Researchers in channel dyads have devoted much attention to relationship between interdependence (i.e. interdependence enymmetry and total interdependence) and conflict that promote channel performance. In social science, in spite of the inconsistent results in marketing practice, there are two contradictory theories explain the relationship between interdependence and conflict - bilateral deterrence theory and conflict spiral theory. The authors apply these theories to co-marketing alliance situation in terms that this relationship is also incorporated both company's dependence, either from one company's perspective or each partner about its respective dependence. Using survey data and archival data from 181 companies enlisted in a telecommunication membership program, the authors find out the relationship between interdependence and conflict as well as investigate the antecedents of interdependence - transaction age, transaction frequency, the numbers of alliance partner, and co-marketing alliance specific assets according to previous researches. Using PLS analysis, the authors demonstrate that, with increasing total interdependence in a telecommunication membership program, two co-marketing partners' conflict level is increased in accord with the author's conflict spiral theory predictions. As expected, higher interdependence asymmetry has negative value to level of conflict even though this result is not statistically significant. Other findings can be summarized as follows. In the perspective of telecommunication company, transaction age, transaction frequency, and co-marketing alliance specific assets have influence on its dependence on a partner as independent variables. To the contrary, in a partner's perspective, transaction frequency, co-marketing alliance specific assets and the numbers of alliance partner have significantly impact on its dependence on a telecommunication company. In direct effect analysis, it is shown that transaction age, frequency and co-marketing alliance specific assets have direct influence on conflict. This results suggest that it is more useful for a telecommunication company to select a co-marketing partner which is frequently used by customers and earned high rates of mileage. In addition, the results show that dependence of a telecommunication company on a co-marketing partner is more significantly effected to co-marketing alliance conflict than partner's one. It provide an effective conflict management strategy to a telecommunication company for controling customer's usage rate or having the co-marketing partner deposit high level of alliance specific investment (i.e. mileage). To a co-marketing partner of telecommunication company, it is required control the percentage of co-marketing sales in total sales revenue or seek various co-marketing partners in order for co-marketing conflict management. The research implications, limitation and future research of these results are discussed.
Purpose - The movie market has the characteristics of being a perfectly competitive market as well as a pure monopolistic market at the same time. This is because there are competitors in the industry but prices, although not fixed, have not changed a lot. Price competition may not have spread, but the competition is focused on artistic value, and the degree of box office success is most important. The artistic value is determined in the course of the production process. However, the degree of box office success is dependent upon the marketing manager. The marketing strategy represents the difference in the standard or quality of the movie. Inherently, the marketing manager adopts the entertainment strategy based on the quality of the foundation of the completed movie. At this time, the marketing manager knows the pertinent information (high quality/low quality) regarding the movie. This research study tries to reveal what should be the reasonable movie marketing expense, dependent on the quality of the movie. Research design, data, and methodology - Using a game scenario with different market players, the goal of the research analysis is to find out the following. First, the marketing expense is determined to maximize the profits after film production. Second, after the production costs are already committed, the manufacturer gets to choose the marketing level. At this time, there will be a profit maximization point, considering the competition. The premise of the research is as follows: if it is a good movie of quality, positive word of mouth increasing the audience continuously slows down the speed of the demand curve. If the movie quality is bad, the negative word of mouth decreasing the audience gradually hastens the speed of the demand curve. On the marketing side, when the manufacturer invests heavily in the marketing expense of the movie, consumer expectations increase to drive up the audience numbers. On the other hand, it is difficult to improve the profits excessively. When the manufacturer invests in marketing a little bit, the marketing expense is only relatively committed, therefore a lot of demand cannot be gained. Results - If a fixed market share is in a competitive situation, a low quality manufacturer expends relatively more marketing expense. If the situation assumes two manufacturers spend the same for the cost of production, the high quality manufacturer takes more profit. If the manufacturer expends less marketing budget to save costs, the optimum profit cannot be achieved since the other party (opponent) grabs the initial market share. Conclusions - In conclusion, investment is essential for market share to increase. We must refrain from a zero-sum game and have models where the game participants pursue the creative profits together. In the current film industry, there is the dominating logic of winner and loser but we have to create a film industry environment where the participants can be altogether satisfied and live together.
Making traditional plan of target marketing based on association rule has brought restriction to obtain the target of marketing. This paper is to present inverse association rule as a new association rule for target marketing. Inverse association rule does not use information about relation between items that customers purchase, but use information about relation between items that customers do not purchase. By adding inverse association rule to target marketing, we generate new marketing strategy to look for new target of marketing. There are three steps to apply the marketing strategy proposed by this Paper to target marketing. Firstly, a database is converted to an inverse database. Although inverse association rules can be generated from a database, it is easier to explain inverse association rule in an inverse database than in a database. Secondly, association rules and inverse association rules are generated from inverse database. Finally, two types of rules which are created in the previous steps are applied to target marketing. From new marketing rule, this paper is to show direct marketing about target item and indirect marketing about another item associated with target item to sell target item. The reason is that sales of the item associated with target item have an influence on sales of target item.
Active exploitation of experiential marketing is now practiced in diverse range of apparel brands such as luxury, sports and casual brands. Under such a market environments, this study attempts to verify the effects of consumer's experiential marketing perception by analyzing the formation process of brand attitude. The path from experiential marketing strategic modules (sense, feel, think, act, and relate) to brand loyalty is mediated by brand affect and brand trust. Two sports brands were selected as stimuli brands, and a survey was conducted on 286 consumers in their 20s and 30s. The study validates the importance of sense/feel marketing for apparel brands as it had extensive effects on brand affect which is highly significant in the formation of brand loyalty. As a result of comparative analysis of brand attitude and the path model of its formation for two brands which were different in consumers' perception of experiential marketing brand activities, the study realized that the higher the level of perceived experiential marketing, the higher the levels of brand affect, brand trust and brand loyalty. In particular, for brands perceived as actively engaged in experiential marketing, the path from the perception of experiential marketing activity to brand loyalty was clearly segmented between sensibility and rationality as sense/feel marketing had significant effects only on brand affect, and act/relate marketing only on brand trust. This study verifies the positive effects of perceived experiential marketing activities of apparel brands on brand equity, and proposes the strategic appropriateness of experiential marketing that embeds sensibility and feeling appeals.
