• Title/Summary/Keyword: Branded Entertainment

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The Role of Narrative Transportation in Web Series as Branded Entertainment

  • SULESTARINI, Yusarifah;WULANDARI, Nuri;NASUTION, Reza A.
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.11
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    • pp.439-447
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    • 2020
  • The dynamics of communications powered by the Internet, specifically from the increased use of social media, has led marketers to find creative channels to engage with the customers. One of the recent channels, "branded entertainment", is becoming familiar as an advertising strategy in which the content presented is a marketing tool for the advertising of certain brands. The current study examined the case of a branded-entertainment channel and the mechanism of the advertising instrument that leads to purchase intention. The specific purpose of this research is to investigate whether there is evidence of the role of narrative transportation and the fantasy proneness leading towards purchase of the brand advertised. To arrive at the conclusion, the study using web series sponsored by an artificial sweetener brand and employs a quantitative survey to question the audience. The findings contribute toward the understanding of how consumers respond to branded entertainment via video-sharing platforms. It is indicated that the stories presented in the web series can stimulate the audience to fantasize. Thus, the advertising message conveyed through narrative persuasion can form a favorable attitude toward the brand, which leads to intention to purchase. Practical elements are identified along with limitations and future research suggestions.

A Case study of "Branded Contents" applied Gamification concepts (게이미피케이션 개념을 적용한 브랜디드 콘텐츠 사례 연구)

  • Na, Ji Young;Park, Young Il;Kim, Hye Bin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.45-56
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    • 2016
  • This paper researches on the cases wherein the concept of gamification is applied to branded content. Gamification is the application of game elements to non-game fields, and it is being actively utilized in the areas of education, marketing, medical, sports, and shopping. Especially, the concept of gamification is applied to branded content and wherein marketing (advertisements) are expanded into entertainment content. This paper studies the methods on how the concept of gamification affects marketing, and application in the expansion of branded content into entertainment content. To achieve this, this paper looked into the concepts and characteristics of gamification and branded content, and analyzed the methods on how the elements of game (goal, competition, feedback, reward) were applied to five kinds of real cases. Finally, this paper verified that gamification is an efficient method of extending branded content into entertainment content.

The Impact of Context Congruity, Perceived Advertising Intrusiveness, and Entertainment on Advertising Effect of Branded Advertisement for Mobile Games: Focusing on Chinese Users (모바일 게임 브랜디드 광고의 맥락일치성, 지각된 광고침입성, 광고오락성이 광고효과에 미치는 영향: 중국 이용자를 중심으로)

  • Pei, ChenYang;Chang, Byeng-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.478-489
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    • 2021
  • The mobile game industry is currently on the rise and is one of the major industries. Recently, advertisements among mobile games are aimed at branded content, unlike existing advertising content. In this study, we conduct a study on the advertisement effectiveness of the attributes of branded advertisements under a mobile game environment. Therefore, the impact of context congruity, perceived advertising intrusiveness and entertainment on advertising attitude, brand attitude and purchasing intention was verified through experimental research on Chinese mobile game users in the 10s and 20s. Analysis of the PLS structural equation model showed that context congruity and entertainment had a significant impact on advertising attitude, but did not have a significant impact on brand attitude. Perceived advertising intrusiveness has no significant impact on advertising attitude and brand attitude. Finally, advertising attitude had a significant influence on purchase intention through brand attitude. Through these findings, we discuss the effectiveness of mobile game branded advertisement and present effective brand advertising strategies.

An Investigation of Factors Affecting Consumer Intention to Use Branded App : Focused on Technology Acceptance Model(TAM) (브랜드앱(Branded App)의 사용의도에 영향을 미치는 요인에 관한 연구 : 기술수용 모델(TAM)을 중심으로)

  • Jang, Sunghyun;Lee, Jungki
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.51-76
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    • 2014
  • As the smart phone devices gain popularity, companies no longer consider mobile application marketing as an auxiliary marketing tactic. The branded mobile application (branded app) becomes an important part of marketing strategies. This study is an attempt to investigate antecedents of the use intention of the branded app from the perspective of TAM (Technology Acceptance Model). This study takes a macro perspective in explaining the adoption process by incorporating a set of new, yet promising additional variables into the TAM model such as flow experience, benefits, innovation inclination, and customization features. Data were collected by using a survey research. A total of 270 responses were collected. Questionnaires from 25 individuals were removed from the data set due to the insincere responses, leaving the final sample size of 245. Findings support all but one hypotheses of the study. Both perceived utilitarian benefits and customization features of the branded app were found to have positive influences on the perceived usefulness of the branded app. Also, the innovation inclination and perceived entertainment of branded app users showed positive influences on the perceived ease of use of branded app. In addition, it was shown that the perceived usefulness about the use of the branded app influenced positively the flow experience and the users' attitudes toward branded app. Also, the ease of use perceived by branded app users had positive influences on the perceived usefulness and the user's attitude toward branded app. However, the ease of use of branded app did not have a significant influence on the flow experience among users. Moreover, the flow experience from the use of branded app users influenced positively the user's attitude toward branded app. Finally, the users' attitudes toward branded app had positive influences on their intention to use the branded app. Implications for practitioners and academicians are provided.

Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.5
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    • pp.127-160
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    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.

The Structural Engineering Design and Construction of the Highest Occupiable Skybridge in the World: The Address Jumeirah Resort, Dubai, UAE

  • Hadow, Zaher;Dannan, Yamen
    • International Journal of High-Rise Buildings
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    • v.11 no.1
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    • pp.61-68
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    • 2022
  • The Address Jumeirah Resort is a mixed-use 77-story tower reaching a height of 301 meters with a slenderness ratio of 13.5:1. The development is situated in the Jumeirah Beach District and accommodates 217 key five-star hotel suites, 478 residential apartments, 444 serviced-branded apartments, retail shops, ballrooms and entertainment facilities around the premises. The building has over 242,000 m2 of usable area. The project is an award-winning development that broke multiple Guinness records. The focus of the paper is to present the challenges faced in the structural design and construction of the super tall tower and the highest occupiable skybridge in the world.

