• Title/Summary/Keyword: Advertising model

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A Study on Activating Blue Tourism by Value Chain Model (가치사슬 모형을 이용한 자원별 어촌관광 활성화 방안에 관한 연구)

  • 김진백
    • The Journal of Fisheries Business Administration
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    • v.34 no.1
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    • pp.87-115
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    • 2003
  • Korean fisheries societies have had many difficulties for economic, social, and living circumstances. The government has tried many projects to improve these circumstances. But the results of the projects did not come up to his expectation. Recently, blue tourism is emerging as an alternative for improving these circumstances. So we applied a tourism value chain model for identifying what value activities and resources needed. According to the tourism value chain model, it was identified that there were six different value activities, i. e. advertising, reserving, moving, experiencing, returning, and after services of blue tourism. To identify which of the resources are sufficient or not in Korean blue tourism, we compared the required resources with actual ones. It was identified that Korean fisheries societies have so sufficient H/W related resources, but not IT related S/W resources, humanware-based resources, some industrial H/W resources and sociocultural resources. Therefore, Korean blue tourism will be activated, we have to concentrate our efforts on supplementing some scant blue tourism resources, i.e. S/W and humanware related resources and developing a variety of tourism programs to H/W resources. Generally, sustainable tourism needs all of S/W, H/W, and humanware resources. So we suggest several policies for the aspects of S/W, H/W, and humanware resources to activate blue tourism. But before carrying these policies out, they should be tested by field studies. And tourism motivations will be also studied because effective tourism marketing is impossible without an understanding of consumers' motivations.

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A Study on Energy Platform Using Data in the US: Based on Opening Platform Model

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.41-50
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    • 2021
  • The purpose of this study is to analyze various energy platforms using data in the US and to suggest directions and implications. Some of the leading energy platforms are selected and analyzed based on the opening platform model. We focus on the case analysis of the US utility companies. In case of the horizontal open platform, Green Button sponsor's 'Connect My Data (CMD)' driven by the government invites the utility companies to jointly develop the sponsor's data solution. In case of the vertical open platform, the certification program 'Share My Data (SMD)' allows backward compatibility, because the technical improvement is minimal. The utility companies benchmark Amazon's three-sided market mediation and prefer platform and category exclusivity. For the former, they have data analytics companies like Enervee, Opower and for the latter, they have electronics manufactures and energy service providers (ESPs) like Distributed Energy Resources (DERs). Based on this US case study, we suggest the energy platforms to open their platform for renewable energy supply, energy conservation, high-efficiency products, and residential DER dissemination. To successfully implement the government's energy transition policy, the US platforms should be benchmarked as a business model. Especially, it is needed for them to coordinate a platform ecosystem. To ensure trust in the products and services offered on the marketplace platform, platform's certification program is helpful.

Celebrity Endorser and Purchase Intention: The Mediating Role of Resonance-Based Self-Attitude and Brand Credibility

  • GUNAWAN, Stephanie Angelina;HERMAWAN, Asep;WIDJAJA, Anton Wachidin;BERNARTO, Innocentius
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.7
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    • pp.603-611
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    • 2021
  • This study aims to analyze the mediating influences of resonance-based self-attitude and brand credibility in a relationship between celebrity endorser credibility and celebrity endorser congruity toward brand purchase intention in the current dynamic business environment. It employs a quantitative research method and reports on a survey, using a questionnaire, including the population of consumers of various instant coffee brands in several cities in Indonesia. The number of respondents in this study was 432 people. The analysis was performed using Partial Least Square Structural Equation Modeling and SmartPLS software. The analysis consisted of descriptive statistics, evaluation of the measurement model, evaluation of the structural model, and hypothesis testing. The results partially support the model developed. The findings suggest that the instant coffee product advertising in Indonesia needs to create brand messages focusing on the formation of resonance-based self-attitude from consumers to increase the influence of celebrity endorser credibility and celebrity endorser congruity, as well as the brand credibility towards the brand purchase intention. This study contributes to the marketing literature and the theory of planned behavior by providing empirical evidence on the relationship between celebrity endorser credibility, celebrity endorser congruity, resonance-based self-attitude, brand credibility, and brand purchase intention.

