• Title/Summary/Keyword: 콘텐츠마케팅

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변화하는 학습환경 ‘e러닝 우리가 책임진다’

  • O, Suk-Hyeon
    • Digital Contents
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    • no.3 s.142
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    • pp.108-111
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    • 2005
  • OnExpo는 2,000여개에 이르는 국내 디지털콘텐츠 기업 정보를 온라인상에 연중무휴로 상시 제공하며, 전시 기업들의 국내외 홍보와 마케팅을 지원하는 국내 최대 규모의 디지털콘텐츠 가상 전시장이다. 특히 OnExpo는 3월 새 학기를 맞아, 국내 e러닝 온라인 콘텐츠와 솔루션을 한자리에서 소개하는‘2005 e러닝 OnExpo’를 개최한다.이에 디지털콘텐츠 사이버전시장 OnExpo(www.onexpo.or.kr) 입점을 소개하는‘OnExpo Hot & Cool’을 연재한다. 그 첫 번째로, ‘2005 e러닝 OnExpo’참가 기업 중 업계에서 두각을 나타내고 있는 기업을 탐방해,e러닝 시장의 현황과 사업전략 그리고 앞으로의 계획에 대해 들어봤다.

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변화하는 학습환경 ‘e러닝 우리가 책임진다’

  • O, Suk-Hyeon
    • Digital Contents
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    • no.4 s.143
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    • pp.102-106
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    • 2005
  • OnExpo는 2,000여개에 이르는 국내 디지털콘텐츠 기업 정보를 온라인상에 연중무휴로 상시 제공하며,전시 기업들의 국내외 홍보와 마케팅을 지원하는 국내 최대 규모의 디지털콘텐츠 가상 전시장이다. 특히 OnExpo는 3월 새 학기를 맞아, 국내 e러닝 온라인 콘텐츠와 솔루션을 한자리에서 소개하는‘2005 e러닝 OnExpo’를 개최했다. 이에 디지털콘텐츠 사이버전시장 OnExpo(www.onexpo.or.kr) 입점을 소개하는‘OnExpo Hot & Cool’을 연재한다. ‘2005 e러닝 OnExpo’참가 기업 중 업계에서 두각을 나타내고 있는 기업을 탐방해, e러닝 시장의 현황과 사업전략 그리고 앞으로의 계획에 대해 들어봤다.

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Prospects and Challenges of Mobile Video Contents such as Mobisodes which are focused on Past American Mobisodes and Mobile Ad Marketing (모비소드(Mobisode)의 사례연구를 통한 모바일 영상 콘텐츠의 전망과 과제 - 미국 모바일 영상 콘텐츠와 모바일 광고를 중심으로)

  • Chung, Moonsik
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.91-92
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    • 2013
  • 모바일 기기인 스마트폰, 태블릿 PC의 대중화를 통해 영화, TV, 컴퓨터와 더불어 제4의 스크린이라 불리는 모바일 영상 콘텐츠 혹은 모비소드(Mobisode)는 영상물 시청에 있어서 때와 장소를 가리지 않는 편리함으로 인해 시청자들에 대한 파급력이 확대되고 있으며 이로 인한 모바일 광고와 마케팅의 수단으로서의 활용가치가 크게 주목되고 있다.

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A Study on the Mediating Effect of FLOW between Marketing Stimulation and Impulsive Buying Behavior : The Moderating Role of Self Behavior Control and Sensation Seeking Tendency (마케팅자극과 충동구매행동 간의 관계에서 플로우의 매개효과에 관한 연구: 자기행동통제와 감각추구성향의 조절효과)

  • Oh, Jong-Chul;Kwon, Hong-Kyu;Hong, Sang-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.1
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    • pp.278-286
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    • 2010
  • Until now, most of the studies about the impulse buying have focused mainly on the product of off-line shop, while there have relatively been very few studies about the product in internet shopping mall. The goal of this study was to understand Impulse Buying Behavior(IBB) for digital contents in the internet. Data has been collected from 278 respondents. The questionnaire method was adopted to collect the data for this study. The research was conducted by using SPSS 12.0 and AMOS 5.0. It was found that as follows: First, marketing stimulation factors, such as price, product, promotion was related positively to FLOW. Second, marketing stimulation factors was related partly positively to IBB. Third, FLOW has mediating effects in the relations between marketing stimulation factors and IBB. Finally, Self-Behavior Control and Sensation Seeking Tendancy has moderating effect in the IBB process. Thus, It also provides a core strategic Implication with Digital Contents Marketers.

Media Mix for Webtoon Character Marketing : Focusing on (미디어믹스를 활용한 웹툰 캐릭터 마케팅 : <하마탱의 일편단심 하여가>를 중심으로)

  • Choi, In-Soo;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.19
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    • pp.145-159
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    • 2010
  • Similar to the other cultural contents, the character industry is based on the media which acts as the technological background. In fact, the character industry is the process of that a created character accesses to the consumers via media, builds its value and becomes licensed as a brand in the market. Therefore, it is crucial to select the most effective media for the consistence of a character in the market, as well as for construction of a higher brand quality of the character. Today, "Webtoon" might be considered as one of the marketing means which utilizes the Internet media for raising the character as a brand. Webtoon has apparent strength because it can be produced in shorter period and with less expense than through other media. Furthermore, Webtoon can be simply featured by the easiness of two-way communication and transference to another media through it. For these reasons, and according to the result of analyzing some Korean Webtoons, it seems obvious that the most effective media in character marketing is the Internet. In addition to the Internet, the strategic development in the media-mix is also important for establishing a brand of a character. However, the effective media-mix is available only when the character's external identity meets with the trait of its media. For the purpose of learning how the media-mix works when a character reaches for the consumers, a character "Hamataeng" was born and used in the experiment. This study will explain the marketing process through the use of own-created Webtoon and other contents, and suggest the ways to build a brand of a character. In addition, it is also indicated that a media-mixing strategy for transformation and expansion of the character to other media.