As result of analysis of the importance in this study majority the answerers indicated as recognize it important and indicated that shows difference in average among the groups. In the age there was difference among group by marketing quality and symbolic quality of menu was indicated and in the symbolic quality factor of menu as the younger age indicate much more important. There was no factor indicates do florence in average among groups subject to educational degree however, in the marketing quality and symbolic quality of the menu the higher academic degree regards it higher as indicated. As a result of difference analysis subject to channel of education it indicated as appearance of difference among the groups among factors of internal quality, marketing quality and symbolic quality of the menu. The average among groups subject to number of consecutive years indicated as there is difference by factors of external quality, internal quality, marketing qualify and symbolic quality of the menu and, the service group between 15~20 years as longer servicing period evaluate lower.
This study is to show the importance of customer and to define the customer's meaning in food industry. According to previous research, a consumer is a very small part of customer. At present and in the future, a customer is not only a consumer but all of interior and exterior environments related to a company. However the scope of customer has been extended eventually. Therefore, it is important for a company to find out and secure the proper customer giving profit. This study considers a relative marketing as a way to impress a customer. It is a useful marketing technology to make profits and company's growth. And to achieve a relative marketing successfully, it is necessary to perceive a fundamental understanding and building an organization for workers. Therefore, this study propose that a company would accomplish followings to continue a quality growth. First, Understanding and confidence about workers. Second, Building the culture of a company's organization impressive to a customer Third, Continuing effort and interest ing about service. In conclusion, a company will accomplish a customer satisfaction successfully through developing a service organization and performing relative marketing.
Character industry which introduces marketing techniques into cultural level and recreational tendency owned by man and which develops them to industrial aspects is not simple sale of goods, but knowledge-intensive industry which asks consumers intangible symbolic elements. In other words, it is a field of soft business which concretizes and maximizes ideas, goods and services which can satisfy pleasure and recreational tendency internal to human mind. For Korean character industry, forms or expressions proper to character not only have weak character, meaning or values as goods from the stage at which they are developed, but the absence of strategies about media by which to develop these or integrative character marketing strategies and tactics makes a ripple effect of character or strategies of merchandising it relatively inferior compared to the advanced countries in character such as the United States, Japan, England and so on. 1 want to contribute to developing Korean character industry to the levels of developed countries by applying the strategies and tactics of MPR, the strategic marketing method which worldwide famous enterprises or brands are positively utilizing in the condition of the lad(Eng study on character marketing with character as the subject, to character marketing strategies by which they can be grafted directly into fields of character business.
Journal of the Korean Operations Research and Management Science Society
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v.38
no.1
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pp.153-181
/
2013
Weather is an influential factor to sales of companies. There have been growing attempts with which companies apply weather to developing their strategic marketing plans. By executing weather marketing activities, companies minimize risks (or negative impacts) of weather to their business and increase sales revenues. In spite of managerial importance of weather management, there are scarce empirical studies that comprehensively investigate its impact and present an efficient method that optimally allocates marketing budget. Our research was conducted in two parts. In the first part, we investigated influences of weather on sales based on real-world daily sales data. We specifically focused on the contextual factors that were less focused in the weather related research. In the second part, we propose an optimization model that can be utilized to efficiently allocate weather marketing budget across various regions (or branches) and show how it can be applied to real industry cases. The results of our study are as follow. Study 1 investigated the impact of weather on sales using store sales data of a family restaurant company and an outdoor fashion company. Results represented that the impacts of weather are context-dependent. The impact of weather on store sales varies across their regional and location characteristics when it rains. Based on the results derived from Study 1, Study 2 proposes a method on how optimally companies allocate their weather marketing budgets across each region.
This study is intended to study the usage of augmented reality(AR) in the marketing field by classifying them into display and content types and analyzing the typical cases and characteristics. The market for AR has been on the increase and has been a big influence in the marketing field, resulting in the generalization of the term "AR marketing." By analyzing the marketing cases which use AR technology and organizing the frequency of use and characteristics, it is expected to contribute as a basic material for future studies on AR marketing. In this study, AR marketing cases are classified into different categories including display and contents. First, AR display category includes personal computers, mobile, public display, and projection display. AR contents category includes informative content, game contents, virtual experience, and visual effect. While investigating, it was found that the most used type of AR display was mobile, which has the advantage of not being limited by time and place and is also capable of one-on-one marketing with customers. The most used type of AR content was visual effect type, which evokes curiosity and is easily shared among people.
Proceedings of the Korean Institute of Navigation and Port Research Conference
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v.29
no.1
/
pp.345-352
/
2005
Recently the large shipping companies are reducing a port of call to cut down on expenses related to the large size of ship for economy of scale. Due to this, it is necessary to work out a strategy to overcome the severe competition among ports. According to the importance of port marketing, there were many studies on port marketing. But previous studies for domestic port marketing are considered more importantly Products, Price and Promotion than Place of the 4Ps of marketing mix strategy. But it has to preferentially consider the place strategy in Busan Port because the best advantage is geographical position. So this paper shows the strategic plan of Place Marketing.
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