• Title/Summary/Keyword: 상품성 콘텐츠

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Factors Affecting the Continuous Use of Mobile Music Contents (모바일 음악콘텐츠의 지속적 사용에 영향을 미치는 요인에 관한 연구)

  • Yang, Seung-Kyu;Park, Seong-Won;Lee, Choong-C.
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.7
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    • pp.291-305
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    • 2008
  • Previous study about Mobile Music Contents was mainly focused on Industry factors & enterprise factors like Technology. This study is not only focused on Technology factors, but also Customer & System factors like TAM of original, and also, this study first tried to find the Mobile Internet medium's customer purchase by each property's Mobile Music Contents from assorting the Mobile music Contents property and defining them. So to speak of this study have tried to concretely verify the factors of purchase. And also, I proposed an transformated model, and added independent variable factors, 'distinction', 'speed of system', 'speed of network', 'a career of use', 'amount of use', 'preservation', 'customization', 'information', 'confidence', 'omni presentation', 'potential possibility of reproduce'. By applying TAM this study has measured how the product property. user property, and system property causes effect to customer purchase of Mobile Music Contents. In results, First, success 8 factors were determined to be the purchase of 'Ringtone'. Second, 8 factors were determined to be the purchase of 'Ring-Back tone', but, 'The use of convenience' was not influenced 'Intention of Purchase'. Third, 6 factors were determined to be the purchase of 'Full Track Download of Music'. At the Conclusion this study presented a scheme that these study results could be applied in actual company and academic world.

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A Validity Study on Brand Identity-based Strategy Model for Culture Content's One Source Multi Use : A Case Study on (브랜드 아이덴티티 기반 OSMU 전략 모델의 타당성 연구 : <해리포터 (Harry Potter)>를 중심으로)

  • Kim, Young Jae
    • Cartoon and Animation Studies
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    • s.32
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    • pp.289-313
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    • 2013
  • According to many researches on brand management, the decision makings on brand marketing should center on the brand identity. Based on the brand management theory, Brand Identity-based OSMU Strategy has been suggested, in which the decision makings for culture content's OSMU should be focused on the brand identity of content to maximize the brand equity. In this study, the effectiveness of suggested brand identity-based OSMU strategy model is empirically studied, together with the effect on the brand equity. The study on the consumer's attitude toward the Harry Potter T-shirt with the associations of 'magic, courage and confrontation against evil' proved that consumers respond more favorably in terms of their recognition of the fit-to-content, preference and perceived quality. With this result, the positive effect of brand identity-based OSMU on consumer attitude is verified. On the other hand, the study on the effect of brand identity bearing T-shirt on brand equity did not support the hypothesis that the brand identity-based OSMU has the positive feedback effect on the brand equity of culture content. Still, while the brand equity is established through the long period of time with consumer's consistent experience on the certain culture content, the effect of brand identity-based OSMU on brand equity has a room for further discussion and research. While the ultimate goal of marketing is to create the power brand with high brand value, the further discussion on the effective culture content OSMU strategy to create a power brand is needed.

Extracting design elements of the game contents identity (게임 콘텐츠의 아이덴티티 디자인 요소 추출)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.213-219
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    • 2012
  • This study looked into game elements that increases the value of the product and sets it apart from other games with the establishment of identity in game contents. Then, the cases of identity establishment that uses each element were examined. As a result, 4 elements including visual element, auditory element, intrinsic element, and other elements were extracted as elements to be considered when developing the game.

Study on UX Satisfaction Index According to Types of Mobile Commerce Services (모바일 커머스 서비스의 유형별 UX 만족도 지표 연구)

  • Kim, Sohyun;Ha, Hyunnam
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.53-59
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    • 2014
  • The objectives of this research is to compare UX elements influencing the satisfaction of users in Korea and North America according to product types of mobile commerce services, to determine UX INDEX suitable for each type of service, and to derive positively influencing UI factors through analyzing the relationship between UX INDEX and UX design detail factors. This research showed that there was difference in perceived reliability according to selling product types and there was difference in both perceived usefulness and reliability according to users in Korea and North America. Also, this research found out that, in analysis of relationship between UX INDEX and UX design detail factors, UI factors to understand a service structure generally showed close relationship but factors such as troubleshooting and help showed difference between users in Korea and users in North America.

Design of Negotiation Agent on B2B & B2C Intelligent Web Model for Travel Products (여행상품을 위한 B2B와 B2C 지능형 통합 웹모델에 따른 협상 에이전트 설계)

  • Kim Song-Young;Choi Seung-Kwon;Ji Hong-Il;Lee Byung-Rok;Cho Yong-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.219-222
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    • 2005
  • E-commercial transaction that use Internet, because can overcome space limit, and connect all the world by real time one if is huge market offer can. Therefore, travel goods purchase action through internet increased too explosively. Did travel agencies which float here upon and is operated and goods that offer negotiation agent in www to consumer and want to consumer to increase authoritativeness for relevant signtseeing goods efficiently buys.