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Broad-games development and application using regional cultural contents (지역문화콘텐츠를 활용한 도시마케팅 보드게임 제작 및 활용)

  • Lee, Jung-Jun;Lim, Young-Hwan
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.531-539
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    • 2011
  • A board-game is the genre which is the oldest among various game genres. Reflecting the issues, aspects & trend of the era, It contains social & cultural sources. For family activity, socializing & human networking, It is regarded such a good alternative leisure replacing on-line video game causing negative infection. In this research, for city marketing usage, we develop a specifically designed board-game with the source of historical people, must-see sights & local products. Also educational & commercial purposes are seriously considered.

A study on Promotional App Development Using an Interactive Movie (인터랙티브 영상을 이용한 프로모션 앱 제작 연구)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.429-437
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    • 2014
  • Product promotion App is developed using an interactive video in order to overcome the existing ATL marketing limitations and to respond to target age groups and lifestyle changes. The product promotion App which is positioned as a smart care center by analyzing customer needs with the Customer Journey Map, is comprised of 3 categories such as interest, information and management reflecting media characteristics of smart mobile contents. It intends to induce viral promotions with comical and interactive alopecia simulator directly described by a specialist doctor which ensures reliability of products. In addition, it is made for customers to continuously manage the alopecia through management tools, and company can expect an effect of being used as a core tool for marketing activities by offering promotional information along with product feedbacks.

Impact of Internal Marketing on Job Satisfaction, Job Commitment, Organizational Commitment, and Customer Orientation in Hospital Employees (병원의 내부마케팅이 직무만족, 직무몰입, 조직몰입 및 고객지향성에 미치는 영향)

  • Choi, Hyun-Jung;Yang, Jong-Hyun;Chang, Dong-Min
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.783-797
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    • 2014
  • The purpose of this study is to analyze impact of internal marketing on job satisfaction, job commitment, organizational commitment, and customer orientation in rapidly changing health care environment. The data were collected from 635 employee of 3 hospitals using a standardized questionnaires in Busan and Gyeongnam province. The results were as follows. All internal marketing factors had a direct impact on job satisfaction, job commitment, management support, empowerment, reward systems but affected the indirect through the job satisfaction all factors of internal marketing. Based on the results of this study members of the hospital in order to improve customer orientation, job satisfaction, job commitment create a pleasant working environment, give an appropriate decision-making and compensation for work performance. Compensation for work performance and organizational development suggestions should be considered by executive support.

A Study on life satisfaction and psychological well-being of the customer in the food service industry for internet marketing (인터넷 마케팅을 위한 외식업체 이용고객의 생활만족과 심리적 웰빙에 관한 연구)

  • Kwon, Kum-Tack;Jang, Byeong-Ju
    • Management & Information Systems Review
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    • v.31 no.3
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    • pp.1-19
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    • 2012
  • This study is the research about the internet marketing strategy and the impact factors of psychological well-being of customers of restaurants. For the purpose of study, firstly, the paper was carried out in order to verify the cause and effect relationships of life satisfaction and psychological well-being of the customers in the food service industry. The customers of restaurants in Busan are the objectives for which the survey for empirical analysis was conducted. The result of the testing of hypothesis showed that life satisfaction will have positive influences on psychological well-being, it reveals that life satisfaction has positive influences on three factors of psychological well-being such as personal growth, self acceptance, independence. However, factor of autonomy is rejected. Secondly, the results of the study suggest the importance of introducing variegated internet marketing programs and deciding the appropriate information contents for the customer to activate the use of hands on restaurants. Internet information contents on customer satisfaction and customer loyalty to have a good understanding of the attitude will improve of life satisfaction and psychological well-being of the customers. Strategic information contents of internet marketing for customers of the restaurants must be consider "CRM(customer relationship management)".

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The Influence of the Marketing Success of the Musical in the Chinese Musical Industry (뮤지컬 <디에>의 마케팅 성공이 중국 뮤지컬 발전에 끼친 영향)

  • Huang, Biao;Han, Kyung-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.383-393
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    • 2021
  • This paper analyzed the marketing success factors of the Chinese musical , which entered the world musical market for the first time in the history of Chinese musicals, and investigated the positive effects of the success of on the development of Chinese musicals. First, five important elements of musical marketing were determined as the analysis criteria and through this, we were able to derive that the marketing promotion was achieved by establishing a systematic strategy in the techniques of 'positioning', 'ticket promotion', 'PR strategy', 'producer', 'OSMU' as the success factors of the musical . The case of in Chinese musicals can be regarded as the first successful case by professional marketing. Due to the results of these achievements, the Chinese government and local musical support systems were established, and in recent years, Chinese musicals have been qualitative. It has been confirmed that Chinese musicals are growing rapidly in recent years in terms of quality and industry. It is expected that more academic studies related to Chinese musicals will be conducted through this study, and it is the purpose of this study to be used as a material that can contribute to the creation of Chinese musical with evenly high workability and productability in the future.