• Title/Summary/Keyword: IT 콘텐츠 마케팅

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An Exploratory Analysis on the User Response Pattern and Quality Characteristics of Marketing Contents in the SNS of Regional Government (지역마케팅 콘텐츠의 사용자 반응패턴과 품질특성에 관한 탐색적 분석: 지방자치단체가 운영하는 SNS를 중심으로)

  • Jeong, Yeon-Su;Jeong, Dae-Yul
    • The Journal of Information Systems
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    • v.26 no.4
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    • pp.419-442
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    • 2017
  • Purpose The purpose of this study is to explore the pattern of user response and it's duration time through social media content response analysis. We also analyze the characteristics of content quality factors which are associate with the user response pattern. The analysis results will provide some implications to develop strategies and schematic plans for the operator of regional marketing on the SNS. Design/methodology/approach This study used mixed methods to verify the effects and responses of social media contents on the users who have concerns about regional events such as local festival, cultural events, and city tours etc. Big data analysis was conducted with the quantitative data from regional government SNSs. The data was collected through web crawling in order to analyze the social media contents. We especially analyzed the contents duration time and peak level time. This study also analyzed the characteristics of contents quality factors using expert evaluation data on the social media contents. Finally, we verify the relationship between the contents quality factors and user response types by cross correlation analysis. Findings According to the big data analysis, we could find some content life cycle which can be explained through empirical distribution with peak time pattern and left skewed long tail. The user response patterns are dependent on time and contents quality. In addition, this study confirms that the level of quality of social media content is closely relate to user interaction and response pattern. As a result of the contents response pattern analysis, it is necessary to develop high quality contents design strategy and content posting and propagation tactics. The SNS operators need to develop high quality contents using rich-media technology and active response contents that induce opinion leader on the SNS.

A Study on Consumer Preferences for Partnership Model of Smartphone App (스마트폰 앱 광고 제휴모델에 대한 소비자 선호도 연구)

  • Nam, You-Jung;Kim, Myung-Gwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.223-227
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    • 2012
  • The core parties operating application stores can be categorized into two major groups. One of which is an application store that offers manufacturing and platforms while the other being telecommunication company orientated. Each group has an affiliated partnership. In a larger group, there are three major types of partnership such as "partnership that causes an increase in traffic","partnership through the sales within the application contents" and "partnership through advertisements". In order to find out whether teenagers and potential consumers in their twenties would prefer a "message-type advertising" or an "application-type advertising". Through experiment, we also figured out which type of advertising worked more effectively between the two given types.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

A Case Study of Collaboration between Global Luxury Fashion Brands and Korean Contemporary Artists (글로벌 명품 패션 브랜드와 한국 현대 예술가의 콜라보레이션 사례 연구)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.13-22
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    • 2023
  • Recently, global luxury fashion brands such as Gucci, Saint Laurent, and Louis Vuitton have been showing special interest in Korean contemporary artists and actively collaborating with them. This can be said to be a new change that is distinguished from previous collaborations of fashion brands. Therefore, this study investigated the cases of collaboration between global luxury fashion brands and Korean contemporary artists, and analyzed the types and characteristics to examine the trends and characteristics and draw meaning. As a result, fashion brands combine the characteristics of Korean art works of various genres with the brand concept and pursued values to create new sensibility and high value-added products. It can be seen that the intention was to prepare a place to draw out. In addition, it was found that collaboration was also utilized in terms of marketing so that domestic customers could visit the brand store with a sense of familiarity by utilizing Korea's artistic and cultural sentiments. Based on the results of this study, we intend to provide basic data for the development of creative contents for various collaborations between fashion and art that can help develop the modern fashion industry.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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Correlation between Ethical Factors and Their Competitiveness of Small and Medium Enterprises (중소기업의 윤리적 특성요인과 기업경쟁력 간의 관계)

  • Lee, Byeong-Seop;Jeon, In-Oh
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.175-185
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    • 2008
  • This study would be research for correlations between ethical factors and company's competitiveness of small and medium enterprises thorough recognizing of important company ethic and approaching to them theoretically. This study has collected all information which small and medium enterprises around Seoul and Kyounggi province and employing more than 5, which 134- survey are used totally. Study reveals that firstly customer and social responsibility provide Positive effects on the organization Dust, secondly CEO's views serve those positive effects as well, thirdly it is not preyed that ethical capacity of company have a positive effect on organization trust. Fourthly, organization trust has good effects on competitiveness of product and price. This results lead to some suggestions as follows. First of all, company should serves systemized value to customers and their societies. For that, it is necessary to analyse their needs and to reflect them into corporate management to build close relationship with customers and reliable marketing activities, efforts to enhance corporate images. This chain of work can make employees feel proud themselves. Secondly, supervisors including CEO should set the pace with high-consensus for ethical behaviour. Thirdly, ethical factors should be improved for improving organization trust simultaneously. Every customer, no matter they are inner or outer, should have highly required ethical understandings for their networks. Furthermore, they have to enhance organization trust and to strengthen company competitiveness through stimulating employee's courages and contribution.

