• Title/Summary/Keyword: 상품성 콘텐츠

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A Study on the Influence of User Experience of Fashion Sharing Application on Acceptance: Based on UTAUT Model (패션 공유 어플리케이션의 사용자 경험이 수용에 미치는 영향 연구: UTAUT 모형을 중심으로)

  • Kim, Gi-Hyung
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.82-93
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    • 2019
  • Fashion cannot encourage co-consumption with other people as a personal item, but it can lead to new consumer needs if fashion sharing service can professionally replace the time and cost of purchasing and managing goods. The purpose of this study is to empirically investigate the factors influencing the acceptance of fashion-sharing services based on the integration theory of user acceptance and utilization (UTAUT), and to discuss the virtuous cycle and sustainability pursuit of resources through the activation of the sharing. In this study, the research model for the acceptance of fashion sharing applications is schematized, and the survey was conducted 300 women aged 20~49 years. The screens of 'Project Anne', a representative fashion sharing service in Korea, were provided as a visual data. Reliability analysis, correlation analysis, confirmatory factor analysis, structural equation analysis, and multiple group analysis were performed using SPSS 23.0 and AMOS 22.0 statistical package for statistical analysis. As a result, efficiency and social influence positively influenced behavioral intention to use, and age has found that efficiency and social influences modulate the intensity of behavioral intention to use. Therefore, for the consumer acceptance and activation of fashion sharing services, marketing activities emphasizing efficiency and strengthening social influence factors are essential. Also, it is necessary to maintain the existing target group, 30~40s, and also construct additional products and price services for the 20s. This study is of academic significance in presenting basic data for empirical research on consumer acceptance of fashion sharing, and suggests a study on the influence relationship among user experience components for real users in the future.

Analysis of Management Efficiency of the Game Software and Service Industry (게임 소프트웨어 및 서비스 산업의 경영효율성 분석)

  • Ko, Dong-Won
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.340-347
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    • 2012
  • In Korea, the game software and service industry is the core cultural industry from it's significant academic and policy. However, recent growth is slowing down because of increasing competition in the industry. In other words, most of the companies growth have reached limit caused by focusing only on short-term revenue-generating management, Therefore, the game software and service companies are needed to emphasize strategic planning of R&D and product development based on the long-term perspective. The purpose of this analysis is to measure the efficiency of management by data envelopment analysis(DEA), using data from 20 companies in the game software and service industry. Input variances are number of labor, total asset, and total investment and output variances are total sale and enterprise value. The results are followings: First, There was a different efficiency between the companies in the game software and service industry. The eight companies was inefficiency. Second, six inefficiency companies were excessive number of the employees and investment assets. third, four companies were CRS, five companies were IRS and eleven companies were DRS. From the result, five companies have to increase the scale of input variance and eleven companies also have to improve efficiency of input variance.

A Case Study on the Local Culture Festival in the Contact-free Era (비대면 시대의 지역문화축제 사례연구)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.425-438
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    • 2021
  • The purpose of this study is to analyze local cultural festivals hosted contact-free in the corona era and to suggest the direction for sustainable festivals in the post-corona era. To this end, by analyzing the cases of well-known festivals held contact-free in 2020 and 2021, we tried to get implications for the festivals in the post-corona era from there. As a result of this study, contact-free festivals had the following characteristics. First, the on-tact method, which produces and transmits a video or allows interaction through real-time participation, was prominent. Second, in order to compensate for the shortcomings of the contact-free method, various efforts have been made to enable on-tact experience by making and delivering experience kits in the case of experiential elements of the festival in advance. Third, communication was secured through real-time comments, and fourth, products were sold through the Internet and live commerce channels, and a certain effect was obtained. In particular, in the case of online festivals, there is a problem of loss of the sense of place of the festival, but there are cases of online festivals with more participation than offline festivals. It is judged that the problem of how to achieve this will become a reference material for the future development of contact-free festival contents.

