• 제목/요약/키워드: Marketing elements

검색결과 446건 처리시간 0.033초

Examining the Functions of Attributes of Mobile Applications to Build Brand Community

  • Yi, Kyonghwa;Ruddock, Mullykar;Kim, HJ Maria
    • 패션비즈니스
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    • 제19권6호
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    • pp.82-100
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    • 2015
  • Mobile fashion apps present much opportunity for marketers to engage consumers, however not all apps provide enough functions for their targeted audience. This study aims to determine how mobile fashion apps can be used to build brand community with consumer engagement. Qualitative data on fashion mobile apps were collected from the Apple app store and Android market during the spring and summer of 2015. A total of 110 fashion mobile apps were collected;, 50 apps were identified as apparel brands that either manufacture or sell apparel to consumers, which we categorized as "brand" fashion apps, and the remaining 60 were categorized as "non-brand" fashion apps. The result of the study can be summarized as below. The 60 non-brand fashion apps were grouped into 5 app types: shopping, searching, sharing, organizational, and informational. The main functions are for informational use and shopping needs, since at least half (31 apps) are used for either retrieving information or for shopping. However, in contrast, social networking and location were infrequent and not commonly utilized by these apps. The most common type of non-brand fashion apps available were shopping apps;, many shopping apps enable users to shop from several different websites and save their items into one universal shopping cart so that they only check out once. Most of these apps are informational and help consumers make more informed decisions on purchases;, in addition many offer location services to help consumers find these items in store. While these apps perform several functions, they do not link to social media. The 50 brand apps were grouped into 5 brand types: athletic, casual, fast fashion, luxury, and retailer. These apps were also checked for attributes to determine their functionality. The result shows that the main functions of brand fashion apps are for information (82% of the 50 apps) as well as location searching (72% of 50 apps). Conversely, these apps do not offer any photo sharing, and very few have organizational or community functions. Fashion mobile apps and m-marketing elements: To build brand community, mobile apps can be designed to motivate consumer's engagement with brands. The motivations of fashion mobile apps are useful in developing fashion mobile apps. Entertainment motives can be fulfilled with multimedia attributes, functionality motives are satisfied with organizational and location-based features, information motives with informational service, socialization with community and social network, learning and intellectual stimulation from informational attributes, and trend following through photo sharing. The 8 key attributes of mobile apps can correspond to the 4 m-marketing elements (i.e., Informative content, multimedia, interactions, and product promotions) that are further intertwined with m-branding elements. App Attributes and M-Marketing aim to Build Brand Community;, the eight key attributes can impact on 4 m-branding elements, which further contribute to building brand community by affecting consumers' perceptions of brands preference and advocacy, and their likelihood to be loyal.

게이미피케이션 개념을 적용한 브랜디드 콘텐츠 사례 연구 (A Case study of "Branded Contents" applied Gamification concepts)

  • 나지영;박영일;김혜빈
    • 한국게임학회 논문지
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    • 제16권5호
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    • pp.45-56
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    • 2016
  • 본 논문에서는 게이미피케이션 개념이 브랜디드 콘텐츠에 적용된 사례를 연구한다. 게이미피케이션은 게임 요소를 비게임 분야에 적용하여 해당 분야의 효율을 높이는 개념이며 교육, 마케팅, 의료, 스포츠, 쇼핑 등의 분야에서 활발히 활용되고 있다. 특히 마케팅(광고)을 엔터테인먼트 콘텐츠로까지 확장시킨 브랜디드 콘텐츠에서도 게이미피케이션 개념을 적용한 사례를 볼 수 있다. 이에 본 연구는 게이미피케이션 개념이 마케팅에 어떠한 방식으로 영향을 끼치는지, 게이미피케이션이 브랜디드 콘텐츠가 엔터테인먼트 콘텐츠로 확장하는데 있어 어떻게 작용하는지를 고찰한다. 이를 위해 게이미피케이션과 브랜디드 콘텐츠의 개념과 특성을 살펴보았으며 5가지 실제 사례에 게임의 요소(목표, 경쟁, 피드백, 보상)가 어떤 방식으로 적용되었는지 분석하였다. 최종적으로 브랜디드 콘텐츠가 엔터테인먼트 콘텐츠로 확장함에 있어 게이미피케이션이 효율적인 방식이 될 수 있음을 검증하였다.

