• 제목/요약/키워드: Entertainment enterprises

검색결과 13건 처리시간 0.015초

KANO 모델을 활용한 스마트폰의 만족 및 불만족 요인 분석 (Finding Smartphone's Factors which Affect Satisfaction or Dissatisfaction based on KANO Model)

  • 이상근;이신석;강주영
    • 한국정보시스템학회지:정보시스템연구
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    • 제20권3호
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    • pp.257-277
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    • 2011
  • The current study categorizes factors of smartphone into three, using KANO model: attractive factors which cause only product satisfaction, must-be factors for dissatisfaction, and one-dimensional factors for both. Based on it, it presents a new model for the effects that smartphone factors have on satisfaction or dissatisfaction. The purpose is to theoretically explain that smartphone factors on which companies and users place a high value can actually affect satisfaction or dissatisfaction. After choosing 15 factors out of 25 which had been selected through literature study, these were divided into attractive, must-be, and one-dimensional ones. 93 out of 109 questionnaires returned were used for analysis. After frequency analysis using SPSS were conducted on the surveys, the factors were grouped, based on KANO table. The grouping results are as follows. Attractive factors include 'expansion slots for external memory, battery desorption, brand awareness, mobile banking and internet telephony'. Must-be ones include 'multi-touch, information security, entertainment, information retrieval, location based service and SNS. Finally, 'screen visibility, size of internal memory, the amount of internal memory, battery life, and response to after-sales service' are classified as one-dimensional factors. A critical finding of this paper is that since the results are different depending on the operating system of smartphones, it must be taken into consideration in studies on smartphones. The wide and rapid spread of smartphones has changed people's lifestyle as well as business environment, which forces companies to compete with each other to adapt to the changed circumstances. In this competitive system, studies on smartphone factors of satisfaction and dissatisfaction are essential for firms to establish a new strategy. From this point of view, the present paper is expected to be a basic material for enterprises not only to develop goods and services that maximize customer satisfaction and minimize dissatisfaction, but also to establish the future business strategy.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

독일에서의 시청점유율제한을 통한 다양성 보호 연구 (Protection of Diversity through the Control of the Delimitation of the Audience Share in German Television)

  • 심영섭
    • 한국언론정보학보
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    • 제51권
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    • pp.117-135
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    • 2010
  • 독일의 방송국가협약은 독일기본법에서 보호하고 이는 '긍정적 질서'의 보호를 위해 방송자본 집중을 규제한다. 이러한 규제는 다양한 의견의 형성을 보호하고, 국가와 사회이익집단으로부터 독립적인 보편적 방송서비스를 가능하게 하기 위해서이다. 그러나 경제적 경쟁은 방송분야에서의 자본집중을 초래할 위험이 있다. 특히 경제적 경쟁은 다양한 보도적 경쟁을 저해한다. 특히 보도의 다양성은 서로 다른 여론을 적절하게 반영해 낼 수 있는 제도적 장치가 마련되어야만 가능하다. 독일의 방송국가협약 제26조는 방송사업자의 시청점유율 상한선을 제한함으로써, 방송시장에서 내용의 다양성과 소유의 다양성을 보장하고, 결과적으로 의견의 다양성을 보호한다. 구체적으로 시청점유율 30%를 초과했거나 시청점유율이 25%에 불과하지만 인접 미디어시장에서 시장지배적 사업자인 경우에는 의견의 다양성을 침해한다고 본다. 그럼에도 불구하고 시청점유율 제한은 미디어 사이의 합산 영향력 산출방식의 모호함과 시사정보 프로그램과 교양오락프로그램에서의 시청점유율을 동일한 무게로 평가하는 등의 한계가 있다.

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