Realities of a Hospital's web-site' Management and It's Effect on Hospital Management (병원의 홈페이지 관리운영 실태와 병원경영에 미치는 효과)

  • Hwang, Byung-Deog;Im, Bock-Hee;Lee, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.241-249
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    • 2010
  • The purpose of this study is to provide basic information for marketing strategy for hospitals in Busan Metropolitan area by investigating of the web-site management and effect on hospital management about the web-sites managers. Survey of 53 web-site managers was taken between May 1st and May 25th 2008. The survey was carried out to gather information about characteristics of web-site managers and creating, managing and operating process of web-sites and web-sites' effect and information sharing abilities. The results of survey are as follows. First, most of hospitals' web-sites were launched between 2001 to 2005 via outsourcing. Most of hospitals spent about one to three million won for their web-sites and renew web-sites every year. Most of these web-sites have hospital PR, Q&A, and on-line support functions. Second, most of whom participated in survey have agreed that a hospital web-site has influence in hospital management in various categories such as introducing hospital to medical examination, making doctor's appointment, providing patient guidance, providing medical information, and patient counselling. This study shows that effects of web-sites are closely related to web-site satisfaction level. Therefore, to raise the hospital satisfaction level, it is necessary for hospitals to put more efforts in creating web-site that provides more medical information and improved on-line services.

An Empirical Study on the Importance of Sales Agency in Apartment Sale by AHP and Fuzzy Analysis (AHP 및 Fuzzy 분석을 통한 분양대행사의 분양성 결정요인 중요도 분석)

  • Park, Hyung Nam;Eum, Soo Won
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1365-1372
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    • 2018
  • The purpose of this study is to analyze the importance of the determinants of housing sales agency's role in the sale of apartment housing. For this purpose, a hierarchical decision model was constructed to understand the role and importance of the sales agency. The analytical variable items structured by the research model were set up through literature review, precedent research, and expert brainstorming. The questionnaire consisted of two comparisons for AHP analysis and the importance of absolute importance for fuzzy analysis. Afterwards, the work of correcting the importance was carried out. As a result of the analysis, it was found that the contractor prioritized the sale conditions and the sales agency had priority over the planning for the sale. As a result of analysis, planning of customer pre-sale counseling data, planning of client subscription and contract maximization plan, planning method of advertisement public media method were found to be the most important factors. The results of measurement of absolute importance(fuzzy) & relative importance(,AHP) showed similar tendency. Therefore, it can be seen that the timing of the model house operation is an important period in which the subscription rate depends on the role of the sales agency and the marketing strategy.

Effects of Reference Price Advertisements by Service Reputation (서비스 명성에 따른 준거가격광고 효과)

  • Park, Min-Sook;Chun, Myung-Hwan
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.124-132
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    • 2008
  • Price is an important marketing issue in current competitive environment characterized by various distribution channels such as economic circumstance and the Internet. Many companies, for their best profits, use a price discrimination strategy such as price discount that reinforces consumer's purchasing behavior and they employ advertising strategy by presenting reference price with information of price discount in advertisements. Accordingly, many research verifies the advertising effects of presented reference price in advertisements, this study tries to expand the existing study area which is limited on reference price of product by examining the its effects on service area. It also aims to verify the effects of reference price advertisements by the level of service reputation. For this experiment, a factorial design with service reputation and presented method of reference pricewas used. The result of this study is that attitude toward price and use intention on presented reference price in service advertisements are higher than not presented it. In the case of high service reputation, advertising effect on presented reference price in service advertisements are greater than presented price discount rates in service advertisements. And in the case of low service reputation, advertising effects can be much greater by just presented reference price in service advertisements. Therefore, in service advertisements, strategic views on presented methods of reference price by the level of service reputation are essentially needed.

Relationship Dissolution of On-line Brand Community Users (온라인 브랜드 커뮤니티에서의 관계단절행동)

  • Suh, Mun-Shik;Lee, Ji-Eun;Cho, Sang-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.352-365
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    • 2010
  • Most of studies concerned with on-line Brand community show that it makes users to increase their brand loyalty and brand attachment. But it wouldn't be explained that on-line brand community could be the field of consumer's public complaining in service failure. So, this study tried to focus the dimensions of negative emotions and customer characteristics that may cause relationship dissolutions in on-line brand community. The findings of the present study following as, high relationship quality of on-line brand community user directly effects negative emotions, especially, disappointment and betrayal. second, disappointment and betrayal influences the desire of revenge. Third, customer's negative reactions (for example, negative replies about the brand or public complaining in community) are mediated by customer's desire of revenge. The analysis was held with brand community customers who has been experienced service recently by using SPSS14K and Smart PLS 2.0. The study verified the structural equation model hypothesizing the between emotional factors and negative reactions. In conclusion, this article provides implications into understanding of customer's negative emotions and user's characteristics that cause negative reactions in on-line brand community. thus, this may allow marketers to have managerial insights on handling of on-line brand community independently operated by consumers.