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Effect of Restaurant Meal Replacement Product Selection Attributes on Brand Image and Satisfaction (RMR(레스토랑간편식) 상품의 선택속성이 브랜드이미지, 만족도에 미치는 영향)

  • Kim, Chan-Woo;Lee, Kang-Yeon
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.471-481
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    • 2020
  • This study aims to investigate the relationship between the factors of RMR product selection attributes, brand image, and satisfaction as the interest and frequency of use of RMR products of dining out consumers increase recently. Convenience sampling was used for consumers with experience in using RMR products launched in catering companies and restaurants. The investigation period was conducted for about 20 days from August 10, 2020. The final 291 copies were used for research analysis, and the SPSS 21.0 statistical package program was used for hypothesis verification. As a result of the analysis, the hygiene (��=.160), menu (��=.203), and packaging (��=.291) of Hypothesis 1 had a significant effect on reliability. Hypothesis 2's menu (��=.270), convenience (��=.201), and packaging (��=.195) were found to have a significant effect on differentiation. The reliability (��=.328) and differentiation (��=.443) of the brand image of Hypothesis 3 were found to have a significant effect on satisfaction (��=.428). Hygiene (��=.388), menu (��=.229), and convenience (��=.243) of Hypothesis 4 were analyzed to have a significant effect on satisfaction. Lastly, this study is expected to be provided as basic research data related to RMR products, and is intended to be presented as a theoretical basis for the use of marketing and direction in RMR product development of food service companies and restaurants.

Study on Character Licensing in connection with Animation Gamification - Focus on (애니메이션의 게이미피케이션과 캐릭터 라이선싱 연계 연구 - <터닝메카드>를 중심으로)

  • Lee, Seon-Young;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.41
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    • pp.357-378
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    • 2015
  • The recent domestic toy market is filled with the fever of 'Turning Mecard' produced as a character product of units showing in . The toy market of the domestic character licensing industry has shown such rapidly changing trends during the period of broadcasting contents like animation or special films targeting children. Through these contents, the characters are cognized, and also the immersion and loyalty can be increased depending on the progress of the story, on top of marketing effect while the animation is broadcasted. This effect is called gamification meaning that consumers voluntarily participate in the contents after receiving fun. Through the purchase of character products, the immersion and loyalty participate in the animation. Thus, this study analyzed the gamification elements by examining the animation and toy products of currently gaining popularity in the toy market. In the results of the study, the story structure of has the sustainment just like game, which is connected to its character product. Therefore, the users who have watched build up the relationship with each other, and the competition and reward can be done through the game using the character products, which is connected to such high immersion and loyalty.

A Study of the Development of Domestic Animation Industry through the Analysis of the OSMU cases in TV Contents (방송콘텐츠의 OSMU사례고찰을 통한 애니메이션산업의 육성방안 연구)

  • Bang, Kee-Chun;Oh, Seong-Suk;Cho, Hyun-Il
    • Journal of Digital Contents Society
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    • v.7 no.3
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    • pp.211-217
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    • 2006
  • The digital contents industry has now become the most important industry in the 21st century. Among the various digital contents industries, the animation industry has emerged as a higher value-added culture contents business with a strong possibility of growth from the field of image and character to the copyright area. Yet, the overall market structure has not been consolidated except for a few successful projects because of the sharp decline in domestic animation and the upward trend in global animation business. Due to reduced investment in producing TV animations, OSMU is an essential alternative for the animation industry. In this research, we aim to analyze the development of the domestic animation industries by studying the actual condition of OSMU for broadcasting contents.

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Design and Implementation of a M-commerce Content Provider System by Extracting the Internet Product Information (인터넷 상품정보 추출을 통한 M-commerce 콘텐츠 제공자 시스템의 설계 및 구현)

  • Ha, Sang-Ho
    • The KIPS Transactions:PartA
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    • v.19A no.4
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    • pp.195-204
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    • 2012
  • M-commerce services are rapidly emerging with recent advances in mobile devices and wireless communications. Internet Shopping mall managers provide mobile phone users with their mobile shopping malls for m-commerce. However, these mobile shopping malls usually have their own sites which are not compatible with their Internet shopping malls, thus resulting in inefficiency to manage the two kinds of shopping malls. In this paper, we develop a M-commerce content provider system to effectively bring Internet shopping malls to mobile phones by extracting items only concerned to users from product documents. We then apply and evaluate the system over a specific internet shopping mall site. The results show that the system reduces considerably the amount of data transferred to user's mobile phones compared with using general web browsers.

Effect of HMR Meal Kit Product Selection Attributes on Consumers Satisfaction and Other Recommendation Intention (HMR 밀키트 상품의 선택속성이 소비자만족 및 타인추천의도에 미치는 영향)

  • Kim, Dong-Soo;Kim, Chan-Woo
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.258-267
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    • 2021
  • This study attempted an empirical analysis study on the Meal Kit Product, whose interest and demand continued to increase according to the eating out trend in the Untact era. In addition, this study attempted to investigate the relationship between the factors of Home Meal Replacement Meal Kit Product Selection Attributes, Consumers Satisfaction, and Other Recommendation Intention. Convenience sampling was used for consumers with experience in using Meal Kit Products released by food service companies and start-up companies. The investigation period was conducted for about one month from July 01, 2020, and the final 285 copies were used for analysis. The SPSS 21.0 statistical package program was used to verify the hypothesis. As a result of the analysis, the price (β=.241), convenience (β=.317), and diversity (β=.191) of Hypothesis 1 had a significant effect on Consumers Satisfaction. Price (β=.482), convenience (β=.133), and diversity (β=.342) were found to have a significant effect on the intention to recommend others. It was analyzed that Hypothesis 3's Consumers Satisfaction (β=.443) had a significant effect on Other Recommendation Intention. Finally, through this study, we expect to be provided as basic research data related to Meal Kit Product. It is intended to be presented as a theoretical basis for the use of marketing and direction for the development of milk kit products for catering companies and restaurants.