• Title/Summary/Keyword: 스포츠브랜드

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Evaluation of Domestic Small SUV Design Image Using ZMET (ZMET을 이용한 국내 소형 SUV 디자인 이미지 평가)

  • Kang, Hyunjin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.291-299
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    • 2021
  • In 2019, SUV sales surpassed sedans in the domestic sales market with phenomenal domestic sales. The strength of SUVs around the world is expected to continue in the future. South Korea's K-company aggressively launched small SUVs in the SUV market. Its simple lineup is recognized as a brand image, not as a SUV. It is time to evaluate this. Therefore, it influences the purchasing decisions of potential customers and buyers of small SUVs through the evaluation of design images of small SUVs in Korea. Rather than the functional properties of the SUV model, it is purchased by emotional characteristics, brand symbolism, and image. Subconsciousness of the purchasing psychology of the end consumer was used by metaphor extraction techniques. Customers wanted to study the evaluation of small SUV design images that fit their needs. We wanted to see if consumers who intend to purchase or purchase small SUVs in Korea had a connection with the image of design of small SUVs in Korea. The conclusion of the study was extracted through ZMET, a metaphor extraction technique, with the latent consciousness of the primary ambiguous message from the consumer's feeling and representation of the image. Therefore, based on the results of this study, we hope that the images presented in SUVs in the future will be used as a design guide in the development of small SUVs to influence customer thinking and behavior.

Exploring Case Study on Mass Customization of Domestic Company (국내 기업의 대량 맞춤화 사례연구)

  • Shin, Hyun-Am;Jeon, Ho-Ki;Lee, Won-Jun;Kang, Youn-Jung
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.111-131
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    • 2012
  • Mass Customization combines the advantages of mass production and customization. Mass customization has been praised as an innovative approach that would result in changes in business paradigm. However, there is no consensus on the concept of mass customization, but only a generally accepted framework exists to explain successful practices. Prior cases in mass customization are those of the small-medium sized or Internet-based companies. We in this paper explore the mass customization cases of market-leading manufacturers. Although those traditional organizations may be not for swift change, the cases of those companies are important because they target mass markets. Lampel and Mintzberg[35] proposed a continuum of strategies ranging from pure standardization to pure customization. This study investigates mass customization strategies of three companies. In this paper, the cases of cosmetics and sports shoe can be described as tailored customization, and the household appliances case can be classified as customized standardization. These three cases are compared with each other from the customers' decoupling point. Findings and implications of this research are discussed.

A Study on Marketing Mix Strategy in Website of Sportswear Brands (스포츠웨어 브랜드웹사이트의 마케팅 믹스전략)

  • Rha, Soo-Im;Lee, Min-Gyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.2
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    • pp.155-166
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    • 2007
  • The purpose of the research is to provide the operation plans of internet marketing for effective application as marketing tools by analyzing the application status of marketing mix through the 30 websites of sportswear brands. Firstly, a study on the marketing mix strategy of sportswear brands presents that most brands put a high priority on promotion strategy by achieving online marketing. Secondly, compared with the other company brands which have online shopping mall, the website of sportswear brands consists of centered brand image. Therefore, based on the analysis about the variety of products and merchandise picture in each item and detailed information offer of neo-products introduction, marketing mix is insufficient in the website of sportswear and the price strategy has the least information. After website of sportswear brands is connected with online-shopping mall, guidance for its price and product is performed mainly. Consequently the sales promotion strategy of price needs development through the incentive and discount price. Promotion strategy occupies more parts than any other strategy. Especially, it allows a high proportion of the variety of events and information for the customer services. Also it needs to improve its bulletin board and Q&A board on the website for better communication with customers. Furthermore distribution strategy focuses on information such as location, contact numbers and address of the online shopping mall. Although online shopping mall has its own advantage which is marketing on the internet, it is not yet in progress.

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A Qualitative Research about the CRM Experiences of Apparel Brand Customers (의류브랜드 소비자의 고객관계관리 경험에 관한 탐색적 연구 - 남성복, 여성복, 캐주얼, 스포츠의류 소비자의 비교를 중심으로 -)