Does Brand Love Precede Brand Loyalty? Empirical Evidence from Saudi Airline Customers in Strategic Alliance Setting

  • SOOMRO, Yasir Ali;BHUTTO, Muhammad Yaseen;ERTZ, Myriam;SHAIKH, Ahsan-ul-Haq;BAESHEN, Yasser;Al BATATI, Bader
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.6
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    • pp.81-93
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    • 2022
  • This research aims to construct a model that combines brand love, brand loyalty, brand image, customer satisfaction, and service quality into a single model, with brand loyalty coming foremost, and test its predictive power in building brand love. Moreover, mediating effect of customer satisfaction and brand image on service quality and brand loyalty affecting brand love was checked. The study adopted an alliance context using an existing SERVQUAL model, a bi-dimensional aspect of brand loyalty and parasocial love relationship theory, to identify brand love as a construct or outcome in the consumer-brand relationship. Using a quantitative approach, survey questionnaires were distributed by unrestricted random sampling among 507 Saudia Airlines customers. Data were analyzed using structural equation modeling with SmartPLS 3.0. The results revealed significant relationships between four variables except for the brand image. It was found that brand image had no mediating effect on the relationship between service quality and customer loyalty. The outcome of this study highlights the importance of airline alliances for service quality, which leads to positive customer satisfaction, brand image, and customer loyalty. A unique contribution of the study is that it revealed that brand loyalty is also an antecedent of brand love.

Analytical Study on the Correlation between the Functionality of Virtual Idols and Fan Satisfaction under the Chinese Market

  • Hou, ZhengDong;Kim, KiHong;Ren, YuShi
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.28-38
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    • 2022
  • Virtual idols have aroused wide attention as a novel product of the idol industry in the digital era over the past few years. The population of China determines that virtual idols have a huge fan market. As a digital cultural product closely connected with fans, virtual idols are im-portant to gain insights into the correlation between fan satisfaction and virtual idol functions. In accordance with the KANO demand model, this study first classifies and explains the specific functions of virtual idols into four quadrants, including attractive, must-be, 1D (One-Dimensional), and indifferent. Subsequently, the satisfaction of fans of virtual idols with specific functions in each quadrant are analyzed using a questionnaire. This study suggests that virtual idols have one at-tractive quality, three 1D quality, two must-be quality, and five indifferent quality functional elements. This study qualitatively analyzes the functional elements of virtual idols through fan satisfaction based on the KANO model, which provides valuable help for future research in the field of virtual idols and producers in this field.

Predicting the Application of Huawei Augmented Reality on Media Façade: Using the TAM Model

  • Chen, Yan;Liu, Shanshan;Lee, Jong Yoon
    • International Journal of Contents
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    • v.18 no.2
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    • pp.32-46
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    • 2022
  • In recent years, large-scale and high-density use of LED on facades has exposed some disadvantages, such as light pollution, high energy consumption, unsustainability, and poor interactivity. Because of the development of smartphones and augmented reality (AR), AR has emerged as a new technology available to users to interact with the media façade. As an augmented reality app for public space, the AR map app can superimpose virtual images on the surface of a building to form an AR media façade, which can be applied in the fields of navigation, advertising, interactive public art, smart retail, etc. This study establishes the variables influencing usage intention and the consequent outcomes of Huawei AR map app and uses the technology acceptance model (TAM) to discuss their relationship. Results show that consumer innovativeness, information quality, and design quality have a strong influence on perceived ease of use. Information quality has a positive impact on perceived usefulness, but design quality has a weak influence. Also, the design quality of Huawei AR map app and consumer innovativeness have a higher effect on perceived enjoyment than information quality. Users' usage attitude and perceived usefulness when using Huawei AR map app are key factors determining their usage intention. This study inspires city planners, architects, developers, and designers of AR apps that augmented reality can partly replace media façade, and that investment in augmented reality will achieve significant sustainable economic and social benefits.

