• Title/Summary/Keyword: Contents Marketing

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The Study on the importance of Next Digital Marketing Factors by Using AHP Method: AD STARS Ad Tech 2017 Case (AHP분석을 활용한 향후 디지털 마케팅 구성요인의 중요도 연구: 부산국제광고제 애드텍 2017 사례를 중심으로)

  • Kim, Shin-Youp;Shim, Sung Wook
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.1-10
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    • 2018
  • This study is to seek to find the importance of next digital marketing factors by using AHP method and analyze comparison between an advertising expert and a non-advertising expert. In results, the relative importance ranking is as follows; combination (0.26), transformation (0.259), optimization (0.243), and technology (0.238). The relative importance ranking of sub-factors is as follows: artificial intelligence and maching learning (0.086), big data (0.085), and contents curation (0.060). While the relative importance of combination and optimization for an advertising expert is higher than for non-advertising expert, the relative importance of transformation and technology for non-advertising is higher than for an advertising expert. This study provides managerial implication to build digital strategy based on these result.

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 of a Scheme on the Export Promotion of the Digital Content Industry with the Spread of Hallyu Culture (한류문화 확산에 따른 디지털콘텐츠 산업의 수출확대방안 연구)

  • Lee, Chung-Bael;Lee, Jung-Min
    • International Commerce and Information Review
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    • v.8 no.2
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    • pp.79-98
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    • 2006
  • With shifting the paradigm to digital economy, the digital industry becomes one of the national strategic industries. The digital industry has not only significant effects on forward and backward related industries but is also creating its own value. Furthermore, the effects of conversion with diverse products also play an important role in adding value. Since the early 2000s, Korea's culture so called 'Hallyu' (Korean wave) has been spreading to neighboring Asian countries such as China, Japan, Hong Kong, Therefore we have a good opportunity to increase our competitiveness with the development of the digital content industry using various base resources in conjunction with the spread of Hallyu culture in the Southeast Asian region. In this paper we attempt to suggest several schemes to promote our exports of digital contents while analyzing the current status of the Korean digital industry and addressing some problems and barriers to the export of the digital content industry. There are several schemes to be proposed in order to promote Korean exports of digital contents, as follows: 1) to foster global digital contents, 2) to establish a supporting system, 3) to build a marketing and R&D center, 4) to operate a test-bed of digital contents and 5) to fund expenses such as marketing.

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A Study on the Practical Use of UCC Tourism Information (UCC 관광정보의 활용방안 연구)

  • Yang, Sung-Soo;Choi, Byoung-Kil;Hong, Sung-Hwa;Jo, Sung-Jin
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.416-423
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    • 2009
  • From marketing perspectives, WOM(Word-of-Mouth) is one of the communication methods for travelers. It can be an instrument of the effect on tourist decision. The growing predominance of internet use has further highlighted the need for understanding of UCC(User-created contents) tourism information such as travel experience and travel recommendation. This paper was to examine usage patterns of UCC tourism information using experimental design and contents analysis. The result indicated that there were qualities of UCC tourism information. That is useful implication to tourism information-related marketers in destination marketing.

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.

The Influences of On Line WOM(word Of Mouth) Information and Receiver's Characteristic on WOM Received (온라인 구전정보와 수신자 특성이 구전수용에 미치는 영향)

  • Kim, Chang-Ho
    • The Journal of Information Technology
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    • v.8 no.3
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    • pp.73-82
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    • 2005
  • The present paper aims to examine the relationship between the online word of mouth(WOM) contents and the WOM effect and to see how receivers' features such as product knowledge and involvement level influence the WOM received. For that purpose, we categorize WOM contents into two subcategories; product news and personal experience. The WOM effect, in turn, is into the WOM received. Survey questionnaires were given to 268 collegians as to their online WOM activities to purchase MP3 players. SPSS 10.0 package was employed as the method of statistical analysis. We report the following results. First, product news is shown to exert a greater effect on the WOM received than personal experience. Second, their product knowledge plays a moderating role in the relationship between the WOM contents and the WOM received. Finally, it is shown that the factor of involvement level moderates the relationship between the WOM contents and the WOM received. The current paper attempts to develop a hypothetical relationship between WOM information and WOM received and to provide a theoretical foundation for the practical online marketing. We must admit the methodological limitations with respect to subjects and samples. It should be worthwhile, however, to compare online and off-line marketing and to expand the range of research in the current line of thought.

