• Title/Summary/Keyword: Leisure Goods Industry

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Marketing Strategy to lead Leisure sporting goods consumption to improve the leisure life of sports participants

  • SEONG, Dong-Ho
    • East Asian Journal of Business Economics (EAJBE)
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    • v.10 no.3
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    • pp.105-114
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    • 2022
  • Purpose - The sports business industry and contemporary sports marketing is an exemplary wide field that primarily comprises specific activities, numerous individuals, organizations, and business ventures. This research aims to provide a marketing strategy to lead Leisure sporting goods consumption to improve the leisure life of sports participants. Research design, Data, and methodology - The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) was conducted to obtain the appropriate literature resources and total 15 previous resources selected by the present author after excluding papers based on screening process. Result - The literature analysis revealed that marketing practitioners in the sports and leisure industry should remember three significant solutions which are suggested. These solutions the following: (1) Brand Visibility, (2) Suitable Business Designs, and (3) Customers Support. They will enhance the perspective of consumption goods that foster leisure life to sporting participants following a well-advanced market strategy Conclusion - The sporting activities are generally inspiring, emotion provoking, immersive, rapidly growing profits and revenues, and engaging; hence, it is a great adventure of advancing customer orientation and a platform for growing the market. Therefore professionals have the responsibility to design sporting events in synergy with different stakeholders in ensuring improved and enjoyable experiences based on the marketing solutions of the current research.

Analysis of Leisure Industries in Ulsan Metropolitan City (울산광역시의 여가산업 분석)

  • Choi, Sung-Hun;Song, Kang-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.391-398
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    • 2010
  • The purpose of this study analyzed leisure industries of Ulsan Metropolitan city. Leisure industries were categorized leisure goods industries, leisure space industries, and leisure service industries according to 'Leisure White Paper' was offered Ministry of Culture, Sports, and Tourism, and analyzed the number of businesses, workers, and sales by KOSIS(http://www.kosis.kr), Korean National Statistical Office. As a results, the number of business were 10,292, workers were 23,357 person, and sales were 1.1675 trillion won. More specifically, the number of business were 1,041, workers 1,867 person, and sales were 122.7 billion won in the number of Leisure goods industries. The number of business were 6,534, workers 15,752 person, and sales were 694 billion won in the number of Leisure space industries. Lastly, The number of business were 2,717, workers 5,783 person, sales were 350.7 billion won in the number of Leisure service industries. Especially, Leisure goods industries were poor, liquor related business were too many in leisure space industries, and leisure education service industries were large.

Empirical Analysis on Cultural Industry Demand in Chung-Buk Province (충북 문화산업 수요의 실증적 분석)

  • Jung, Cho-See;Shin, Gil-Soo
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.165-174
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    • 2007
  • It is expected that demand for cultural industry will be increased rapidly with economic growth. But it is doubtful how much desire of demander to be fulfilled. Because cultural products have public goods characteristics and they are supplied by government. Therefore this paper analysed deterministic factors of cultural demands in Chung-buk province, and suggested criteria of cultural products, which is supplied by regional government. For these purposes, we analysed three topics, first, deterministic factors of demander's satisfaction, second deterministic factors of cultural demand type, which are classified by type of participants and spectators, third deterministic factors of leisure type, which are classified by goods intensive leisure and time intensive leisure, and we analysed these through econometric methods. And we tried to suggest optimal criteria for cultural products supply by regional government, which needs of demanders are fully fulfilled.

Study on Textile Product Development and Song HaYoung Class Satisfaction through Capstone Design Curriculum (캡스톤디자인 교육과정을 통한 텍스타일 상품개발 제안 및 수업만족도 고찰)

