• Title/Summary/Keyword: IT 콘텐츠 마케팅

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Media Mix for Webtoon Character Marketing : Focusing on (미디어믹스를 활용한 웹툰 캐릭터 마케팅 : <하마탱의 일편단심 하여가>를 중심으로)

  • Choi, In-Soo;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.19
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    • pp.145-159
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    • 2010
  • Similar to the other cultural contents, the character industry is based on the media which acts as the technological background. In fact, the character industry is the process of that a created character accesses to the consumers via media, builds its value and becomes licensed as a brand in the market. Therefore, it is crucial to select the most effective media for the consistence of a character in the market, as well as for construction of a higher brand quality of the character. Today, "Webtoon" might be considered as one of the marketing means which utilizes the Internet media for raising the character as a brand. Webtoon has apparent strength because it can be produced in shorter period and with less expense than through other media. Furthermore, Webtoon can be simply featured by the easiness of two-way communication and transference to another media through it. For these reasons, and according to the result of analyzing some Korean Webtoons, it seems obvious that the most effective media in character marketing is the Internet. In addition to the Internet, the strategic development in the media-mix is also important for establishing a brand of a character. However, the effective media-mix is available only when the character's external identity meets with the trait of its media. For the purpose of learning how the media-mix works when a character reaches for the consumers, a character "Hamataeng" was born and used in the experiment. This study will explain the marketing process through the use of own-created Webtoon and other contents, and suggest the ways to build a brand of a character. In addition, it is also indicated that a media-mixing strategy for transformation and expansion of the character to other media.

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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 Effect of Market Orientation on Social Media Marketing Performance in Korean Financial Institutions (금융기업의 시장지향성이 소셜미디어 마케팅 성과에 미치는 영향)

  • Ro, Eun-Jik;Kim, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.332-346
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    • 2014
  • The study supports not only the implicative results and strategic implication to social media staff and managers, but also extended the marketing studies in Korean financial institutions. This paper examined the effect of market orientation on social media marketing performance in the Korean financial institituions. Narver and Slater's market orientation theory was employed for the structural equation model framework. Indirect and direct implication on the social media marketing performance were analyzed. This study conducted online survey social media marketing staff and managers in 230 Korean financial institutions such as banks, securities, asset management, credit card, insurance companies. 102 responses were collected and analyzed. The results revealed that financial institutions' customer orientation, competitor orientation and inter-functional coordination have a positive impact on marketing communications execution degree but not direct effect on social media marketing performance except competitor orientation. Although it does not appear to have a statistically significant association between market orientation two concepts such as customer orientation and inter-functional coordination, and social media marketing performance directly, the competitive orientation has statistically positive impact.

Development Plans of IPTV Bundle Service (IPTV 결합서비스 발전방안)

  • Sim, J.B.;Seol, S.H.
    • Electronics and Telecommunications Trends
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    • v.25 no.1
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    • pp.54-66
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    • 2010
  • 근래 한국 IT 산업의 성장률과 경쟁력은 전반적으로 둔화 추세에 있으며, IT 제조업과 IT 서비스업의 불균형 또한 심각한 수준이다. 특히 IT 서비스업의 세계시장 점유율은 1%에 불과한 실정으로 시장성장 한계, 신규서비스 활성화 미흡, 지출여력 한계 등의 여러 원인이 지적되고 있다. 한편, 이러한 IT 서비스 산업의 성장 한계를 극복하기 위해 '융합(convergence)'이 대두되어 왔으며, IPTV가 방송-통신 융합을 주도하는 핵심적 미디어로 진화하고 있는 중이다. 그러나 IPTV의 기술적 진화가 반드시 시장 확산과 발전을 이끌어 내지는 않을 것이며, 정부규제, 콘텐츠 수급, 고객니즈, 마케팅전략 등 여러 측면에서의 고려가 병행되어야만 한다. 이같은 배경 하에서, 본 연구는 IPTV 결합서비스의 발전방안을 제시하고자 사례연구와 실증연구를 수행하였다. 사례연구 결과, IPTV 서비스가 시장에서 확산되기 위해서는 결합서비스 형태가 바람직하고, 우수 콘텐츠 확보가 요구된다. 실증연구 결과, IPTV 결합서비스 시장은 고객가치를 기준으로 세분화 될 수 있으며, 세분시장별 효과적 마케팅전략을 제안할 수 있었다. 마지막으로 본 연구는 IPTV 결합서비스 관련 주체별로 발전의 저해요인을 분석하고 활성화 방안을 제시하고 있다.