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A Study on the Type Analysis and Comparison of Space Contents in the Culture and Art City (문화예술 도시의 공간 콘텐츠 유형분석 및 비교에 관한 연구)

  • Cho, Yeon;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.20 no.1
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    • pp.109-116
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    • 2011
  • As urbanization has evolved, a number of cities have been engaged in building creative power through branding. Cities contain much creative space and creative space within cities develops them. Cities are connected with space, which have a great influence each other, in particular, in cities of culture and art. Space contents in cities have various forms and types and work as important factors for branding of cities. In this high-touch generation, cities of culture and art have special meaning in that design of emotional generation, and cultural meaning of tangible and intangible assets in cities are their competitive power and sources of high added value. The cities of culture and art are oriented toward creative future globally and nationally. In cities of culture which seek for urban development by excavating artistic meaning and value through artistic and cultural development, their cultural meaning itself can become a brand, which effectively leads to building creative cities and marketing of urban brands. This study aims to analyse cases of cities developed through discovering or reactivating art and cultural meaning and value of urban space based on urban space contents. Then it analyses through what urban image, brands and marketing space contents were developed and suggests necessity of space contents development in small and middle sized cities. Therefore, based on the cases of art and cultural cities developed depending on space contents, it analyses and differentiate their various types and contents, aiming to show that any cities can be based on art and culture and creativity depending on creation, regeneration and development of space contents.

The Impact of Brand's Backstage Information Disclosure via Social Media Contents on Consumer Responses: Adoption of Dramaturgical Theory (브랜디드 콘텐츠를 통한 브랜드 무대후면영역(backstage) 정보 노출이 소비자 반응에 미치는 영향: 연극적 접근이론의 적용)

  • Moon, Jang Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.139-152
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    • 2015
  • One of the most latest trends in today's marketing practice is to create branded contents for interacting with online consumers. Marketers are increasingly adopting behind-the-scene contents which disclose a brand's backstage information in their contents marketing efforts. The current study conceptualizes this behind-the-scene storytelling based on dramaturgical theory and investigates its impacts on consumer responses. The study also examines how consumers advertising skepticism level would influence on the evaluation of branded contents. In addition, the moderating role of advertising skepticism in evaluating brand's backstage information is investigated. The findings suggests that consumers who are exposed to brand's backstage indicate greater information attitude, brand attitude, and purchase intention than those who are not exposed to brand's backstage. Also consumers who have lower advertising skepticism evaluated branded contents more positively than high ad skepticism consumers. Lastly, the moderating role of advertising skepticism on the impact of brand's backstage disclosure is reported.

Case Study on Using Gamification as an Effective Marketing Strategy (효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구)

  • Doo, Kyungil
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.395-401
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    • 2020
  • With the popularization of smartphones and the development of digital technologies, new concepts that maximize interactive communication have begun to appear in marketing strategies. One of them is the gamification marketing strategy that combines games with marketing that induces customer interest and voluntary participation. Gamification is a compound word of 'game' and '-fication', and marketing cases using game formats are being implemented in various fields. Therefore, this study will identify the implications of the usage of gamification that has become a trend, and analyze the gamification techniques and factors shown in various cases to suggest the direction of gamification as an effective marketing strategy. Companies are actively using gamification in their marketing strategies in a variety of forms and apply gamification techniques such as challenge, competition, accomplishment, reward, and relationship. As a result of the case analysis, important factors commonly identified in the gamification techniques used in marketing are 'Accomplishment' and 'Rreward'. Using various products and benefits obtained through solving a given mission or task as game elements, it was found to be an effective strategy to induce consumers' interest and participation and to promote consumption by encouraging consumers' immersion.

The relationship between experiential marketing using makeup services and theme park participants' satisfaction, loyalty and intention to return (분장 서비스를 활용한 체험마케팅과 테마파크 이용자의 만족도, 충성도, 재방문의도의 관계)

  • Jo, Ye-won;Rhee, Young-Ju
    • The Research Journal of the Costume Culture
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    • v.29 no.5
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    • pp.706-718
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    • 2021
  • The purpose of this study is to identify the relationship between experience marketing using makeup services and theme park users' satisfaction, loyalty, and revisit intention. This is because it can identify the usefulness of makeup services and provide implications for effective field marketing strategies. In order to achieve the purpose, 668 users of the theme park were surveyed after convenience screening as research participants. The main theme was the makeup service for visitors to Lotte world, Everland, and Hapcheon Ghost theme park. this study reviewed previous studies and applied them to the makeup service. Based on this, the research model and the hypothesis were established, and as part of the empirical research, the hypothesis was verified through analysis methods such as frequency analysis, reliability verification, factor analysis, and structural equation modeling. The summary of the research results based on empirical analysis is as follows. First, as a result of analyzing experience marketing using makeup services has a positive impact on the satisfaction of customers using theme parks. Second, experience marketing using makeup services has a positive effect on customer loyalty. Third, experience marketing using makeup services has a positive effect on intention to return. Fourth, satisfaction and loyalty were found to affect the intention to return. Based on this research, we hope that the makeup service as experiential marketing can be effectively applied in various fields, and that the research can be used as basic data to make the makeup service into the representative cultural contents marketing.