A Study on Urban Open Space Selection Attributes as an Urban Entertainment Destination (도시 엔터테인먼트 목적지(UED)로서 도시 오픈 스페이스의 선택속성 연구)

  • Chae, Jin-Hae;Kim, Yong-Gook;Kim, Young-Hyun;Son, Yong-Hoon;Zoh, Kyung-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.4
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    • pp.56-67
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    • 2013
  • This paper asks what the Selection Attributes of urban open space are which carries out a role as an Urban Entertainment Destination. Case studies have chosen the Cheonggyecheon Waterfront, Seoul Forest Park, Seonyudo Park and Banpo Hangang Park as the representative open spaces in Seoul. The methods of study are observation investigation, a literature investigation and the survey to 233 visitors that conducted the ANOVA analysis and Regression analysis by SPSS 18.0. As a result, first, the urban open space in Seoul has had 8 elements of UED; Landscape, Multi anchoring, Contextual links, Programmability, Community, Branded identity, Security and Service. Second, they are being used not the neighborhood type but a wide area type. Third, Landscape, Security and Service are most important while Programmability and Community are less important than other factors in EUOS factors. Lastly, it was analysed that the influential factor of revisitation and satisfaction is Landscape, which is the common factor. Security in revisitation and Contextual links in satisfaction are especially additional factors. The landscape property is an important element to make an Entertainment Urban Open Space(EUOS). The virtue of landscape in the EUOS relates not only park facility or program that installed in the place but also the overall mood involving park user's activities in the place. To be a successful EUOS, a park facility, program and the overall mood involving user's activities need to be integrative approach to enhance the virtue of landscape.

On the Influence of Branded-app Usage and Motivation on Brand Attitudes, Satisfaction and Intention to Repeat Usage (브랜드앱 이용동기가 브랜드 태도와 만족도 및 지속적 사용의도에 미치는 영향에 관한 연구)

  • Park, Keun-Young;Lee, Chull Young;Kim, Jin-Hee
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.157-163
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    • 2016
  • With the rapid expansion of smart-phone based brand app and its marketing implementations, the marketers stake much resources in the success of brand apps so that they are able to reinforce the user satisfaction and intention for repeat use. The purpose of this paper is to understand the characteristics underlying the brand applications and to analyze the usage and attitudes of the users. Self-administered survey on the research variables for respondents of 20-49 age group was conducted and the results as follow. The results are as follows the consumers are more satisfied with its usefulness, entertainment, and design attributes of the brand app. They tend to keep using a brand app that contains useful contents and great entertainment elements. Marketers thus need to reflect those elements when developing and distributing a brand app in order to meet the needs of their customers. The study results would help marketing firms find new competitive edges by providing basic insight for new competition strategies for brand app development.

Center of Asia, The Role and Potential of K-Musical (아시아의 중심, K-Musical의 역할과 가능성)

  • Lee, Eun-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.73-84
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    • 2020
  • South Korea's newly branded musical industry 'K-Musical' is currently booming. The growth of K-Musical can be attributed to the popularity of other industries in the Korean wave, namely K-Pop and Korean dramas. With the inclusion of K-Musicals into the Korean wave, it is beginning to standout on its own as a cultural brand. In the first half of 2012, the popularity of K-Musicals grew 24%, higher than any other performance industry. Moreover, this industry grew 20% in the latter half of 2012 and grew to 300 billion won in 2013. One reason for this growth can be attributed to the increased output of musicals of Korean origin in large-scale theatres dedicated solely to musicals. This has became to necessary foundation for the export of korean musicals abroad. Now is a critical time for Korean musicals to expand to other countries in order to become the hub of Asia for musical industries. 2012 and 2013 saw the greatest increase in the export of musicals to Japan and China. The musical sales in 2018 totaled 257.1 billion won, an increase of 29% over the previous year. Therefore, understanding the importance of these two markets is pivotal in the continued sustainable growth of K-Musicals. This paper seeks to highlights the importance of becoming the canter of Asia musicals and to offer strategies to lead Korea's musical industry toward this goal.

Brand Identity and Architecture of the 4 Comprehensive Programming Channels (종합편성채널의 브랜드 정체성와 브랜드 체계)

  • Yoon, Hong Keun
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.161-171
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    • 2014
  • This research aims to analyze the characteristics of the channel brand components, identities in accordance with the organizational strategies of the programmes, and brand structures of the comprehensive programming channels. The channels promote themselves mobilizing a variety of channel brand components and, ecxept Channel A, JTBC, TV Chosun, and MBN coined its names which are reminiscent of their parents corporations. The organizational strategies of the programmes are related with the channel identities. TV Chosun, for instance, branded themselves as 'conservative advocate' while focusing on news programs, and Channel A also takes conservative bias strategy focusing on the news programmes, especially after the 2012 presidential election. JTBC, however, organizes drama and entertainment programmes intensively being equivalent to that of terrestrial broadcasting programmes, and MBN positioned neutral and center with the news and cultural programmes. Referring to the brand architecture, which reveals the structural system of the brand, it is argued that TV Chosun and MBN take the integrated corporate brand strategy, while JTBC tries to mix and balance the brands of the parent corporation and its own independent one. Channel A, exceptionally, doesn't take a name of its parent corporation 'Dong-A'. In conclusion, it is argued that the comprehensive programming channels utilize and take the parent corporate brand, mixed brand, and independent brand in accordance with the brand power and circumstances of their own parent corporates.