Remediation Characteristics that Appear in the Change of MP3Player I : Re-mediation and Genealogical Change (MP3Player의 변화에서 나타나는 재매개적 특성 I : 계보적 변화와 재매개성)

  • Lee, Jin-Hyuk;Lee, Young-Chun;Koo, Yoon-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.59-68
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    • 2013
  • iPod Touch provided so various application software beyond the early music playback function, and enhanced its UI to the level of UX. Because of these, it was evaluated as innovative. In addition, even though various images were provided through the Internet, some people still classify MP3P as audio device in its product category. As for how audio device became video or image device and which factor contributed to such happening, there may be various factors, such as social, cultural, and technical change, other than fundamental change of medium itself. This study is regarding medium characteristics of MP3Player. In other words, this study classified genealogical changes, which can be categorized into 4 points. This study also analyzed the property of each point according to this classification. The result of analysis showed that there is a relation with technological as well as social context in such genealogical change in MP3player. Even though there are various elements in the change of a device, it can be suggested that the factors of genealogical change in MP3player are influenced by a totality of social needs and contexts and technical changes.

A Study on the Development and Consumer Preference of the Soup·Stew HMR New Products (탕·찌개류 HMR 신제품 개발을 위한 소비자 기호도 연구)

  • Lee, Seung-Min;Choi, Eun-Kyoung;Cho, Mi-Sook;Oh, Ji-Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.123-136
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    • 2019
  • This paper is a study on the development and consumer preference of the soup stew HMR new products, and the main contents are as follows. A total of nine products were studied, including three developed products and six market products. For this study, the demographic characteristics, the awareness and attitude of HMR products were investigated. In addition, the consumer panel evaluated overall liking, appearance, color, flavor, and taste using the nine-point recertification scale, while the strength assessed viscosity, sweetness, saltiness, sourness, and Umami. Familiarity, health degree, Purchase intention and Recommendation intention were investigated and the reasons for preference and non preference were analyzed by multi-response method. The consumer preference analysis indicates that the product is competitive among existing products and that it would be desirable to improve after identifying the causes of non-preferred factors.

A Study on the Consumer Perception and Importance-Performance Analysis of the Vegetarian Meal-Kit Development (채식 밀키트 개발을 위한 소비자 인식 및 중요도-수행도 조사 연구)

  • Lee, Yoo-Na;Jang, Hye-Jeong;Choi, Yeong-Woo;Choi, Yun-Sol;Oh, Ji-Eun
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.324-335
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    • 2021
  • As the COVID pandemic has been prolonged, 'Contact-free' has emerged as a major trend keyword. Naturally, most people don't go out and eat at home. As a result, sales of products that can easily cooked such as 'meal-kits' have increased remarkably. Although the number of vegetarians is increasing rapidly in Korea, the domestic market has not been activated. Most vegetarians are cooking or eating HMR together due to the lack of vegetarian restaurants and vegetarian menus. According to the survey, the subjects perceive meal-kit as positive as their experience with meal-kit expanded, and this positive perception and the need for vegetarian meal-kits had a positive effect on the purchase intention of the vegetarian meal-kit. This study presents the direction and potential for development of vegetarian meal kits that meet consumer needs. It will be used as a basis for the development of products and expansion of the market for vegetarian meal-kits.

Study on Game Expandability Pursuant to the Spread of the Korean Wave (한류 확산에 따른 게임의 확장 가능성 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.75-86
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    • 2014
  • This study explored the expandability and prospect of the game, one of the cultural contents that may potentially lead the next Korean Wave. The study found that for the game to grow and be recognized as the cultural product of the Korean Wave, it was necessary to develop the strategies to ensure the sustainability of the game and to build plans for powerful storytelling techniques that help the public become more familiarized with the game as part of the Korean Wave and maximize the public's affinity and preference of such game. It was also found that one of the immediate priorities is to develop the games that are characterized as their unique use and representation of the Korean culture in the global market while designing effective localization plans and paving the way for a government-level system of support.