빅데이터를 통한 브랜드 평가 맵 제안 : 현대자동차 제품 평가 중심으로 (Proposal of Brand Evaluation Map through Big Data : Focus on The Hyundai Motor's Product Evaluation)

  • 윤대명;이용혁;이봉규
    • 한국IT서비스학회지
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    • 제19권4호
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    • pp.1-11
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    • 2020
  • Through text mining, sentiment analysis, and semiotics analysis, this study aims to reinterpret the meaning of user emotional words and related words to derive strategic elements of brand and design. After selecting a local car manufacturer whose user opinion on the brand is a clear topic, web-crawl the car comments of the manufacturer directly created by the users online. Then, analyze the extracted morphology and its associated words and convert them to fit the marketing mix theory. Through this process, propose a methodology that allows consumers to supplement and improve brand elements with negative sensibilities, and to inherit elements with positive sensibilities and manage brands reasonably. In particular, the Map presented in this study are considered to be fully utilized as information for overall brand management.

실내외 공공공간의 디자인 연계성에 관한 복합문화공간의 사례분석 (A Study on the Design Connection of Indoor and Outdoor Public Space in the Case Analysis of Multiplex Cultural Space)

  • 안희선;남경숙
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2008년도 춘계학술발표대회 논문집
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    • pp.295-298
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    • 2008
  • The value of space is changing with change of modern society value. In this change, there is consistent subject about 'public'. So, design studies of public space for indoor and outdoor space are being carried out. Also, the concept of total design for space is a essential element and substance plan about space design and marketing is accomplished based on the total design. Now days, multiplex cultural space which have the concept of public and total design is increasing interest. Therefore, a case of multiplex cultural space, a purpose of this paper is elements investigate which design elements in public space of indoor and outdoor how it have been connecting fundamental design elements.

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브랜드체험관에서의 브랜드 정체성(BI) 표현에 관한 연구 -국내 4개의 브랜드 체험관을 중심으로- (Evaluation for Express of Brand Identity in Brand Experience Spaces -Mainly with Analysis on Domestic 4 Brand Experience Space-)

  • 이승윤;김보연
    • 디지털융복합연구
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    • 제15권9호
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    • pp.427-434
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    • 2017
  • 본 연구는 국내 4개의 브랜드체험관을 분석하여, 브랜드체험관에서의 BI 표현 요소를 분석하고 브랜드체험관에서의 BI 표현 개선 방향을 제안하는데 목적이 있다. 1차적으로 문헌연구를 통해 현재 브랜드마케팅과 시각적 경험적 BI 요소의 이론적 배경을 고찰하고 이를 분석할 공간 표현 특성에 대해서 조사하였다. 2차로 이를 토대로 추출된 분석 기준을 가지고 국내의 4개 브랜드체험관을 분석하였다. 그 결과, 브랜드체험관은 BI 표현 개선을 위해 자사의 브랜드 이미지를 체험관에 명확하게 표현해야 하고 다양한 콘텐츠와 상황을 통해 이미지를 효과적으로 전달할 체험 전략이 필요하다. 또한, 단기적인 체험이 아닌 지속적인 관계를 이어 갈 장기적인 체험 콘텐츠도 필요하다. 본 연구를 바탕으로 앞으로 브랜드체험관의 BI 표현 연구를 위한 참고자료로 사용될 것을 기대하며, 이후 진행될 다른 분야의 BI 연구에도 도움이 되기를 바란다.

