• Title/Summary/Keyword: 상품성 콘텐츠

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A Case study of Tourism Contents applied Story telling (스토리텔링을 활용한 관광콘텐츠 사례연구)

  • Chun, myung-sook
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.777-780
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    • 2007
  • In these days, tourism contents development has been continuously increases due to the appearance of online contents generation, development of cultural contents industry and the spreads of leisure life among the ordinary people's life and it needs more significant research and development for the tourism product's varieties. Story telling means that the explanation or interpretation of tour guide or guide book of the tourist spots, they role as important pull factor which can determine the image of tourism destination. And it make tourist discover the identification its own specific contents. The purpose of this study is on to examine methods tourism contents development through storytelling.

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Macroeconomic Forces Effect on the Hotel Profitability (거시경제변수가 호텔기업의 수익성에 미치는 영향)

  • Kim, Su-Jeong
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.417-424
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    • 2013
  • The purpose of this study is to find out the effect of macroeconomic variables on the hotel profitability and suggest the reasonable way to handle them. To achieve this purpose, seven macroeconomic variables were used as an independent variable. These were the index of industrial production, West Texas Intermediate, the consumer price index, the unemployment rate, the money supply, the trade balance and the exchange rate. And ROA and ROE of total hotels were used as a dependant variable respectively. As the result of regression, it was found that the index of industrial production and the exchange rate had a significant and positive effect on ROA. And West Texas Intermediate, the consumer price index and the unemployment rate had a significant and negative effect on ROA. Also the consumer price index and the unemployment rate had a significant and negative effect on ROE and the exchange rate had a significant and positive effect on ROE. Through the analysis two key variables were found to be very important ones. These were the unemployment rate and the exchange rate. So the hotel managers need to emphasize on the good price of domestic hotel products and supply the various productions and services to the guests when the exchange rate is increased. But when the unemployment rate is increased, the hotel managers should consider to supply the middle price products with the hight price products.

Study of Planning of Contents for Optimal Experience on Tourism (최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구)

  • Kwag, KyoungHee;Kim, Kijeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.735-745
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    • 2013
  • Tour industry has been growing with increasing of people leisure time quantitatively as well as qualitatively. Especially, region tourist industry shows rapid growth because of the development of transportation and communication. Tourist contents that representing the region have been developing briskly. However there are many nominal tourist contents have just region differentiation with same attribute and composition. It has to be consider about tourist first not a contents provider or a developer. To be memorable tourist contents and to connect to consumption, understanding about tourist is needed. So 'Experience' will be standards when tourist contents is planned. In that sense, experience 4factors from Experience Economy and Challenge-skill model from Flow will be frames for giving shape to develop tourist contents. Experience 4factors from Experience Economy suggests 4factors for the superb enjoyment to tourists, and Challenge-skill model from Flow proposes balanced contents for understanding tourists. They will contribute to suggest planning frames for sustainable tourist contents and it lead to tourists' reinstation.

The Study Establishes Development Strategies on Chasabonpuri (<차사본풀이> 스토리텔링 개발 전략 연구)

  • Lee, Chang Hoon
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.560-573
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    • 2016
  • Endeavors have been made for the last decades to make resources of local myths and legendary tales among local culture contents. Jeju as well has made efforts to develop diverse legendary tales as content products. However, there has yet to yield any visible outcome in any region, and they still remain as mascots only for festivals and/or local events. This is because there is a lack of culture content development infrastructure, and that there is absence of strategic approach to regional culture content development plans. Based on these problems, this study establishes development strategies for legendary tale resources focusing on Chasabonpuri, one of Jeju legendary tales, and explores as what types of popular culture contents it can be developed.

A Study On the Formative Of The Game Character (게임 캐릭터의 조형성에 관한 연구)

  • Oh, Hyun-Ju
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.91-100
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    • 2004
  • Game industry has emerged as one of the most popular sector among the cultural industries in the digital era. The role of game characters has evolved with the times and today, the characters can even determine the fate and success of the game itself. In early stage, game character nearly didn't contain the character itself because it was for only game, however its importance has been considered more than the contents and scenario of game as game business has been changing gradually. Therefore, the "Formation" of the character that is the core of game, is an important factor that can make different products, is playing an essential role for the improvement in work and productivity of game.

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Design and Implementation of the Electronic Payment Protocol for Digital Merchandise (디지털 상품 거래를 위한 전자지불 프로토콜 설계 및 구현)

  • Park Sei-Seung;Han Jae-Kyun
    • Journal of Korea Multimedia Society
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    • v.8 no.7
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    • pp.988-999
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    • 2005
  • As the Internet continues to have the commercial trade changed, the method of payment is one of critical components to conduct successful businesses through the internet. An electronic cash has all of the characteristics of a traditional commodity cash and ensures the security for all transactions. Accordingly an internet billing system based on the electronic cash is expected as the secure and efficient payment method for the future electronic commerces. The digital contents such as digital merchandise and services have the characteristic that both the delivery of merchandise and the payment of money can be accomplished on the same network and are helpful to idealize the design of the electronic commerce system. In this paper, Anonymity got to be possible by using a virtual ID in the process of payment, the payment steps were decreased by being processed on the same network, and the efficiency and the security were guaranteed by decreasing the frequency of the coding and communication.

