• 제목/요약/키워드: Marketing Expense

검색결과 43건 처리시간 0.018초

학술정보전달시스템으로서 대학출판부의 활성화 방안-부산대학교 출판부를 중심으로-

  • 송정숙
    • 한국도서관정보학회지
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    • 제28권
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    • pp.137-170
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    • 1998
  • The University Press, as a publishing division of the university, is a high quality and low cost scholarly communication system. In contrast to European and American university presses, Korean university presses publish very small amount of books. So the author took a case study of the Pusan National University Press(PNUP). She interviewed with faculty who had published or were going to publish. And then she analyzed why or why not the faculty at the Pusan National University selected PNUP as a publisher. On the basis Of the results, she identified problems of the PNUP and she made an activating program that can be a n.0, pplied to most of Korean university presses. This program involved setting up the mission of the press; a n.0, ppointing a professional to the staff and establishing a fund; encouraging high quality scholarly publishing, refined bookmaking and positive marketing; and increasing the expense of the library and improving community su n.0, pport of the university press.

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그린투어리즘에 대한 대구 시민의 태도 및 의식조사 연구 (Attitudes & Cognition of Daegu City Residents towards Green Tourism)

  • 오승현;엄붕훈
    • 농촌계획
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    • 제13권4호
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    • pp.79-86
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    • 2007
  • The purpose of this study is to investigate city residents' attitudes and cognition of Daegu City toward Green Tourism. A Questionnaire survey was conducted in september, 2006. The sum of 515 copies was analyzed. City residents recognized the problems of leisure activities as 'burden of expense', 'lack of program diversity' and the advantages of this as 'withdrawal of stress and increase of vitality', 'promotion of health for themselves and their family'. Among theme experiential activities, they preferred 'health/leports experience' 'traditional food experience', 'traditional culture experience', 'nature-ecological experience', respectively. By the result of cross-table analysis, there are many differences between groups by gender & age. Therefore, further development of specific experiencing activity programs and marketing techniques, are required.

e-CRM에서 개인화 향상을 위한 의사결정나무 사용에 관한 연구 (Study on the Application of Decision Trees for Personalization based on e-CRM)

  • 양정희;한서정
    • 대한안전경영과학회지
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    • 제5권3호
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    • pp.107-119
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    • 2003
  • Expectation and interest about e-CRM are rising for more efficient customer management in on-line including electronic commerce. The decision-making tree can be used usefully as the data mining technology for e-CRM. In this paper, the representative decision making techniques, CART, C4.5, CHAID analyzed the differences in personalization point of view with actuality customer data through an experiment. With these analysis data, it is proposed a new decision-making tree system that has big advantage in personalization techniques. Through new system, it can get following advantage. First, it can form superior model more qualitatively in personalization by adding individual's weight value. Second it can supply information personalized more to customer. Third, it can have high position about customer's loyalty than other site of similar types of business. Fourth, it can reduce expense that cost marketing and decision-making. Fifth, it becomes possible that know that customer through smooth communication with customer who use personalized service wants and make from goods or service's quality to more worth thing.

게임 신제품 출시에 따른 소비자 지향적인 가격결정 (Consumer Oriented Pricing According to the New Game Product Launching)

  • 이지훈
    • 한국게임학회 논문지
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    • 제5권2호
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    • pp.29-36
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    • 2005
  • 게임 신제품 가격결정은 기업의 유지 및 운영에 많은 영향을 미치는 부분이다. 적정한 제품가격 결정에 따라 소비자들의 선호 및 반복적인 구매의욕을 자극할 수 있기 때문이다. 하지만 게임업계에서는 제품특성과 광고, 원자재 등에 포함되는 지출 금액에 따라 가격책정을 하는 것을 선호하고 있고, 경쟁기업대비 가격 결정 등 기업의 입장 및 시장동향에 의한 가격을 결정하고 있는 경우가 현 기업의 상황이다. 따라서 많은 기업들은 제품의 가치를 제대로 평가받지 못하여 현 가격보다 낮게 또는 높게 책정해 매출 부진, 고객이탈, 신규고객유치 부진 등 경영상에 많은 악영향을 미치고 있다. 이러한 차원에서 본 연구의 방향을 기업입장 및 시장동향에 의한 가격결정보다는 소비자가 신제품을 바라보는 관점에서 제품을 평가하는 부분에 초점을 맞추어 신제품 가격을 결정하고자 하는데 중점을 두었다. 게임유형별 적정가격을 분석한 결과를 보면 한국의 게임 사용자들은 시뮬레이션 게임, RPG 게임, 아케이드 게임의 경우 "3만원 때의 가격"을 선호하는 것으로 나타났으며, 온라인 게임인 경우 "2만원 때의 가격"을 선호하는 것으로 나타났다. 이는 각 게임유형별로 가지고 있는 특성을 잘 반영하여 나타난 것으로 분석된다.

