• Title/Summary/Keyword: Internet Brand Community

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Credibility of e-WOM in Travel Industry, and Its Influence in WOM Effect (온라인 구전 여행정보의 신뢰와 구전효과 연구)

  • Chun, Min-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.424-432
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    • 2011
  • Today's wide-spread Internet technology allowed consumers to access much Word-of-Mouth information through an online board. As communication and exchanging information between travelers becomes easier and faster, e-WOM (Electronic Word-of-Mouth) is recognized as one of the most influencing communication methods in today's society. This new trend implies a significant impact to travel industry. This study focuses on interaction between Credibility on e-WOM, brand attitude, WOM acceptance, WOM activity and purchasing intention of travel product. The result of this study suggests: (1) Credibility in e-WOM provides positive effect in brand attitude, (2) Brand Attitude gives positive effect on WOM acceptance, WOM activity and purchasing intention of travel product, (3) WOM acceptance gives positive effect on WOM activity, but it is not effective on purchasing intention of travel product. Regarding e-WOM management of travel agencies through its website or online community, authors would like to argue that travel agencies need to build positive brand attitude based on Credibility in brand, which would lead consumers to positively acknowledge its brand and spread words out to other consumers.

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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Aesthetic Characteristics expressed on the Prada Sports Fashion (프라다 스포츠 패션에 나타난 미적 특성)

  • Kim Sun-Hwa
    • The Korean Journal of Community Living Science
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    • v.17 no.1
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    • pp.155-163
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    • 2006
  • The study was conducted to investigate the aesthetic characteristics expressed on the Prada Sports Fashion which has been strongly affected to fashion trend of domestic sports wear since the mid of 1990th, and to contribute to make domestic sports brand be competitive. The qualitative method using the materials such as fashion magazines and journals, information from the domestic fashion research center and internet, relating fashion books and journals etc, was used for the study. The results were as follows: First, use of heterogeneous design factors or coexistence of the past and the present were expressed as post-modernism effect. Second, strong moderation through the mimalism which has been dominated world fashion since 1990th was expressed. Third, high function including technology has been expressed. These aesthetic characteristics will be helpful for us to prospect 21c sports fashion which will be activated increasingly according to well-being life style.

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Differentiation Strategies for a Women Portal Site: An Empirical Study (여성 포탈 사이트의 차별화 전략에 관한 실증 연구)

  • Kim, Hyun-Soo;Kim, Na-Rang;Hong, Soon-Goo
    • Information Systems Review
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    • v.4 no.2
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    • pp.169-189
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    • 2002
  • The recent survey shows that female web-suffers in Korea make up to 45.3% of total netizens and this growth will be continued. While the market in women portal sites is spotlighted recently, a brand power of a women portal site is still weaker to compete with other general portal sites. To be competitive, the women portal site should implement differentiation strategies. The primary objective of this research is to suggest the differentiation strategies for a women portal site based on the 6C (contents, community, commerce, connection, communication, and customizing). To achieve this goal, the questionnaire is posted on the web site and 348 samples are analyzed. As a result, the 15 differentiation strategies that are validated via the web-survey are presented. The results of this study are expected to help companies develop appropriate strategies for women Internet users.

Fandom-Persona Design based on Social Network Analysis (소셜 네트워크 분석을 이용한 팬덤 페르소나 디자인)

  • Sul, Sanghun;Seong, Kihun
    • Journal of Internet Computing and Services
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    • v.20 no.5
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    • pp.87-94
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    • 2019
  • In this paper, the method of analyzing the unformatted data of consumers accumulated on social networks in the era of the Fourth Industrial Revolution by utilizing data from the service design and social psychology aspects was proposed. First, the fandom phenomenon, which shows subjective and collective behavior in a space on a social network rather than physical space, was defined from a data service perspective. The fandom model has been transformed into a collective level of customer Persona that has been analyzed at a personal level in traditional service design, and social network analysis that analyzes consumers' big data has been presented as an efficient way to pattern and visually analyze it. Consumer data collected through social leasing were pre-processed by column based on correlation, stability, missing, and ID-ness. Based on the above data, the company's brand strategy was divided into active and passive interventions and the effect of this strategic attitude on the growth direction of the consumer's fandom community was analyzed. To this end, the fandom model of consumers was proposed by dividing it into four strategies that the brand strategy had: stand-alone, decentralized, integrated and centralized, and the fandom shape of consumers was proposed as a growth model analysis technique that analyzes changes over time.

The Structural Relationship among CSV, Club Identification, Club Emotion, Club Loyalty for Professional Volleyball Club

  • Jung, Sang-Ok;Kim, Seyun;Son, WonHo
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.195-202
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    • 2020
  • The ultimate goal of CSV activities is to increase consumer loyalty to the company, brand or organization concerned. Thus, for a professional sports club, CSV activities will ultimately aim to enhance the loyalty of spectators who are consumers of the club. Subjects of this study are the spectators of professional volleyball. We distributed 300 survey to people who were aware of the club's CSV activities among the home spectators of Hyundai Capital SkyWalkers. Data processing was performed using SPSS 23 and AMOS 18 for the analysis of confirmed factors, correlation analysis, reliability analysis, and structural equation model analysis. From these results, we were able to come up with the social problem resolution and long-term orientation among the CSV activities of professional volleyball clubs which affect the club identification. And the identification formed within the spectators of the clubs through CSV affects the club loyalty directly or through the medium of club emotion. Professional volleyball clubs need to identify the problems the community has in planning and proceeding with CSV activities and seek strategies to address them together, and approach them from a long-term oriented perspective.