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A Study on the Factors to Customers Attitude for the Goods and Service Introduced in Review UGC (체험형 1인 미디어콘텐츠에서 소개하는 상품에 대한 소비자 태도 영향요인 연구)

  • Son, Jaeyoung
    • 지역과문화
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    • v.7 no.2
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    • pp.155-172
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    • 2020
  • This study analyzed the factors to customer attitude on the goods and service introduced in UGC(User Generated Contents) and explored the difference between Korean and Chinese customers. For the first research question, the hypothetical factors were selected through literature review, the area of which are media consumption, social media and effect of advertising. In this study examined 4 independent variables: information, reliability, BJ attractiveness and customer innovation. Methodologies are confirmatory factor analysis, correlation analysis and multi regression. Result showed that reliability, BJ attractiveness and customer innovation are statistically significant. According to the β value, the biggest one is customer innovation, the second one is BJ attractiveness and the third one is reliability. The influence of information on customer attitude is not statistically significant. The result is well-aligned with the prior studies. The information factor's influence, however, is disputable because some prior studies shows that it is not significant when the research samples are recently developed channel such as mobile or social media commerce platforms. It is necessary to identify the root causes why the information factor is not significant in some research cases. For the second research question, this study used independent t-test between Korean and Chinese customers. The result shows that the difference in reliability, BJ attractiveness and attitude are stastically significant, and the ratings of Chinese customers are higher. This result caused by the difference of media commerce environment between Korea and China. Information and customer innovation didn't show significant difference.

A study on constitution of Mania based on Character construction -Specially in Animation 'Fullmetal Alchemist'- (캐릭터 구조에 의한 매니아 형성에 관한 연구 -애니메이션 '강철의 연금술사'의 캐릭터를 중심으로-)

  • Lee, Ga-Young;Park, Yoon-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.54-58
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    • 2006
  • As media and product became variety, the propensity of the people are coming to be various. To search for some popularity in this various life, we can find the class called 'the maina.' Todays, worlds are changing so fast that the masses can only have short life but if the Mania takes shape, becomes longer as natural. Also the hundreds of animations are broadcasted in a day, almost of them are forgotten in memories. However, the animations could lasting its value which has the Mania. This thesis is a studies on the constitution of Mania from animation 'Fullmetal Alchemist's Character. We can know the audience were not just like it, but they get crazy for it by comparing Japanese animation industry in those days; before it has been shrinking. Also, various contents of Fullmetal Alchemist means had enough customers.

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Development of Scale and Empirical Study of Trust-Forming Factors for Anti-aging Products (항노화 상품의 신뢰형성요인 척도 개발과 실증연구)

  • Maeng, Ji-Hye;Jang, Hyeong-Yu
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.408-422
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    • 2021
  • In this study, the relationship between trust and purchase intention, which is an outcome variable, was empirically verified by discovering the trust-forming factors of anti-aging products and developing measurement variables. In addition to the existing trust-forming factors such as perceived quality, perceived reputation, brand recognition, and customization, a newly discovered factor is 'accredited certification'. Since the anti-aging industry in Korea is an industry that directly affects consumer health, it was determined that the existing trust-forming factors had limitations in building consumer trust, and a new measure was discovered. This study conducted a survey on anti-aging product consumers and analyzed the solidity and relationship of the questions. As a result of the analysis, it was found that perceived quality, brand recognition, customization, and accredited certification among the anti-aging product trust-forming factors had a positive (+) effect on trust, and perceived reputation had a negative (-) effect on trust. appeared to affect It was found that there was a positive (+) effect between trust and purchase intention, which are the trailing variables. This study proved the meaningful relationship between trust-forming factors and trust by strategically developing and empirically and practically examining meaningful and effective trust-forming factors and measurement items. At the same time, this study is expected to significantly contribute to the establishment of marketing strategies related to anti-aging products in the future by discovering key factors for forming trust that are important for marketing in the anti-aging industry.

A Study on the effect of Secondary Work of Game on Users and Game Companies (게임의 2차 창작물이 유저와 게임사에 미치는 영향에 관한 연구)

  • Kim, Min-Ju;Kim, Ji-Hye;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.289-292
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    • 2019
  • 매년 수많은 게임이 출시되면서 유저들이 게임을 즐기는 방법도 다양해졌다. 이중 게임을 바탕으로 유저가 창의성을 더해 2차 저작물을 제작하는 방법이 주류를 이루고 있다. 자신이 좋아하는 게임에 대한 애정을 표현하는 한 가지 방법이라고 할 수 있으며, 이러한 2차 창작 활동은 유저의 심리적인 만족감을 채워주는 것과 동시에 게임의 홍보기능도 한다. 하지만 게임사마다 2차 저작물과 관련된 규제가 다르며 유저들은 그 규제를 모르는 경우가 많아 원저작자의 권리를 침해하기도 한다. 본 논문에서는 2차 창작 활동에 대한 유저의 의견과 게임사의 정책 및 대응을 조사하고 유저와 게임사 모두가 만족할 수 있는 방안을 제시하고자 한다.

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