• Title/Summary/Keyword: PPL광고

Search Result 36, Processing Time 0.031 seconds

A Study on a DVB-SI based Data Service providing Additional Information of PPL Advertising (PPL광고의 부가정보를 제공하는 DVB-SI 기반 데이터서비스 연구)

  • KO, Kwangil
    • Convergence Security Journal
    • /
    • v.19 no.4
    • /
    • pp.189-195
    • /
    • 2019
  • PPL advertising is growing due to the cheaper cost than other TV commercials, the familiar image construction from natural exposure in video, and the overseas marketing effects from programs export. However, it is difficult to provide additional information on PPL advertising targets in addition to short video exposure due to the restriction that they should be exposed without antagonizing viewers. This study designed a data service that supports PPL advertising, which provides additional information for PPL advertising targets. Specifically, the user scenario and user interface of the data service were designed considering the characteristics of the TV platform, the key additional information was defined by distinguishing the typical types of PPL advertisement, and the information on when PPL advertising targets should be exposed in the program was devised. We also developed a DVB-SI based method to provide the supplementary information to the data service.

The Study about influence of immersiveness on PPL advertising in on-line game (몰입 정도가 온라인 게임 내 PPL 인지에 미치는 영향에 대한 연구)

  • Park, Seong-Min;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.6 no.3
    • /
    • pp.67-76
    • /
    • 2006
  • This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.

  • PDF

The Effects of Advertisement Properties In Cosmetics Convergence Advertisement Using PPL On Brand Attitude and Purchasing Intention (PPL을 활용한 화장품 융합광고의 광고속성이 브랜드태도 및 구매의도에 미치는 영향)

  • Kim, Hye-jeong;Kang, Eun-Ju
    • Journal of Convergence for Information Technology
    • /
    • v.8 no.4
    • /
    • pp.87-97
    • /
    • 2018
  • This study aimed to identify the effects of advertisement properties in PPL-used cosmetic convergence advertisements on brand attitude and purchasing intention and provide basic data that can be used for PPL marketing in cosmetics industry. For the purpose, this study interviewed female college students using a questionnaire and analysed 494 copies of the responses except 6 ones whose responses were insincere using SPSS v. 21.0. As a result, it was discovered that informativeness and entertainment as sub-factors of advertisement properties had statistically significant positive (+)effects on brand attitude while discomfort had statistically significant negative(-) effect on it. Also, informativeness and entertainment had statistically significant positive (+)effects on purchasing intention. Therefore, as PPL that breaks the contents and flow of dramas or movies decreases advertisement effects and purchasing intention, PPL advertisements should naturally present information on cosmetic products in dramas or movies.

A Study on the Effect of Web Drama PPL Advertising -Focus on Actor Awareness and Perceived Fit (웹드라마 PPL 효과에 관한 연구 -웹드라마와 브랜드의 지각된 적합성과 배우 인지도와의 상호작용 효과를 중심으로)

  • Bae, Kyung Yoon;Han, Eun-Kyoung
    • Journal of Digital Convergence
    • /
    • v.18 no.6
    • /
    • pp.411-418
    • /
    • 2020
  • The purpose of this study was to examine the influence of actor awareness on advertising effect, and to find out whether there is a moderation effect between actor awareness and perceived fit of PPL brand and drama. For this purpose, this research conducted an experimental study through the treatments. A total of 452 participants attended to the experimental study and responded to the questionnaire. As a result, the awareness of the actor did not affect the ad attitude, but it influenced the brand attitude significantly. The perceived fit between PPL brand and drama influenced both the ad attitude and brand attitude significantly. The interaction of actor awareness and perceived fit was significant in ad attitude but not in brand attitude. In addition, purchase intention increased as the attitude toward ad and brand was positive. The purpose of this study is to contribute to establishing a PPL profit strategy for web dramas by examining the relationship between actor awareness and advertising effects, and the moderating effect of perceived fit between PPL brand and drama.

A Study of Relation between Consumers' Product Placement Effect Factors and Attitude of Advertisement (PPL 광고효과요인이 광고태도에 미치는 영향)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
    • /
    • v.9 no.4
    • /
    • pp.181-190
    • /
    • 2011
  • This study aims at finding out if there are consumers' belief perception of influential factors on product placement. In addition to the difference between the perception of product placement effect factors and that of relevance on attitude of ad. For this work, this study surveyed male and female consumers. As the result, firstly we could find out the consumers perception in factors such as participation of public entertainer, undisguised description, confidence on sponsor, distinction among brands, and offer of information. Secondly, it showed that there were differences between mail and femail consumers' recognition on PPL advertisement attitude. Thirdly, there were perception on product placement effect factors and relevance on attitude of advertisement. These results will not only offer product placement making working group data describing what important belief factors are but also provide basic data for strategy of product placement maker to advertising agency, who has interestin planning to extend its business to PPL field.

