• Title/Summary/Keyword: 키즈마케팅

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월간닭고기

  • 한국계육협회
    • Monthly Korean Chicken
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    • v.5 no.10 s.52
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    • pp.2-7
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    • 1999
  • `99한국 국제축산박람회(KISTOCK `99)개최 - 농림부, ‘도축장 HACCP실행 매뉴얼’ 배포- 닭고기 수출은 각종 규제 완화 ${\cdot}$ 개선돼야 - 농림부, 농산물 유통마진표시제 내년 도입 - 육계 점등 프로그램 - 중국산 가금육 수입위생조건 강화될 듯 - 세계 육계산업 주도권 동양으로 이동 - 미국, 육계생산 타축종보다 수지 높아 - 필리핀, 냉동닭고기 면세 수입 중단 발표 - 외식업체 키즈마케팅 본격화

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The Effect of Kids Fashion Brand Personality on Brand Loyalty -Exploring the Moderating Effect according to the Child's Gender- (키즈 패션 브랜드 개성이 브랜드 충성도에 미치는 영향 -자녀의 성별에 따른 조절효과를 탐색하며-)

  • Yang, Su-Jin;Lee, Hyun-Ah
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.455-465
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    • 2021
  • The current study investigated multiple dimensions of brand personality for kids' fashion brands according to the brand personality scale of Aaker (1997) through an online survey of 500 women in their 20s to 40s raising children. The extracted brand personality factors, such as sincerity, competence, and excitement, showed positive and direct effects on brand loyalty. However, while sincerity and excitement turned out to have indirect effects mediated by brand identification on brand loyalty, competence did not have significant indirect effect. However, as a result of examining the moderated mediating effect according to the child's gender on the brand personality's mediating effect, in case of daughters, the effect of competence was strengthened, whereas the effects of sincerity and excitement were turned out to be increased in case of sons.

Customer Attraction Effects of Restaurant Promotion for Kids (외식업체의 어린이 대상 판매촉진 유형별 고객유인효과 분석)

  • Yoon, Su-On;Shin, Seo-Young;Yang, Il-Sun
    • Journal of the Korean Home Economics Association
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    • v.46 no.10
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    • pp.107-117
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    • 2008
  • The purpose of this study was to analyze customer attraction effects of restaurant promotion for kids. The questionnaires were distributed to 300 parents who have children under 12 years old and a total of 269 questionnaires were collected and used in analysis(usage rate 90.0%). The data was analyzed using SPSS 12.0 for descriptive analysis and paired t-test. The major results were as follows; First, customers mainly got information on coupon from mail. In case of premium and membership, the information was obtained when customers were visiting restaurants. Second, among the types of promotion for kids, coupon was mostly preferred by customers. 'Discount coupon' for the coupon, 'free gift' for the premium and 'pay-back' program for the membership were more preferable than other types of kids promotion. Third, A 'discount coupon' was more effective than 'free coupon'(p<.0l) in term of customer inducement. In case of premium, 'free gift' was more effective than 'lottery'(p<.05) and in case of membership, the customer attraction effect was not significantly different according to the types of membership. In case of coupon and membership, it was more effective in family restaurant than fastfood restaurant(p<.05), but the effect of premium was not significantly different in family vs fastfood restaurant. The results of the study revealed that 'coupon' was the most preferred type of promotion for kids and specifically customers preferred 'discount coupon', 'free gift' and 'pay-back program'.