아파트 실내 공간 체험과 만족도에 관한 연구 - 울산지역 모델하우스를 중심으로 - (A Study on the Experience and Satisfaction Level of the Apartment Interior Design - Focused on the Apartment Model House in Ulsan City -)

  • 김정근
    • 한국실내디자인학회논문집
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    • 제18권6호
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    • pp.20-27
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    • 2009
  • This study aims to understand the consumer consciousness of the interior design by experiencing the interior space of the model house provided by the construction company. For this, the author investigated the spatial images about the apartment interior design and the satisfaction level depending on the experiential elements. Survey questionnaires were distributed to people who visited six model houses. Subjects were asked about the experience about the interior space of the model house. Their response to the experiential elements was analyzed with 5-point Likert scale and was computed as frequencies, percentages, and means. For the spatial image characteristics, adjectives were substituted for the image scales. As a result, the author found out the following: First, the interior space was commonly directed to the soft image, which was mixed with modern, noble, decent, dynamic and natural styles depending on the companies. The trend of each interior design basically had static, soft and vague images, and partially had two kinds of tendencies: the one was mild and natural, and the other was modern and elegant. Second, as the strategic modules of the experiential marketing, five experiential elements were investigated to find the satisfaction level through the model house interior space. The emotional element got the highest point followed by the cognitive element and the active element, while the sensible element and the relative element got the lowest point. Third, consumer response was generally positive toward the model house interior design provided by the construction company. It is necessary to make up for the design that can give an aesthetic pleasure with familiar images, rather than give a firm recognition about the design.

쇄빙선의 내충격 특성에 관한 실험적 연구: 제2부 선체 구조의 충격 굽힘 특성 (Study on Crashworthiness of Icebreaker Steel: Part II Ship Side Structural Behavior Due to Impact Bending)

  • 노명현;이재익;한동화;정준모
    • 한국해양공학회지
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    • 제30권4호
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    • pp.277-286
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    • 2016
  • The first part of this study found the tendencies of the mechanical properties of two arctic structural steels (EH32 and FH32). In the second part, the crashworthiness of stiffened panels scaled down from the side frame structure of a Korean research icebreaker was determined. A procedure for designing the shapes and sizes of the stiffened panels, mass and shape of a drop striker, and a large temperature chamber, and then manufacturing these, is introduced in detail. From impact bending tests for the stiffened panels, the residual permanent deformations and deformation histories over time were captured using manual measurement and video image analyses. Numerical simulations of the impact bending tests were carried out for three different finite element models, which were mainly composed of shell elements, solid elements, and solid elements, with welding beads. It was proven from a comparison of the test results and numerical simulation results that the solid element model with the welding bead consideration approached the test results in terms of the residual deformations as long as the strain rate effect was taken into account.

소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구 (A Study on Gamification Marketing based on Social Network Service)

  • 문하나;박승호
    • 디자인융복합연구
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    • 제15권2호
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    • pp.17-35
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    • 2016
  • 스마트폰 대중화와 맞물려 소셜네트워크 서비스 이용이 일상화되자 기업은 제품홍보 및 브랜드 인지도 제고를 위해 여러 개의 소셜네트워크 서비스를 마케팅 채널로 활용하고 있다. 기업은 소셜네트워크 서비스 마케팅 초기부터 현재까지 사용자의 관심유도와 자발적 참여 증진을 위해 게임의 기능적 측면과 정서적 즐거움을 재현하는 '게이미피케이션(Gamification)' 요소를 사용하고 있다. 따라서 본 연구는 소셜네트워크 서비스의 게이미피케이션 요소를 고찰하고 하나의 기업이 여러개의 소셜네트워크 서비스를 마케팅 채널로 활용할 때 나타나는 특징을 살펴보고자 했다. 우선 문헌연구를 통해 소셜네트워크 서비스와 게이미피케이션의 개념 및 특징을 고찰하였다. 다음으로 게이미피케이션 구성요소인 게임 기법과 역학, 재미유형을 정리하였다. 그리고 이론적 고찰에 근거하여 국내에서 가장 많이 사용하는 '카카오스토리', '밴드', '페이스북', '인스타그램' 4개의 소셜네트워크 서비스 중 3개 이상을 사용 중인 '코카콜라 코리아', '롯데마트', '캐논 코리아', '코오롱스포츠', '유니클로 코리아' 5개 기업의 게이미피케이션 마케팅 사례를 수집하여 게이미피케이션 마케팅 특징을 분석하고 시사점을 도출하였다. 마지막으로 소셜네트워크 서비스를 통한 게이미피케이션 마케팅 기획의 초석이 되길 바라며 게이미피케이션과 소셜네트워크 서비스 측면에서 가이드라인을 제안하였다.