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식생활관리 실태에 관한 연구 -서울시내 주부를 중심으로- (A Study on the Survey of the Meal Management)

  • 유영상
    • 대한가정학회지
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    • 제18권1호
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    • pp.53-66
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    • 1980
  • One of the most pressing problems of the day in our household economy is the scientific improvement of meal management, which has direct bearings on the efficiency of housewives, domestic economy, and health care for the whole family. The concern of this paper is to investigate the current meal management situation in which more than three hundred housewives in Seoul find themselves, and to propose a tentative plan for its improvement. The result of the investigation is summarized as follows : 1) The number of families with old-fashioned kitchens forms a percentage of 30.3 ; only 4.3 percent of them have waterworks and drainage system. 2) The number of families equipped with cooking machines and utensils constitutes 51.2 percent ; that of those without cooking machines reaches the high percentage of 92.8. 3) The expense for daily meals amounts to 37.9 percent of the whole domestic expenses. the number of those who prepare daily meals without any planning comprises 78 percent. It is from habit that 60.5 percent of them make no workable plan for their meals. 4) The frequency of housewives doing daily marketing is comparatively high. 5) The time spent in preparing and clearing the table is 280.4 minutes a day on the average. 6) In preparing daily meals the low income bracket tends to keep expense as low as possible, while the high income bracket is chiefly concerned with taste. 7) The frequency of home cooking is on the increase as the housewives grow older, especially in the large families with housemaids. 8) In most cases housewives do the cooking for themselves; the high income brackets have housemaids do the cooking. The number of husbands who help their wives do kitchen work a small percentage of 10-14. 9) The simplification of kitchen work presupposes the simplification of the daily cooking, the improvement of the structure and equipment of the kitchen, and a good help of the whole family.

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

  • 최인수;윤기헌
    • 만화애니메이션 연구
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    • 통권19호
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    • pp.145-159
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    • 2010
  • 캐릭터 산업은 여타의 문화콘텐츠 산업과 같이 창작된 콘텐츠와 더불어 미디어라는 기술적 환경을 토대로 한다. 즉, 창작 캐릭터가 미디어를 통해 수용2자에게 도달되고 이를 기반으로 시장에서 형성된 캐릭터의 브랜드 가치를 바탕으로 라이선싱을 통해 이루어지는 산업이라 할 수 있다. 캐릭터의 생명력을 연장시키고 브랜드로서의 가치를 높이기 위해서는 효율적인 미디어의 선택과 활용이 필요하다. 웹툰 역시 웹툰 캐릭터가 브랜드로서 발전하기 위해 인터넷 미디어를 활용한 마케팅 수단 중 하나로 볼 수 있다. 또한 타 미디어에 비해 짧은 기간에 적은 비용으로 제작하여 시간, 장소에 구애 받지 않고 콘텐츠의 전달이 가능하다. 그리고 쌍방향 소통, 미디어 확산이 용이한 디자인적 형태와 매체적 특성을 가지고 있다. 국내 웹툰 캐릭터의 사례를 분석한 결과, 인터넷 미디어를 중심으로 한 캐릭터 마케팅이 가장 효율적이었다. 또 캐릭터 브랜드화를 위해서는 전략적인 미디어믹스 전개가 필요한 것으로 나타났다. 아울러 웹툰 캐릭터의 외형적, 매체적 특성이 일관된 아이덴티티를 유지해야 효과적인 미디어믹스가 가능하다. 캐릭터가 수용자에게 도달되는 과정에서 미디어믹스가 실질적으로 어떤 작용을 하는지 알기 위해 캐릭터 '하마탱'을 개발하였다. 더불어 자체 제작한 웹툰과 기타 콘텐츠를 활용한 마케팅 과정과 캐릭터 브랜드 구축방안, 그리고 타 미디어로의 변경과 확장을 위한 미디어믹스 전략을 제시하였다.

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김 가정 소비 지출의 결정 요인 분석 : 선택 편의를 고려한 Type II 토빗 모형을 이용하여 (A Study on Determinants Affecting At-home Laver Consumption Expenditures : Type II Tobit Model Treating Sample Selection Bias)

  • 이민규;박은영
    • 수산경영론집
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    • 제40권3호
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    • pp.147-167
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    • 2009
  • The objective of this study is to analyze the determinants of at-home laver consumption expenditures using the data from a survey of households implemented in 2009. It happened that non-response ratios of monthly expenditures on dry laver and flavored laver among sampled households are 18.8% and 25.6%. Accordingly, this study tries to analyze the determinants affecting at-home laver consumption expenditures by using type II tobit model, one of sample selection models, to deal with sample selection bias caused from non-response data. Analysis results show the age variable positively affects expenditures on dry laver but negatively contributes to expenditures on flavored laver. In addition, the household size, the household's income, the degree of preference for laver have positive relationships with both expenditures. Household size elasticity and income elasticity of the expenditure on dry laver are estimated as 0.220 and 0.251. In the case of flavored laver, these elasticities are estimated as 0.484 and 0.261. Such analysis results can provide information on division of the at-home laver consumption market into groups with high willingness to expense and implementation of detailed marketing strategies to increase at-home laver consumption. The methodology of this study can be applied to consumer preference analysis on other marine products and other analyses on sample with non-response data in the fishery research.

