• Title/Summary/Keyword: Online TV Advertising

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The Reaction of Vietnam's Generation Z to Online TV Advertising

  • AO, Hoai Thu;NGUYEN, Cong Van
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.5
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    • pp.177-184
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    • 2020
  • The paper examines the reaction of the Z-Vietnam generation to online TV advertising (TVC), which elements of online TV advertising has a positive influence, which factors do not affect or negatively affect their consumption decisions for the advertised goods. Data for the study was collected from 300 Vietnam's Generation Z in Ho Chi Minh City through live interviews or questionnaires through Google Docs Forms, with over 30 questions. The six basic factors that influence the reactions of Generation Z consumers are information, entertainment, irritation, credibility, interaction, and advertising value. The research results show that, due to the influence of social media and generational characteristics, most consumers of the Generation Z in Vietnam have a favorable attitude towards online TV advertising, and they appreciate this form of advertising. Information element, irritation, credibility and entertainment have a strong and positive impact on TVC. The other two factors are advertising value and interaction, which does not significantly affect the reaction of this generation. This study needs to be checked and reviewed by subsequent studies on a larger scale and in a wider scope because the study only conducted random sampling on a small scale, did not meet the requirements for representation and generality.

Context Centrality in Distributions of Advertising Messages and Online Consumer Behavior

  • CHAE, Myoung-Jin
    • Journal of Distribution Science
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    • v.20 no.8
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    • pp.123-133
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    • 2022
  • Purpose: As moment-based marketing messages (i.e., messages related to current moments or event), companies put significant investments to distribute TV advertising related to external moments in a retail environment. While the literature offers strong support for the value of distributions of context-based messaging to advertisers, less attention has been given to how to design those messages to effectively communicate across channels. This research adds a new dimension of analysis to the study of advertising context and its cross-channel effects on online consumer behavior. Research Design, Data and Methodology: A system-of-equations Tobit regression model was adopted using data collected from an advertising agency that consists of 1,223 TV ads aired during the Rio Olympics and NCAA, tagging from consumers, and a text analysis. Results: First, TV ads with high centrality of context lead to lower online search behavior and higher online social actions. Second, how brands can design messages more effectively was explored by using product information as a moderator that could improve the impact of context-based TV advertisements. Conclusions: Given that expenses in traditional channels are still one of the biggest channel management decisions, it is critical to understand how consumer engagement varies by design of context-based TV advertising.

The Multimedia Press System - A Database System for Archiving, Electronic Press-Clipping and the Analysis of Print-, Online-, Radio- and TV-Media

  • Schohl, Wolfgang
    • Proceedings of the Korea Database Society Conference
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    • 1997.10a
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    • pp.129-136
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    • 1997
  • The Multimedia Press System is an integrated tool for electronic archiving and evaluating articles and documents from all types of media. It may be used by the following departments of a company, a government agency or other organisations in their work with the media and publications: 1. press and/or public relations 2. information and/or documentation 3. internal relations 4. investor relations 5. marketing and advertising 6. economics. It may also be used in 7. independent agencies for public relations and advertising and in 8. media-archives of publishing houses and broadcasting stations.(omitted)

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A Design of Agent for Personal IPTV Advertising (맞춤형 IPTV 광고 서비스를 위한 에이전트 설계)

  • Choi, Jun-Myoung;Choi, Han-Seok;Kim, Dong-Hyuk
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.949-952
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    • 2009
  • 2007 IPTV joining furniture according to passing over 100 households, with the fact that IPTV markets will more be magnified in future. Also the enormous brazier being caused by IPTV commercial markets of IPTV markets are prospective 2015 with the fact that will reach to 850,000,000,000 won, advertisement central medium means IPTV advertisement or web coat online advertizing is center from TV advertisements. Currently compares TV advertisements and IPTV advertisements from the present paper consequently and according to the user who uses the contents the elder brother IPTV advertisement fixing is a service and the agent for plans.

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Digital Contents Application using Intelligence (지능을 이용한 디지털 콘텐츠 응용)

  • Kim, Man-Ki;Hong, You-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.2
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    • pp.65-71
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    • 2009
  • The end of the 1990s due to the rapid development of Internet communications and two-way communication advertising, public relations, online music, video, movies, e-Book, and distribution of digital content is actively underway. The combination of Internet and TV, as well as born of IPTV and interactive digital content industry's future has become a key industry. However, these two-way communication that illegal adult sites, illegal Bulletin, illegal Ads, PR, shopping mall, illegal music copying, video replication, such as negative due to the emergence of IPTV and is always around us and should be recognized. For example, on the Internet, which has been operating in the ocean sounds from the music copyright issue, the prosecution decided to prosecute because of the digital cultural content, copyright issues has become an important issue. Status and issues of this paper to learn the digital content, using intelligence to solve these problems, two-way communication advertising, public relations and practice of digital content, practices and courses of students vulnerable to offers for the analysis simulation.

