• Title/Summary/Keyword: Advertising content

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The Effect and Impact of Multi-Platform Native Advertising Content

  • Yang, HuiYeon;Lim, Chan;Kim, Chang Jo
    • International Journal of Advanced Culture Technology
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    • v.7 no.1
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    • pp.77-83
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    • 2019
  • Recently, as social media users have grown, the resulting form of advertising has emerged, and one of the types is native advertising. This advertising method appears to be 52% higher than the banner, according to a study by the IPG Media Lab (2013). Therefore, there is a positive effect on native advertising, but it is necessary to maximize the effect. In this paper, the acceptor's attitude to the native advertisement and the shared intention are verified as to how the effect of the native advertisement can be understood and the maximized effect can be obtained. When the brand phrase was in the form of direct exposure, the subjects were positive about the advertisement and the brand attitude was favorable. Share intentions were also high. These results included suggestions to produce native advertisements in consideration of the attitudes and sharing of the recipients.

The Effect of Depth Perception and Animation in Virtual Reality OOH Ad on Users' Cognitive Responses (가상현실 옥외광고의 깊이감과 애니메이션 효과가 사용자의 인지적 반응에 미치는 영향)

  • Min-Woo Cho;Donghun Chung
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.117-133
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    • 2024
  • This research analyzes users' cognitive responses to Out-Of-Home advertising content based in virtual environments. Specifically, it distinguishes the depth of advertisements as 2D or 3D and categorizes animation effects of light as a representation of virtuality into 'none', 'blinking', and 'flowing'. For this purpose, virtual reality content was developed, and after experiencing the content while wearing HMD, users' cognitive responses were investigated. Involving 60 participants, the study found that the interaction effects between depth perception and animation effects were not statistically significant, nor was the primary effect of depth perception. However, the main effect of animation showed statistically significant differences in users' attention, vividness, perceived intrusiveness, avoidance tendency, and flow. This study presents design elements that can be utilized in the production of virtual environment-based Out-Of-Home advertising and experimentally demonstrates that animation effects can serve as an effective means of emphasis in virtual environment advertising. These findings provide important insights for the creation and strategic planning of advertisements in virtual environments.

The Social Image of the Children in the Dong-A Ilbo Advertising : 1960s to 1990s (신문광고 내 아동의 사회적 이미지 : 1960년대부터 1990년대까지 동아일보 광고 분석)

  • Kim, Hye Gum
    • Korean Journal of Childcare and Education
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    • v.8 no.3
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    • pp.25-51
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    • 2012
  • This study analyzed the social image of children from the 1960s to 1990s in the Dong-A Ilbo advertising. The 7,760 representative ad samples were used for the purpose of this study. The findings were as follows: 1) The number of advertising related to children was similar in the 1960s and 1970s and it dramatically increased in the 1990s. 2) Drug advertising was the most frequent from the 1960s until the 1980s. The advertising of english instruction for young children emerged in the 1990s. 3) Young children, especially boys were mostly the model in advertising from the 1960s to the 1990s. 4) Advertising content focused on the role of the mother in early childhood education.

DOOH media; Suggestion of using transmedia storytelling approach (옥외광고, 매체로서의 외연 확장을 위한 트랜스미디어 스토리텔링 전략 활용)

  • Kim, Yoon Jung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.81-90
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    • 2024
  • The purpose of this study is to examine the possibility of combining DOOH advertising, which has fully met the functional requirements of a standalone digital medium, with transmedia storytelling as a expansion of a new advertising area. This researcher examined the concept of transmedia storytelling used in various fields and its application cases in dramas, movies, and webtoons, and analyzed examples of transmedia storytelling approaches in the field of advertising. As a result of the analysis, it was analyzed that although OOH advertising has brought many changes in the way of content implementation with the advent of digital signage, DOOH advertising needs to be approached in a more diverse way in a situation where the boundaries that were considered to be the unique domain of each content are blurring. In particular, it has been analyzed that it can not only fulfill its role as an independent medium but also expand the scope of DOOH advertising by combining it with transmedia storytelling enthusiasts. These results suggest the need to incorporate DOOH advertising with transmedia storytelling strategies.