  • Song, HaYoung
    • Journal of Fashion Business
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    • v.23 no.5
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    • pp.124-136
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    • 2019
  • Capstone design is a creative and comprehensive educational program requiring practical adaptation skills for the industry. The purpose of this study was to analyze the results of design development, lectures and curriculum satisfaction for textile fashion products based on four years of capstone design curriculum from 2015 to 2018. The curriculum consists of 26 groups of 72 students and a total of 26 final results were obtained via industry-university cooperation. The materials for product design development included differentiated clothing, leisure goods, bags, dog goods, smart goods, interior goods and recycled products based on textiles. The degree of satisfaction with lectures involving the capstone design class was very high, with 4.2 out of 5.0 when the number of students was less than 10. However, when the number of students was 20 or higher and the number of students was large, the level of satisfaction was below 3.88. Therefore, the capstone design class comprising less than 10 students was better at individual teaching and teamwork. In terms of satisfaction with capstone design curriculum, the respondents indicated that the teaching method addressing the needs of industry and academia facilitated practical learning. It was very helpful in improving competency related to the design and development majors and future employment. The capstone design curriculum was effective in the training for practical design development and planning.

Design Development for the Ocean & Leasure Industry (해양레저산업 활성화를 위한 아이디어 상품 디자인개발 사례)

  • Kang, Bum-Kyu;Lee, Bo-Bae;Kim, Sung-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.116-127
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    • 2012
  • With the recent rapid growth in the number of people who enjoy marine and leisure activities in Korea, the marine leisure industry faces good opportunities for development. Korean brands are in between them. In this situation, new and innovative products related to an inflatable tube, which is one of the most popular marine leisure items, will help to increase sales of domestic companies and to pioneer a new market. Research methods are largely divided into 4: investigation, analysis & synthesis, development and evaluation. This paper introduces a "tube cushion" which is an inflatable tube covered by fabrics. It can be functioned at home 365 days a year as a cushion or a children's plaything. Tactile fabrics, neoprene and air-mesh, are used as the cover with a zipper, making it easy to open and close. Moreover, by putting together tubes and connecting them with snap fastener attached straps, the cushion can be transformed into a chair, a table, a tunnel, a train, and so on, serving as a creative plaything for children. With this paper, it is expected that new and innovative items differentiated from others, like this crossover tube cushion, will help to create a 'Blue Ocean' market for the marine leisure industry from the long-term perspective.

A Study on the Cases of Fun Elements Designing and the Application to Furniture (Fun 요소의 디자인 사례와 가구 적용에 관한 연구)

  • Yoo, Do-Hyun;Yoon, Yeoh-Hang
    • Journal of the Korea Furniture Society
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    • v.20 no.2
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    • pp.105-114
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    • 2009
  • Recently, as living of people becomes economically liberal, people's interests are being directed to enjoying leisure and finding fun. The design area is not exceptional from this change and thus fun elements are working as important purchase factors when people are purchasing goods in addition to intrinsic uses of the goods. Along with the development of cutting-edge technologies, other manufacturing industries like electronics, automobiles etc are swiftly responding to this trend, but the furniture industry that has been perceived as a relatively low technical industry is not at all prepared for this trend. Here, this thesis is to suggest a direction for our furniture industry to go by proposing many potentials to apply fun elements to furniture through surveys of design cases addressing fun in other areas. The surveys made in this study are largely divided into the fun in the aspect of perception and the fun in the aspect of awareness. First, the fun in the aspect of perception of furniture can be experienced through the assembling of D. I. Y. furniture and this requires studies and efforts of developers in order to enable people to enjoy the processes of assembling as a sort of 'play' without feeling a burden in the processes of assembling. Second, the fun in the aspect of awareness of furniture can be created by boldly introducing new technologies and materials from other industrials and this includes adding other functions than the intrinsic use of furniture such as containing things.

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Changes in the marketing direction and form of exhibitions using social media

  • Im-yeoreum Kim;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.268-272
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    • 2023
  • With the development of SNS, companies and individuals are actively marketing through social media to develop their own products. It is also important to post posts promoting on simple SNS or to show a lot of exposure using algorithms, but customers upload reviews or proof shots of the product on their own, naturally increasing the exposure of the product and increasing the purchasing power of potential customers. As the number of products that users want to purchase through SNS is increasing, they want to access and purchase not only tangible products such as goods and food, but also intangible services through SNS. In this paper, we would like to study exhibitions that have both tangible and intangible characteristics. SNS accounts that mainly introduce these products by searching for reviews have been created while spending leisure time such as exhibitions and fairs, reducing the hassle of searching for personal interests on search engines, and providing prices and reviews from the exhibition's schedule, lowering entry barriers and increasing purchasing power. Using this point, many exhibitions not only display works, but also open various experience centers, and create a photo zone or a unique exhibition hall atmosphere to attract many customers. In this study, we study the impact of SNS on the leisure culture of exhibition. The marketing direction in the situation where SNS marketing is becoming the mainstream is presented, and the change in the form of exhibition is described and presented as an academic approach.