전통주류 상품화 사례 및 경쟁력 제고 방안 연구 (A Study on the Cases of Merchandising and Suggestions for Improving Competitive Power of Traditional Liquor)

  • 전영미;안윤수;김미희
    • 한국지역사회생활과학회지
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    • 제17권2호
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    • pp.3-14
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    • 2006
  • This study intends to offer suggestions for improving the security and competitive power of traditional liquors by investing in the status of intellectual property rights. Merchandising and the marketing strategies of traditional liquor are also addressed. The data was collected through a questionnaire survey given to 101 CEOs of traditional liquor manufacturers. The major results of this study were as follows: The management types of traditional liquor manufacturers were classified as the company 57 (56.4%), the corporation or the union 29 (28.7%), domestic industry 10 (9.9%), and marketing community or technology center 5 (5.0%). The competitive power degree of traditional liquor products was classified as strength 30 (31.6%), usual 30 (31.6%), weakness 35 (36.8%). The elements of strong competitive power were taste, functional (wellbeing) character, and attractiveness of the brand name. On the other side, reasons for weakness in competitive power were the marketing system, price competitiveness, and advertisement. The trademark registration of the traditional liquor appeared with 53%. The reasons not to pursue a trademark registration included the complicated and unnecessary process of registration acquisition, high registration expenses, etc. The perceptions of CEOs about the consumer's brand awareness for their product were low with an average 2.97. Explanations included insufficient advertisement and public relations, unrefined trademark design, and the meaninglessness of brand names. The marketing strategy of traditional liquor manufacturers according to annual sales were as follows: Manufacturers with high sales emphasized marketing strategies that focused on functional character, traditional image, high quality in image and package materials and design, high price strategies based on quality, and various sale promotions.

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MZ세대를 겨냥한 게이미피케이션 기반 효과적인 디지털 마케팅 방안 연구 (A Study on Gamification-based Effective Digital Marketing Plan Targeting at Generation MZ)

  • 낭윤서;김규정
    • 한국콘텐츠학회논문지
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    • 제22권7호
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    • pp.202-215
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    • 2022
  • 본 연구는 현재 소비 그룹인 MZ세대의 주요 정보 소통 및 학습과 놀이 등의 배경이 되는 게이미피케이션 기법과 이에 기반한 디지털 마케팅의 특징을 파악하고, 국내외의 게이미피케이션을 활용한 디지털 마케팅 사례들의 특징과 요소들의 비교 분석을 시도하여 효과적인 MZ세대를 겨냥한 게이미피케이션 디지털 마케팅 방안을 제시하는데 그 목적이 있다. 연구 과정의 요약은 다음과 같다. 첫째, MZ세대와 게이미피케이션의 특징과 정의를 기술하고, 개념을 명확히 하였다. 둘째, 국내외의 게이미피케이션 사례를 비교 분석하였다. 연구 결과, 눈에 보이는 요소들, 예를 들어, PBL(Point, Badge, Leaderboard)에만 초점을 맞춰 게이미피케이션의 메커니즘과 구조들의 유기적 연결에 실패하여 재미를 추구하는 MZ세대의 특성을 반영하지 못하는 게이미피케이션 디지털 마케팅을 경계해야 한다. 또한, 제공하는 보상(포인트, 배지, 리더보드 등)이 아무 가치가 없다고 느껴 보상을 얻는 재미를 잃고 이탈하는 고객들을 방지해야 한다.