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Design and Analysis of Online Advertising Expenditure Model based on Coupon Download (쿠폰 다운로드를 기준으로 하는 온라인 광고비 모델의 설계 및 분석)

  • Jun, Jung-Ho;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.16 no.4
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    • pp.1-19
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    • 2010
  • In offline environment, unlike traditional advertising model through TV, newspaper, and radio, online advertising model draws instantaneous responses from potential consumers and it is convenient to assess. This kind of characteristics of Internet advertising model has driven the growth of advertising model among various Internet business models. There are, conventionally classified, CPM (Cost Per Mile), CPC (Cost Per Click), and CPS (Cost Per Sales) models as Internet advertising expenditure model. These can be examined in manners regarding risks that stakeholders should stand and degree of responsibility. CPM model that is based on number of advertisement exposure is mechanically exposed to users but not actually recognized by users resulting in risk of wasted expenditure by advertisers without any advertising effect. While on aspect of media, CPS model that is based on conversion action is the most risky model because of the conversion action such as product purchase is determined by capability of advertisers not that of media. In this regard, while there are issue of CPM and CPS models disadvantageously affecting only one side of Internet advertising business model value network, CPC model has been evaluated as reasonable both to advertisers and media, and occupied the largest segment of Internet advertising market. However, CPC model also can cause fraudulent behavior such as click fraud because of the competition or dishonest amount of advertising expenditure. On the user aspect, unintentionally accessed advertisements can lead to more inappropriate expenditure from advertisers. In this paper, we suggest "CPCD"(Cost Per Coupon Download) model. This goes beyond simple clicking of advertisements and advertising expenditure is exerted when users download a coupon from advertisers, which is a concept in between CPC and CPS models. To achieve the purpose, we describe the scenario of advertiser perspective, processes, participants and their benefits of CPCD model. Especially, we suggest the new value in online coupon; "possibility of storage" and "complement for delivery to the target group". We also analyze the working condition for advertiser by a comparison of CPC and CPCD models through advertising expenditure simulation. The result of simulation implies that the CPCD model suits more properly to advertisers with medium-low price products rather than that of high priced goods. This denotes that since most of advertisers in CPC model are dealing with medium-low priced products, the result is very interesting. At last, we contemplate applicability of CPCD model in ubiquitous environment.

Differences in Advertising Responses and WOM Communication by Consumption Orientation (소비 성향 척도 개발 및 소비성향 집단의 마케팅 커뮤니케이션 반응의 차이)

  • Kim, Seon-Sook
    • Fashion & Textile Research Journal
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    • v.14 no.3
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    • pp.381-389
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    • 2012
  • This study presents a marketing communication strategy from the aspect of new consumption orientation. Consumer preference on ads media, on-line ads media, and WOM usage were examined for new consumption orientation groups. This study was executed in a question survey format. A total of 182 questionnaires were obtained and data were analyzed by PASW 18.0 and AMOS 7. The results were as follows. First, 8 types of consumption orientation factors were revealed; 'impulsive purchase', 'promotion oriented', 'social contribution', 'passive conformity', 'innovative', 'conspicuous', 'rational', and 'environmental conservation'. Then 4 groups were formed, 'Rational & Positive', 'Conspicuous Conforming', 'Positive Social Interested' and 'Low Price Oriented'. Second, communication responses were analyzed through consumption orientation groups. The 'Rational & Positive' group responded positively to every type of advertising media (especially new media). The 'Conspicuous Conforming' and 'Positive Social Interested' groups preferred traditional media such as TV, radio, and magazines; in addition, the 'Low Price Oriented' group liked only online banner ads. For WOM preference, the 'Rational & Positive' and 'Positive Social Interested' group preferred verbal consumer information like WOM. In distribution types, the just 'Positive Social Interested' group revealed a significant result for internet shopping malls. The results from this study will help establish marketing communication strategies based on the features of consumption orientation.

Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

Information Structure of Online Video Platform Focused on Web-Drama Case (온라인 동영상 시청 플랫폼의 정보구조 탐색 - 웹드라마 사례를 중심으로)

  • Cha, Dong-Min;Sung, Junghwan
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.135-143
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    • 2019
  • Purpose of this study is enhancing usability of online video platform by analyze link-depth and advertisement frequency. In this study, researcher checked market share of video platform which publishing web-drama, and compare their link-depth and advertisement frequency. As a result, access to the latest content has two to three link-depth. So it does not worsen usability. but, if contents doesn't show on main page or search result, it requires more than five to six steps. Image advertisement show up more than twice on every platform. 'Youtube' and 'Naver TV' show up pre-roll video advertisement in video player before offering contents. In this video platform information structure, directory searching needs high link-depth level and advertisement frequency. It will increase user's bounce rate and decrease return visit rate. So researcher suggests prototype using drop-down menu to reduce link-depth and enhance information structure.

The Influence of Korean and Chinese Customers' Perception about Product Placement inserted into Korean TV Dramas on Brand Image and Purchase Intention - Focusing on the Foodservice Industry - (한국 드라마에 등장하는 PPL에 대한 인식이 한국과 중국 소비자의 브랜드이미지와 구매의도에 미치는 영향 - 외식업체를 중심으로 -)

  • Jang, Langun;Hwang, Donghee;Jeon, Min-Sun
    • Culinary science and hospitality research
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    • v.21 no.4
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    • pp.309-324
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    • 2015
  • The foodservice industry is applying new marketing strategies, and advertisements are the best way to convey their distinctive brand images. The foodservice companies have been choosing a type of advertising called Product Placement(PPL) because it is unconsciously shown more often than other types of advertisements while customers are watching a movie or TV drama. Therefore, the aims of this research were to investigate the influence of the customers' perception of PPL inserted into TV dramas on brand image and purchasing intention. Additionally, present study performed to identify the differences between Korean and Chinese customers. For the survey, the study used both offline and online sampling methods, and the analyzed data was from 150 Korean and 150 Chinese respondents. As results, the more respondents were positive and familiar about PPL, the higher the brand image and purchasing intention. Chinese consumers had positive perception of PPL, which positively influenced the brand image and purchasing intention while Korean consumers' ethical awareness about PPL had a negative influence. Therefore, the Korean foodservice industry needs to differentiate the strategies for the PPL marketing between the Korean and Chinese market.