A Study on R&D Strategy for the IT Convergence Research and Sports Services (IT와 스포츠서비스 융합을 위한 R&D 전략 연구)

  • Oh, Joong-Duk;Park, Chan-Hong;Park, Byeong-Ho;Choi, Young-Seok;Oh, Il-Young;Seong, Hyeon-Kyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.492-495
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    • 2014
  • In this paper, IT and sports services, a study on the R&D strategy for convergence. The sports industry is based on the consumption of the population continues to increase participation in sport has increased due to the increase in leisure time and increase the income of the people. Differentiated and national income is expected to be $ 20,000 per period is the expansion of high-tech sports consumption in developing countries than developed countries and is active in a variety of sports goods of high consumption, you can feel the satisfaction of the convergence of high value enemy Sports Consumption the situation in and growing rapidly. In this paper, we conduct R&D Strategies for the integration of IT technology and services for the development of sports industry, sports. We hope that this helps the sport policy development and national sports industry overseas markets such as the development of the domestic sports industry achieve in this study was small.

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A Study on the Philippines Furniture through Manila FAME (마닐라 페임을 통한 필리핀 가구 연구)

  • Cho, Sook-Kyung
    • Journal of the Korea Furniture Society
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    • v.24 no.1
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    • pp.24-32
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    • 2013
  • The aim of the present study was to investigate and analyze a tendency of the Philippines furniture which are not well-known in Korean market yet, but have been emerging as an OEM base, through the Manila FAME 2012. The study was conducted by visiting some furniture companies in Philippines for the active understanding regarding the current status of the Philippines furniture, in consideration of the material, functional and structural aspects of the goods which were exhibited on the Manila FAME 2012. The methods of the investigation were to research the related literatures concerned and materials had been collected over the internet, to visit the Manila FAME 2012 at work and finally to visit furniture companies in Philippines. Manila FAME has been based on the DTI (DTI: Department of Trade and Industry) through CITEM (CITEM: The Center for International Trade Mission and Expositions) since 1983. The exhibition whichincludes various sorts from furniture, traditional artifacts, leisure goods, gifts, jewelry and clothes is becoming such a potent force by integrating three exhibitions such as Manila Now, CEBUNEXT and Bijoux Cebu, what all had been held before the world economic downturn. The features of the Philippines furniture shown on the Manila FAME are as follows: First, they are focusing on the maximum of function to the exclusion of the decoration and they were mostly made of various kinds of mahogany like jambilina, acacia, bamboo, wisteria and Manila hemp growing up in the Philippines indeed and finally there were a lot of the simple designs of the curved line which were exactly the material nature of the wisteria and Manila hemp.

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An Extraction and Analysis of the Candidated Promising Sports Industries for National Sports Technology Policy (스포츠 기술정책을 위한 유망 스포츠산업 후보군의 도출 및 분석)

  • Rim, Myung Hwan
    • Korean Management Science Review
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    • v.31 no.4
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    • pp.151-163
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    • 2014
  • The sports industry is expected to develop into a huge business through convergence with existing industries such as the broadcasting/information communications, health/medicine, and entertainment/leisure. This paper aims to extract and analyse the candidated promising sports industries at the national level in order to promote them in the long term, and adopts a policy-based approach to such efforts. To extract promising sports industries at the national level, a methodology that considers economic effects such as global competitiveness, technological characteristics, and the creation of jobs, as well as technical development projects, should be adopted. In this study, It was extracted 59 candidated promising sports industries using literature review and expert opinions. As a result of in-depth survey, we found some critical implications each area as follows; health club operation in the lifetime and participation sports area, female sports dance in the welfare sports area, new material sports shoes in the lifetime and welfare sports area, and dynamic training system in the professional sports area.