  • Ko, Eun-Ju;Lee, Joo-Yun;Yun, Hye-Lim
    • Journal of the Korean Home Economics Association
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    • v.44 no.5 s.219
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    • pp.21-33
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    • 2006
  • The purpose of this study were 1) to analyze customer relationship management(CRM) based on the online customer experiences by product types (i.e., men's, women's, casual, sports wear), 2) to analyze CRM based on the off-line customer experiences by product type, and 3) to examine customer purchase behavior of fashion products and internet usage behavior by product types. Survey and 1:1 interview were conducted from January 13th to May 16th, 2005. Six consumers from each brand (i.e., 3 loyal customers and 3 general customers) in a total of 24 customers were selected from each product type. For the data analysis, content analysis and descriptive statistics (i.e. frequency) were used. Among the key study findings first, as a result of the on-line CRM experience, the customers of men's wear preferred receiving customized information through e-mail or SMS service. The customers of sports wear preferred receiving a different level of information and participating in customized product service. Second, as a result of the off-line CRM experience, the customers of men's wear need to be encouraged to join a membership at a sales encounter and the customers of women's wear preferred receiving quick information of new products and participating in a design development planning of the merchandising process. Third, the purchasing behavior of the customers of women's wear are influenced mostly by the salesperson and the store atmosphere when they purchase clothes and the customers of men's wear are price-sensitive. The results of this study can be used when fashion brands perform strategic planning and decision making on CRM.

Research of International and domestic design for developing of outdoor products (아웃도어 상품개발을 위한 국내·외 브랜드 디자인 연구)

  • Sim, Heeran;Moon, Sunjeong;Chung, Shamho
    • Journal of the Korean Society of Costume
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    • v.62 no.8
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    • pp.45-54
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    • 2012
  • The increase in the consumption of outdoors sportswear is not because of an increase in sales from hiking enthusiasts but rather the general public's desire to wear them as everyday clothing. We expect that the market for the outdoors sportswear will grow gradually as people feel the need to wear extra outerwear for protection from wind everyday. Furthermore, as the consumers' demands for these outerwear increase, their desire for more variety increases as well. Five prominent domestic brands were chosen for the analysis. The selection method included two factors: 1) the brands with the highest sales figures in the last five years 2) brands that were mentioned most frequently in fashion articles (i.e apparel news, fashion biz) from 2009 to 2011. the goal is to analyze each of the brands' different concepts of outerwear design so that the results from the analysis can be used to develop better more diverse products in the market and satisfy with the consumers' need. In the end we have to develop better technology and more diverse designs in order to meet the increase in consumers' need. They are interested in sportswear and functional clothing; we have to satisfy their need. for diverse selections in their outerwear and this is especially the case with consumers in their teens and twenties.

The Development about Fashion Trend Reflection in a Dmestic and foreign Silver Brand (국내$\cdot$외 실버 브랜드에서의 패션 트렌드 반영에 관한 연구)

  • Chung Sham-Ho
    • Journal of the Korean Society of Costume
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    • v.55 no.2 s.92
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    • pp.1-17
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    • 2005
  • The realistic plan to establish a silver market in the clothing industries has not taken concrete shape, although the interest in the establishment of a silver market targeting the aged as a new custom group Is gradually Increasing because the rapid development of science and medical technology in the 20th century has led to an extension of lift and improvement of living conditions. The specialized business which produces and sells the clothing for the elderly is of small number and most of the clothes for the elderly are manufactured and sold by the companies for women's clothing in which change the size or length of the original works rather than reflect the bodily features of the elderly. The findings indicated that domestic brands showed the coordinated concept of a suit of jacket and slacks or skirts while the clothes were formed with a variety of coordinations centering around single article in the U.S brands. But, there was no difference in the use of natural materials centering around cotton and silk etc. and in the use of embroidery, lace and decorative details between the two countries. The knit brands of knit suit style in Korea were formed with the items focused on pull over and cardigan twin set, while the U.S brands were mainly formed with the design of knit suit style. The domestic knit brands were mostly developed with complicated patterns and gorgeous colors, while most of the U.S. brands were presenting a single or two tone color suit style and evening one-piece dress with a simple and modern style. The sporty casual brands of sporty casual style in Korea had a variety of colors and patterns focused on function and comfort for diverse leisure activities and daily life, while the U.S brands were established to present a variety of styles with the items of single article because they had a separate brand for casual even though it was not a exclusive brand for the elderly This study has a meaning in the presentation of the design idea considering the bodily shape of the elderly compared to the ready-to-wear considering the size alone, by examining the characteristics of bodice according to the physical change of the elderly women, analyzing the design of madam brand and the style of the ready-to-wear, researching the general circumstances of the brand for the elderly women, and highlighting the necessity of the elderly clothing market.

