor in triggering e-impulse buying of shoes.

A Study on the Value Factors of Culture Consumers for Corporate Culture Marketing through Big Data Techniques (빅데이터 기법을 통한 기업 문화마케팅을 위한 문화소비자의 가치 요소 연구)

  • Oh, Se Jong
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.31-36
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    • 2020
  • Corporate Culture Marketing is a marketing tool that enhances a company's cultural image or conveys its image through culture. Culture Consumer value analysis is important predictive data in identifying the value and pursuit of life in individual consumption behavior, explaining the choice behavior of culture consumers, and serves as the basis for decision making. The research method was linked to the text mining and opinion mining techniques of big data, and extracted positive, negative and neutral words. The analysis targets culture consumers participating in concerts at Hyundai Card's 'Super Concert', which is subject to domestic consumers, and CJ ENM's 'KCON', which is subject to foreign consumers. The culture consumer value elements of corporate culture marketing are the basic conditions, and they were derived as 'Consensus Communication (Expression of Sensibility)', 'Participation Sharing(VIP Belonging)', 'Social Change Issue', 'Differentiating Services', 'Price Discount Benefit' and 'Location Quality'. In the future, we will need to foster 'Culture Technology Marketers' and apply them in areas such as arts management planning, cultural investment, cultural distribution, cultural space, Corporate Culture, CSR and K-pop marketing to enhance corporate interests and brand value and enhance brand value.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.