A Conceptual Framework for One Source Multi Use Strategy of Culture Content (브랜드 아이덴티티 기반 문화콘텐츠 OSMU 전략 연구)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.28
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    • pp.155-180
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    • 2012
  • This article is to propose a conceptual framework for the One Source Multi Use (OSMU) strategic model of culture content. In this study, OSMU is defined as a series of marketing activities to increase the value created by culture content. The framework of brand equity strategy is applied to develop the strategic model of OSMU, as both share the same goal - maximization of long term value created by brand or culture content. This article suggests the brand identity-based OSMU strategic model, in which the brand identity of culture content guides, integrates, and coordinates every decision-making of OSMU activities. For the maximization of brand equity value of culture content, the copyright holder of original content should decide the content's brand identity, which should provide the criteria of all decision makings regarding window strategy, adaptation of content to other genre, and merchandising. This brand identity-based OSMU strategic model can not only contribute to the sales of OSMU content, but also the creation of high equity culture content in the long run. Also, the model allows monitoring and evaluation of content's brand equity, which can be used for the strategic adjustment for the sake of long term value of the content. This study is differentiated from previous study on OSMU and expected to invigorate the further discussion on OSMU in several points. First, it broadens the scope of OSMU discussion as it views OSMU as a series of process including feedback. Second, this study points out the need for integration and coordination of various OSMU activities. Third, the strategic focus is laid on the value maximization of the original content, not 'multi used' content. Fourth, the suggested model emphasize the strategic role of copyright holder who takes the charge of the content brand management. Fifth, the model requires discussion on the components of marketing communication in addition to the content itself, which means the model includes the prospects, not only the content consumers, as the major future source for value creation.

Financial Determinants of Credit Default Swap Spreads for Financial Institutions Headquartered in the Republic of Korea (국내 금융기관들의 신용부도스왑 스프레드에 대한 재무적 결정요인 분석)

  • Kim, Hanjoon
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.338-357
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    • 2012
  • This study investigated any possible financial attributes of the CDS spreads of a firm belonging to financial industries headquartered in the Republic of Korea. There were few studies on this issue, especially for the firms located in emerging capital markets. Coupled with the models such as a multiple regression and a principal component analysis(PCA), this research has identified that only two explanatory variables such as SLOPE and INTER3 (i.e. interaction effect between the BETA and the SLOPE) consistently showed their statistically significant influence on the CDS spreads through the 'selected' model without and with applying a stepwise regression procedure for the robustness. Given the rapid developments of sophisticated financial derivatives, this study may suggest a valuable insight to foreign and domestic investors to identify the possible determinants of CDS spreads at the firm- and/or the industry-level.

The Effects of Avatar Identification on Immersion, Brand Loyalty, and Purchase Intention of Brand Items in the Metaverse (메타버스 내 몰입이 아바타 동일시, 브랜드 충성도, 브랜드 아이템 구매의도에 미치는 영향)

  • Ji-yeon Eom;Yeong-woo Lim;Kee-young Kwahk
    • Information Systems Review
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    • v.26 no.2
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    • pp.1-22
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    • 2024
  • This study aims to empirically analyze the usage behavior of metaverses, which have recently attracted attention in various fields. To date, research on metaverses has focused on the concept, direction of utilization, development prospects, and technical aspects. However, there is a lack of research on the characteristics of metaverses and the behavior of users. As the metaverse develops with new content, there is a need to understand user behavior and content characteristics. In this study, we surveyed 375 adult males and females who experienced metaverse, and analyzed the impact of metaverse usage behavior on brand loyalty and item purchase intention based on 350 samples after excluding non-responses. The collected data were cleaned and statistically analyzed using SPSS 25.0 and SmartPLS 4.0. The results showed that the usage behavior factors such as immersion, vicarious satisfaction, and avatar identification have a positive effect on brand loyalty and intention to purchase branded items. These findings help to understand the concept and development direction of metaverse, and are expected to make important contributions to the field of brand marketing strategy formulation and metaverse-related user behavior research.