Web 3.0 Business Model Canvas of Metaverse Gaming Platform, The Sandbox

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.119-129
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    • 2024
  • We look at Web 3.0 business model canvas (BMC) of metaverse gaming platform, The Sandbox (TS). As results, the decentralized, blockchain-based platform, TS benefits its creators and players by providing true ownership, tradability of decentralized assets, and interoperability. First, in terms of the governance and ownership, The SAND functions a governance token allowing holders to participate in decision and SAND owners can vote themselves or delegate voting rights to other players of their choice. Second, in terms of decentralized assets and activities, TS offers three products as assets like Vox Edit as a 3D tool for voxel ASSETS, Marketplace as NFT market, and Game Maker as a visual scripting toolbox. The ASSETS made in Vox Edit, sold on the Marketplace, can be also utilized with Game Maker. Third, in terms of the network technology, in-game items are no longer be confined to a narrow ecosystem. The ASSETS on the InterPlanetary File System (IPFS) are not changed without the owner's permission. LAND and SAND are supported on Polygon, so that users interact with their tokens in a single place. Last, in terms of the token economics, users can acquire in-game assets, upload these assets to the marketplace, use for paying transaction fees, and use these as governance token for supporting the foundation.

Web3.0 Metaverse Business Model Innovation of Sports Media

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.64-76
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    • 2024
  • We study three sports media start-ups that seek to promote business model innovation (BMI) in which Web 3.0 and metaverse are converged. In results, LM starts from an innovative digital space platform offering a unique combination of virtual real estate, games, and non-fungible tokens (NFTs) which come with real-world earning potential. It creates value by integrating virtual real estate, training academies, blockchain games, and meta shops to offer a unique experience, capture value by offering monetization tools for buying and trading limited edition NFTs of favorite influencers from various sports leagues, offering access to premier real-world events and VIP game contests, and delivers value by building community to play games with favorite athletes or teams including trivia games, allowing fans to engage with their favorite athletes in a unique exclusive way. SL starts from the customizable digital identities especially for young sports fans like generation (gen) Z to play, hang out, and express themselves with their own avatars. SI starts from a leading Web3.0 metaverse innovator creating NFTs with the greatest athletes of all time, allowing athletes and creators to set up a profile and mint NFTs directly onto the blockchain. It tries to have the partnerships with great athletes revolutionizing the sports media industry to connect sports heroes and their super fans through an immersive, artistic, inspirational NFTs and unlockable content creating a sticky community between them.

Business Model Types of Web3.0 Social Token Shaped by Tokenomics

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.156-169
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    • 2024
  • We look at three use cases by business model types of Web3.0 social tokens shaped by 'token eonomics (tokenomics).' As the platform token, 'Roll' mints unique tokens to creators' reputation and allows them to own the value they create. Creators incentivize their followers contributing to the community. Tokens issued on Roll have a fixed supply with 20% minted for creators and 80% distributed across three years. With 'Roll Memberships,' followers gain benefits across token-gated platforms and protocols while getting something in return from the creator. 'Roll Staking' allows creators to integrate their community into crypto-specific products like trading markets, enhancing the features being possible in a creator's community. As the community token, 'Whale' creates WHALE token backed by non-fungible tokens (NFTs), so that it derives its value from NFTs kept in NFT art collection, 'The Vault.' 'Hold-to-Play(H2P)' rewards distributed to token holders owning a minimum threshold of tokens allow them to access to exclusive access to benefits like airdrops, tips, rewards, and exclusive information. Whale DAO open to members locking 1,000 tokens allows them to post a proposal twice a month and to vote in the senate. DAO-Voter role allows members locking 500 tokens to access the vote in the senate, but not to present proposals. As the personal token, 'RAC' distributes RAC tokens to his loyal supporters as a reward. These tokens are available for exclusive content access. RacOS makes it possible for RAC Patreon subscribers to claim RAC tokens each month corresponding with their membership tier.

Monetization of Smartphone Games in South Korea, Japan, and China (게임 산업 수익화(monetization) 방식과 한·중·일 스마트폰 게임의 국가별 수용 양상)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.75-84
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    • 2017
  • With the rapid growth of smartphone game in Korea, it is necessary to review the new monetization model. Especially, various contents supplied by smartphone did not find proper monetization model from business view. But smartphone game industry actively accepted market experience of arcade game industry and console, PC based package game industry, then have developed and applied various monetization models to induce billing such as monetization model and in-game advertising model, thereby forming a thick charging user group in a short time. The development and application of this monetization model is an important catalyst for the rapid growth and development of the smartphone game market. Therefore, we will examine the process of changing the monetization model of the entire game industry and the cultural characteristics of the micropayment model in Korea. To this end, we will compare the micropayment model of Japan which introduced the micropayment model and China which leads the world market.