A study about the teaser advertising effect on a digital signage in a convenience store for viewing the original content : focusing on BGF Networks' Barter advertisement (편의점 내 디지털 사이니지 티저(Teaser) 광고가 오리지널 콘텐츠 시청에 미치는 영향 연구: BGF 네트웍스의 바터(Barter)광고를 중심으로)

  • Kim, Youn-Sung;Kim, Tae-Yang
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.233-244
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    • 2020
  • We are exposed to video content and numerous information from digital signage such as convenience stores, coffee shops, restaurants, and elevators on buses and subways 365 days. However, so far, studies have focused solely on the technical effectiveness of digital signage or the consumer experience aspect of digital signage, and little has been done on the impact of teaser advertising on the intent of viewing. Through this study, we hope that the digital signage of convenience stores will develop into a differentiated digital signage area that provides diverse video content experiences to consumers and viewers and allows them to communicate, suggesting a direction as a research that shows that digital content (video) is now recognized as a product in an environment where demand for non-face-to-face and digital content is gradually increasing in 2020 after the global COVID 19.

Design of Hot-spot generator for inserting content-based interactive advertising on DMB broadcasting

  • Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.11 no.12
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    • pp.1765-1774
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    • 2008
  • Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.

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Measuring Consumer Empathic Response to Advertising Drama (소비자 공감반응 척도 개발: 이야기 광고를 중심으로)

  • Soh, Hyeonjin
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.133-142
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    • 2014
  • The purpose of the present study is to develop and validate the scale measuring consumer empathic response to advertising drama. Through a series of consumer surveys and factor analyses, the Consumer Empathic Response to Advertising Scale (the CERA scale) containing 11-Likert format items was developed. The CERA scale consists of three factors which are empathic understanding, identification, and vicarious emotional response. The CERA scale improves the content validity of the existing consumer empathy scales by including identification factor which has been ignored.

A study on Sensationalism of Advertisements on Online News Sites: Based on the Internet and Mobile Applications (온라인 뉴스사이트의 광고 선정성 연구: 인터넷과 모바일앱을 중심으로)

  • Lee, Hee-Bok;Shin, Myoung-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.469-478
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    • 2015
  • With several problems being pointed out with the rapid growth of online advertising markets, false, exaggerated or sensational advertisements are increasing. Particularly, the sensational appeal of online advertising is placed in the blind spot of deliberation on advertisements with any social consensus on the deliberation on online advertisements not made yet. According to these reasons, regulation and maintenance of the deliberation system are required for online advertising. In this study, content analyses on visual and verbal sensationalism in 2,009 advertisements were carried out based on 32 national online news services. According to the analyses, obscene advertisements on online news services are more than serious. In this study, based on the analyses, need for deliberation and regulation on online advertising is raised and direction of the deliberation on desired advertising is explored. In the future, effective advertising deliberate models need to be constructed through gathering opinions of the various members of the online advertising industry, such as advertisers, advertising agencies, media representatives, and publishers, etc.

The Context Effect of Web Contents and Advertising (웹사이트 콘텐츠와 광고의 맥락효과 검증)

  • Shin, Jong-Kuk
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.363-375
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    • 2009
  • This study is to verify effects of banner advertising by context effect in web contents. For this, it analyzed the effects of banner advertising by association of internet article's contents, emotion, difficulty of article and the level of involvement. According to the result of experimental design, banner advertising effects by context effects of web contents were high in the following cases; in the case when the contents were highly associated with banner advertising; in the case when the positive emotions were formed by the internet article; in the case when the difficultly of article was low; and in the case when consumer's involvement was high. And also, when the contents were highly associated with the advertising, the content effects of web contents were high even in the case when the negative emotions were formed; in the case when the difficulty of article was high; and consumer's involvement was low.

A Review about the Penal Provision relating False and Exaggerated Advertising.Indication of the Special Law - Centering on the area of Health.Medical.Biotechnology - (특별법상 허위.과장광고 및 표시에 관한 형사처벌 조항에 대한 검토 -보건의료 및 생명공학분야를 중심으로-)

  • Shim, Young Joo
    • The Korean Society of Law and Medicine
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    • v.15 no.1
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    • pp.165-181
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    • 2014
  • Advertisements and labels provided by businesses are highly likely to contain false or exaggerated content because of the business's purposes. In these cases, it is difficult to deliver proper information to consumers, and regulation is necessary to some extent. In particular, information delivery is more important in the health medical and biotechnology areas than any other because of their specialized characteristics. The Fair Labeling and Advertising Act regulates ordinary content for labels and advertisements, while individual laws stipulate regulations for false or exaggerated advertisements and labels. Criminal law might apply in fraud cases depending on their characteristics. Therefore, consistency is needed among criminal fraud laws and regulations, the Act on Fair Labeling and Advertising, and legal punishment. However, a review of all these laws found that there is no such consistency. Accordingly, this paper asserts the need for improvement in this area.

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