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제품디자인의 시장성 평가방법 연구 (A Study on the Evaluation Method about Marketability of Product Design)

  • 이문기
    • 디자인학연구
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    • 제14권1호
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    • pp.93-101
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    • 2001
  • This study suggested how to apply it decision-making of product development rapidly by design evaluation process to objectify and the result to quantify with viewpoint of design evaluation sets to marketability. Coverage of this method limited to the evaluation stage of design concept. The procedure of study, first of all, referred to some type of design evaluation method and their feature. And next, referred to some kinds of demand forecasting for marketing. Above an, this study focused on the method of demand forecasting by buying intentions surveys proper to the marketability evaluation of new product design. On a case study, I had investigated preference survey and buying intentions surveys about the design proposal of "language master audio". I selected the best design proposal through the conjoint analysis and also investigated demand forecasting. First, on the basis of buying intentions surveys, choose population and had produced buying demand, awareness demand, potential demand. I could estimate some profit to take out expense and cost from the buying demand. This estimated profit is marketability judgement data of product design at the design concept stage and can be utilized to measurable data for decision-making of product development. Through the case study, this method could forecast a target demand, and even if it is some difference between real sales volume, but the case study could verified that this method is effective to the evaluation of marketability in case of completely new product got on the typical category and the product category could be set up the population clearly.

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서울.경기지역 일식체인 레스토랑의 선택속성에 관한 연구 (A Study on the Customer's Selection Attributes for Japanese Chain Restaurants in Seoul.Kyunggi Area)

  • 윤태환;이수범;윤혜현
    • 한국식생활문화학회지
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    • 제19권1호
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    • pp.1-11
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    • 2004
  • The specific purposes of this study are that ; 1) to investigate the distinguished selection attributes on performance of Japanese chain restaurant according to general characteristics of the respondent ; 2) to find out relationships between selection attributes on performance for Japanese restaurant and customer's satisfaction Frequency analysis. one-way ANOVA, reliability analysis, factor analysis, multiple regression were used to analyze the data. Total 350 questionnaires were distributed and 312 were replied(89.14%). Selection attributes on performance for Japanese chain restaurant was divided into 7 factors. There are Factor1 'Store Image & Kindness', Factor2 'Sanitation & Taste', Factor3 'Approximation & Children's Menu', Factor4 'Delivery & Business Hours', Factor5 'Food Quantity & Korean Food', Factor6 'Service & Parking' Factor7 'Price & Publicity'. Monthly income, eating-out expense per once and type of companion have significant influences on selection attributes for performance. Customer's total satisfaction is significantly affected by selection attributes on performance. Factor7 'Price & Publicity' has the most significant influence on customer's satisfaction. We expect that the results can be used to provide basic information to plan marketing strategies, and take improved customer's satisfaction for Japanese chain restaurants.

토빗분석을 적용한 X세대, MZ세대의 외식지출 영향요인 (The Factors Affecting Dining-out Expenses by Generation X and Generation MZ Based on Tobit Model)

  • 민지은;한경수
    • 한국식생활문화학회지
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    • 제36권3호
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    • pp.284-292
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    • 2021
  • The food service industry has grown larger with changes in the economic and socio-cultural environment. In this saturated food service industry, generation X and MZ are the main consumer forces that demand attention. That is because a generation is the main psychographic factor that reflects personal values and lifestyle based on one's life cycle. From such a perspective, a generation in marketing has been used as a variable to predict a market by supplementing demographic factors. Accordingly, this study classified generations into generation X and generation MZ with the use of the 2019 consumer behavior survey for food by Korea Rural Economic Institute (KREI) and then investigated the factors influencing group and personal dining-out expenses. The analysis was carried out applying the Tobit model using SPSS and R. The positively influential variables on generation X's personal dining-out expenditure were male, single person, high income and simple lifestyle, whereas housewives, personal ethical consciousness, behavioral ethical consciousness, and safe dietary life were negatively influential variables. The positively influential variables on generation MZ's personal dining-out expenditures were male, dual-income, high education level, corporate and governmental ethical consciousness, while the number of family members and safe dietary life were negatively influential variables.