2004년 2분기 디지털콘텐츠 대상

  • Sin, Jong-Hun
    • Digital Contents
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    • no.8 s.135
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    • pp.37-42
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    • 2004
  • 정보통신부가 주최하고 한국소프트웨어진흥원과 한국데이터베이스진흥센터가 공동으로 주관하는 2004년 디지털콘텐츠 대상 2분기 시상식이 지난달 15일 정보통신부 14층 대회의실에서 개최됐다. 김창곤 정통부 차관, 최준영 정통부 정보통신정책국장, 고현진 한국소프트웨어진흥원장, 원영희 한국데이터베이스진흥센터 전무 등이 참석한 가운데 진행된 이번 시상식에서는 디지털영상, 온라인게임, 교육용콘텐츠, 모바일콘텐츠, 차세대콘텐츠 등 5개 부문에서 각 1개의 작품이 수상의 영예를 안았다. 이번 2분기 디지털콘텐츠 대상 수상작들은 국내 및 해외시장 출시를 앞두고 있는 성공가능성 높은 작품들로 선정됐다. 디지털영상 부문에서는 시네픽스의 두 번째 작품‘아쿠아키즈’가 수상했고, 온라인게임 부문에서는 씨알스페이스의‘디오’가, 교육용콘텐츠 부문에서는 이니엄의‘짱구교실’이 각각 선정됐다. 모바일콘텐츠 부문에서는 그래텍의‘이카리아2’가 선정됐고, 차세대콘텐츠 부문에서는 포인트아이의‘M-Navi’가 선정됐다. 이번디지털콘텐츠 대상 수상업체들은 향후 정통부의 해외 진출과 마케팅을 위한 각종 활동에 우선적으로 참가하는 혜택을 누릴 수 있으며, 연말에 열리는‘디지털콘텐츠페어 2004’전시회에 참가하고, 대통령상 후보에 오르는 자격을 얻게 된다.

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Analysis of Marketing Strategy in Domestic Online Luxury Fashion Platform (국내 온라인 명품 패션 플랫폼 마케팅전략 분석)

  • Min Gyung Lee;Hyeon Ju Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.361-372
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    • 2023
  • In this study, three luxury fashion start-up platforms, Balaan, Trenbe, and Must-it, were selected as research subjects. The purpose of this study is to compare and analyze the marketing mix strategies of each of the three online sites. The results of our study are as follows. First of all, the product strategies of the three luxury platform companies are characterized by the composition of products from high-end brands to SPA brands, and product composition such as kids, home living, Used goods and art in addition to women's and men's wear. In addition, the pricing strategies of luxury platforms show price differences depending on the luxury platform even for the same product. It is shown as a structure that directly determines margin. Therefore, in order to secure an edge in price competitiveness, each platform provided discount coupons and savings that are not available in offline stores such as department stores, providing opportunities to purchase luxury goods at a lower price than offline stores.Lastly, the sales promotion strategies of the three luxury platform companies was used include price discount promotions such as price discounts, discount coupons, and regular sales, and value-added sales such as membership registration/review points, events, product information, delivery services, social contribution activities, and SNS utilization.

Formulating Strategies from Consumer Opinion Analysis on AI Kids Phone using Text Mining (AI 키즈폰의 소비자리뷰 분석을 통한 제품개선 전략에 대한 연구)

  • Kim, Dohun;Cha, Kyungjin
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.71-89
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    • 2019
  • In order to come up with satisfying product and improvement, firms use traditional marketing research methods to obtain consumers' opinions and further try to reflect them. Recently, gathering data from consumer communication platforms like internet and SNS has become popular methods. Meanwhile, with the development of information technology, mobile companies are launching new digital products for children to protect them from harmful content and provide them with necessary functions and information. Among these digital products, Kids Phone, which is a wearable device with safe functions that enable parents to learn childern's location. Kids phone is relatively cheaper and simpler than smartphone but it is noted that there are several problems such as some useless functions and frequent breakdowns. This study analyzes the reviews of Kids phones from domestic mobile companies, identifies the characteristics, strengths and weaknesses of the products, proposes improvement methods strategies for devices and services through SNS consumer analysis. In order to do that customer review data from online shopping malls was gathered and was further analyzed through text mining methods such as TF/IDF, Sentiment Analysis, and network analysis. Customer review data was gathered through crawling Online shopping Mall and Naver Blog/$Caf\acute{e}$. Data analysis and visualization was done using 'R', 'Textom', and 'Python'. Such analysis allowed us to figure out main issues and recent trends regarding kids phones and to suggest possible service improvement strategies based on sentiment analysis.