A case study on the contemporary fashion meme (현대 패션 밈(meme)에 관한 사례연구)

  • Kim, Koh Woon
    • The Research Journal of the Costume Culture
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    • v.28 no.3
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    • pp.330-343
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    • 2020
  • This study defines the concept of the fashion meme, which has recently emerged as a fashion trend, influential fashion keyword. After analyzing the concepts and characteristics of traditional memes from prior studies, examples of fashion memes were collected from online community and social network services, while a literature study and case study analysis were conducted in parallel drawing on related articles and journals. Modern fashion memes refer to fashion-related symbols and fashion images that are spread online by word-of-mouth, together with fashion styles and items that spread as a result of being worn. Fashion memes in cyberspace are mainly spread through social network or message services, and sometimes combine text, images, videos, hashtags, and emoticons. Fashion memes are a type of collective action of the people in response to social problems in the world, and often involve humorous antics, satire, shock, and eccentricity. Shared fashion memes reflect the expression of personality expression and fun, and at the same time are used as an expression of designer and brand creativity and are integral to marketing. Fashion memes are classified into four types, based on two central axes as follows: non-commercial/commercial and anti-fashion/fashion-friendly. Unlike traditional memes, Internet-based fashion memes emphasize elements of transformation through creativity as well as imitation, which has become a persisting contemporary trend beyond temporary phenomena.

The Body Images of Stars in the Screens by Linked with the Fashion in the Based on the Jean Baudrillard's Theory (현대 패션에 나타난 스타의 신체 이미지에 대한 시뮬라시옹 연구)

  • Lee, Song-Lim
    • The Korean Journal of Community Living Science
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    • v.19 no.3
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    • pp.431-444
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    • 2008
  • Today people obtain much information about appearances through movies. The stars' body images in movies have been created through total fashion as they play the roles of an ideal model to create actual body images. This study examined the relations between the body images in the film media in terms of appearances or total fashion and actual body images based on the simulation theory by Jean Baudrillard. It conducted a literature study by collecting and analyzing film media-related picture images from books, papers, periodicals and the Internet home and abroad. The research scope was limited to the stars who made appearances in movies and the ones who starred in movies in addition to their other lines of work. As a result, the following conclusions were drawn; the stars' body images went hyperreal between their actual body images and the ones of their roles in movies and then were simulated in fashion. To be specific, 1. the stars' actual body images went hyperreal and were simulated in fashion in the following cases; 1) the stars in the heyday of film; 2) fashionistas; and 3) pictures taken by paparazzi. 2. The body images of their roles went hyperreal in the following cases; 1) through brand participation; 2) through changed body images; and 3) through cyber body images. Their body images became hyperreal and were simulated in fashion by the input of fashion designers and the techniques of other areas. The body images in film are the object of desire to the audience. They go hyperreal and become the ideal body image to real people. The various kinds of hyperreal images in the film media create new beauty as a reference and object of comparison for people to change their body images in reality.

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An Exploratory Study for Identifying Success Factors in On-line Games: Analysis of Game players` Behavior (국내 온라인게임의 게이머 형태 분석을 통한 성공요인 연구)

  • Jung, Jai-Jin;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.10D no.6
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    • pp.1049-1058
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    • 2003
  • The last few years have been a boom time for the online gaming industry. Internet-based online games have made an increasingly popular form of entertainment. The gaming industry estimates that online gaming players reach over 26 million in 2002. The rapid development of online game-contents and related information technology shall increase the size of industry and have a profound impact on many ways of our living and sociaty. This paper develops the exploratory LISREL model for identifying the factors attecting the players' loyalty for some specific brand of online games. The concept of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Based on data collected from online questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the loyalty, flow, word of mouth and other set of independent vareables. It is hoped that this result might provide the useful guidelines for developing the successful online game contents.

Enhancing Global Research Visibility of Faculty Staffs by the Academic libraries in Public Universities in South East, Nigeria

  • Francisca C. MBAGWU;Judith S. NSE;Jacintha EZE;Ijeoma Irene BERNARD
    • International Journal of Knowledge Content Development & Technology
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    • v.14 no.2
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    • pp.29-46
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    • 2024
  • Academic libraries are at the forefront of supporting their parent institutions in teaching and learning, research activities, and community services for the students and faculty members, but, the researchers observed that some of the research emanating from faculty members in academic institutions particularly universities remains largely unknown, unrecognized and invisible on the global scene. This present paper is therefore a modest attempt towards addressing the issue of enhancing the faculty research visibility in the institutions of higher learning by the academic libraries. It also examines the extent academic libraries in public universities in Nigeria use research visibility channels to increase the global visibility of their faculty members. Difficulties encountered by librarians and ways of tackling the visibility of the faculty were also examined. A descriptive survey research design was adopted and the population consisted of all the 162 librarians in public universities in South-East (S.E), Nigeria. Telephone calls and Online Questionnaire were used for data collection. The number of librarians was obtained through phone calls from the Heads of each of the Libraries. The Online Questionnaire was submitted to the WhatsApp platforms of librarians in Nigeria- Academic and Research Libraries (ARL) and Chartered Librarians in Nigeria Connect (CLN-Connect). The questionnaire was structured in such a way that only the Librarians in Public universities in the S.E. Nigeria will respond to it. At the end of the day only 120 librarians responded, at a response rate of 74%. The study was analysed using tables, percentages and charts. The study recommended that librarians who are unaware of RVCs and its utilization should go for training to acquire the knowledge that will enable them enhance the global visibility of faculty staff, Management of Public universities in S.E, Nigeria should in addition to addressing copyright issues by the use of disclaimer notices and creative common licensing and provision of infrastructural facilities e.g. steady power supply, High power brand Internet connectivity, establishment of an Institutional Repository, etc, also should mandate the faculty staff to release their productive work to the library for onward submission to the RVCs platforms for enhancement of their global visibility.