Effective Use of Internet Communication Tools in Hotel Marketing (호텔마케팅에서 인터넷 의사소통 도구의 효율적 이용방안)

  • Chung, Hyun-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.62-71
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    • 2006
  • With the introduction of internet applications to the hotel industry hotel customers are very willing to use the electronic communication tools in their both searching information and purchasing behaviors. It is generally agreed that the internet communication tools can be a strategic one for less competitive hotels in the traditional marketing environment. This study found that there are significant differences among several classifications of hotels in the use of internet communications as a marketing tool. The study also found that there are some possibilities for local hotels to overcome the current marketing handicaps with internet communications.

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The Influence of the Marketing Success of the Musical in the Chinese Musical Industry (뮤지컬 <디에>의 마케팅 성공이 중국 뮤지컬 발전에 끼친 영향)

  • Huang, Biao;Han, Kyung-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.383-393
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    • 2021
  • This paper analyzed the marketing success factors of the Chinese musical , which entered the world musical market for the first time in the history of Chinese musicals, and investigated the positive effects of the success of on the development of Chinese musicals. First, five important elements of musical marketing were determined as the analysis criteria and through this, we were able to derive that the marketing promotion was achieved by establishing a systematic strategy in the techniques of 'positioning', 'ticket promotion', 'PR strategy', 'producer', 'OSMU' as the success factors of the musical . The case of in Chinese musicals can be regarded as the first successful case by professional marketing. Due to the results of these achievements, the Chinese government and local musical support systems were established, and in recent years, Chinese musicals have been qualitative. It has been confirmed that Chinese musicals are growing rapidly in recent years in terms of quality and industry. It is expected that more academic studies related to Chinese musicals will be conducted through this study, and it is the purpose of this study to be used as a material that can contribute to the creation of Chinese musical with evenly high workability and productability in the future.

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 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.

A Study on the Effects of Social Media Marketing of Language Schools on Brand Equity and Consumer Purchase Intent (어학원의 소셜 미디어 마케팅이 브랜드 자산과 소비자 구매 의도에 미치는 영향 연구)

  • Kim, Do-Hoon;Kim, Jong-Moo
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.427-436
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    • 2018
  • Companies are now using SNS as an online marketing channel and increasingly using it for customer relationship management(CRM). Although companies are actively using social media for marketing, language study brands in South Korea are using social media marketing in widely different ways. Among various components of social media marketing activities, this study analyzed the effects of informativeness, content suitability, and recency of social media marketing on consumers from the perspectives of brand equity and purchase intent. In the results, components of social media marketing activities had significant effects on brand equity, in the order of recency, content suitability, and informativeness. Second, brand equity and consumer purchase intent had significant correlation. And having a child also influenced purchase intent. The results of this study can be used as basic data for research on social media marketing of language schools and propose a theoretical direction for future research in the field as there is little academic data related to the subject.

Choice & Satisfaction Factors of Musical as Culture Contents (문화콘텐츠로서 뮤지컬의 선택 및 만족요인)

  • Choi, Tae-Kyu
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.205-214
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    • 2011
  • This study was to investigate the choice & satisfaction factors of a musical as culture contents, and I will recognize it about relation between these two factors. To achieve this, I did a survey with spectators of . Factors analysis and simple/multi regression analysis are utilized as data analytical methods. The choice factors of musical showed that it was five factors extracted a price and facilities, production and directing, marketing, musical quality, OSMU. The satisfaction factors of musical was four factors extracted a production company and trust of advertisement, artistic presentation, harmony of All members of the cast, level of leading actor or actress. The choice of musical influenced satisfaction factors showed that it as performance prices and facilities level is reasonable, and spectators expect high satisfaction regarding a performance. Analysts say that, Pricing to be exposed to quality of a work in order to raise musical satisfaction shall be performed. Also, An exaggerated performance marketing is negative to satisfaction of an audience compare with quality of a work it was confirmed to affect. This study suggests that important point is planning, directing and marketing of a musical.