Comparison of Changes Over Time between In and Outside the Regional Resident's Cognition for Image of Daegu City - Focused on Representative Image and Environmental Image - (대구광역시 도시이미지에 대한 지역 내외 주민 의식의 경시적 변화 비교 - 대표 이미지와 환경 이미지를 중심으로 -)

  • Eom, Boong-Hoon;Kim, Geum-Yong
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.3
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    • pp.12-21
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    • 2013
  • This paper deals with a comparative analysis of changes in cognition of city image of Daegu City, focusing on image of representative and environmental conditions. Two-questionnaire surveys were conducted to compare the change of image cognition between the last decades. Major results are: Firstly, the most frequent representative images of Daegu City were hot weather, Palgong Mountain, textile industry, etc. and representative places were Palgong Mountain, Dongsung-ro Street, E world(Woobang Land), etc. Compared to the results of year 2000, the frequency of apple, and textile industry were remarkably decreased. Secondly, mean scores of image rating for environmental conditions were comparatively high in human environment such as women, and kindness. By individual variables, accessibility to Daegu City, women, living environment such as shopping, showed higher mean scores. Generally, mean scores of 2011 survey were higher than that of 2000. Thirdly, major factors affecting city image were human environment, living environment, natural environment, and transportation environment, respectively. These results can be used as a basic data for strategies to improve higher brand image of Daegu City.

Brand Image and VMD Strategy of Sports Stores in Korea (2017년 이후 스포츠매장의 브랜드이미지와 VMD 전략)

  • Seo, Jung-Hwa;Kim, Hwa-Kyung;Kim, Jong-Jin;Youn, Myoung-Kil
    • Journal of Distribution Science
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    • v.15 no.11
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    • pp.83-93
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    • 2017
  • Purpose - The study aims to analyze the VMD(Visual Merchandising) perception factors in recent sporting goods store and clarify the effect of each VMD perception factors on brand image, satisfaction, and customer revisit intention. The VMD perception factors play an important role in attracting and actually inducing sales to the visiting customers. It has investigated the effect of VMD perception on customer satisfaction and revisit intention. It is expected that the company's marketing strategy with VMD will be differentiated and competitive in sports item stores, brand image enhancement, customer retention, and acquisition. Research design, data, and methodology - In order to verify the hypotheses of this study, a total of 380 questionnaires had been distributed. 360 respondents were used in the final analysis excluding 20 respondents' incomplete answers. The SPSS 18.0 program was used and the data analysis was conducted for the demographic characteristics and distribution behavior. Principal Components Analysis was used for the common factor extraction for validity analysis, and factor analysis was conducted to verify such as validity in brand image or brand attitude. As for Multiple regression analysis, was performed to verify and in the research model, and in and , the mediation was defined through the Sobel Test in order to verify the brand image mediating effects on VMD, store satisfaction, and revisit inquiry of sports store. Results - Qualitative research shows that VMD sub-variables such as aesthetic, fitness, and functional convenience influence store satisfaction and revisit intention. As a result of analyzing the mediating effect of the brand image, the more VMD is strengthened, the more brand image is improved and store satisfaction is also increased. Conclusions - VMD enhancement requires a VMD strategy aligned with the company's management policies and objectives, a visual directing and consistent concept that delivers a strong message to customers. The customer actual purchasing behavior is a combination of various factors such as sports item stores' interior design, display, advertisement promotion like POP(Point of Purchase), salespersons and their service quality, so that the VMD image and the brand image must be consistent and a unique strategic plan is required.

A Comparative Study on the Recall and Recognition with Sponsor and Non-sponsor in 2008 Beijing Olympic Games : focusing on the case of Korea and China (2008북경올림픽 스폰서 및 비(非)스폰서의 회상(recall)과 인식(recognition) 측정 비교 연구: 한국과 중국을 중심으로)

  • Ha, In-Joo
    • International Area Studies Review
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    • v.13 no.3
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    • pp.613-636
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    • 2009
  • This paper examines the performance of assessing sponsors and non-sponsors recall and recognition at the 2008 Beijing Olympic Games perceived by Korean and Chinese university students. Using a sample of 1,573 respondents, a survey was administered in Seoul and Beijing before and after Games to compare the recall and recognition that changed between two periods. The findings reveal that the effectiveness of the 2008 Beijing Olympic sponsorship has was lower than we expected. Results were founded that while Samsung(mobile), Coca-cola, McDonald's, and Visa achieved the desired sponsorship marketing effectiveness in Korea. On the other hand, non-sponsors of Nike, Dell, AIG, Samsung(computer) and Hyundai led to obtain the benefit and resulted in increasing consumer confusion as to who is a sponsor. In China, Samsung, Coca-cola, Lenovo, Volkswagen, Visa, and PICC achieved the desired sponsorship marketing effectiveness. On the other hand, Lining, Nokia, KFC, China Merchants Bank had some impact on the effectiveness of a rival brand from an official sponsor's product category. The paper concludes by considering some issues for sponsorship marketers.

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.