A study on the effects of digital content marketing in OTT (Over The Top) service platform: focusing on indirect advertising types (OTT(Over The Top) 서비스 플랫폼에서 디지털 콘텐츠마케팅 효과 연구: 간접광고 유형을 중심으로)

  • Kim, Tae-Yang
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.20 no.4
    • /
    • pp.155-164
    • /
    • 2020
  • This study measured the effect of PPL(Product Placement: PPL) in OTT(Over The Top) to search a new advertising revenue model according to the change of viewers' video content consumption patterns. On the first, by two research steps, the experiment was carried out using an eye-tracker and then a survey as the second step was administered asking subjects about their attitude about advertising messages, attitude about brand, and intention to purchase the brands used in the experiments. Specifically, the PPL materials used in the experiments were classified with three parts. This study has the meaning as approaching to the PPL research with new methodology by quantitatively access through the eye tracking of the subjects beyond the conventional qualitative measure that depends only on the memory of them. This research aims to find the possibility of indirect advertising as a new revenue model in the OTT environment.

Design of a PPL System using Online Game (온라인 게임을 이용한 간접광고시스템 설계)

  • Jang, Su-Min;Cho, Yong-Jun;Kwak, Nae-Joung;Yoo, Kwan-Hee;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.1
    • /
    • pp.348-355
    • /
    • 2008
  • With recent development of internet, a lot of people use online games through internet networks. Since people that utilize the online games increase, a special company and an advertisement company adopt the PPL(Product in Placement) on online game instead of the advertisement through TV or radio. This paper persents applications of the PPL on online games and problems which was occurred by them. We propose an advertisement system architecture which processes it efficiently. To prove that our proposed PPL system on online game is efficient, we process various questionnaires on PPL efficacy in online game and analyze them.

The Influence of Display Type of PPL and Program Context on Advertising Attitude : Moderating Role of Previous Intrusiveness Perception (PPL 광고의 배치유형과 프로그램 상황이 광고태도에 미치는 영향: 사전 침입성 지각의 조절효과)

  • Kim, Sung Eun;Jeon, Jung Ok;Park, Hyun Hee
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.4
    • /
    • pp.297-313
    • /
    • 2014
  • The objectives of this study are to examine the impact of display type and program condition on advertising attitude, and also to analyze the moderating effect of previous intrusiveness perception in such process. The results of empirical analysis are as follows. First, display type had no significant influence on advertising attitude. Second, the interaction effect of display type and program situation on advertising attitude was significant. Third, the interaction effect of display type and previous intrusiveness perception on advertising attitude was not significant. Fourth, the interaction effect of program situation and previous intrusiveness perception on advertising attitude was significant. Fifth, the interaction effect of display type, program situation, and previous intrusiveness perception on advertising attitude was not significant.

Professional baseball PPL advertising attributes Brand Awareness, Brand Attitude and Behavioral Influence (프로야구 PPL광고속성이 브랜드인지, 브랜드태도 및 행동의도에 미치는 영향)

  • Nam, Jae-Jun;Lee, Jea-Woog
    • Journal of the Korean Applied Science and Technology
    • /
    • v.37 no.4
    • /
    • pp.1052-1065
    • /
    • 2020
  • This study analyzed the effects of professional baseball PPL advertising speed on brand awareness, brand attitude, and behavioral intention for professional baseball consumers. The purpose of this study is to present a method that can be used as a variety of marketing utilization strategies of professional baseball teams and parent companies. This study was conducted on 411 professional baseball consumers. For data processing, frequency analysis, reliability analysis, reliability analysis, and multiple regression analysis were performed using SPSS 25.0 Window Version. Then, the average variance extraction index (AVE) and construct validity (CR) were calculated to verify convergent validity and discriminant validity. In addition, confirmatory factor analysis (CFA) was performed using AMOS 25.0. As a result, first, it was found that entertainment, informativeness, and discomfort, which are sub-factors of PPL advertisement speed, have a significant effect on brand recognition. Second, entertainment, information, and discomfort, which are sub-factors of PPL advertising speed, have a significant effect on brand attitude. Third, entertainment, informativeness, and discomfort, which are sub-factors of PPL advertisement speed, have a significant effect on behavioral intention. Fourth, it was found that brand awareness and brand attitude have a significant effect on behavioral intention.

A Comparative Analysis of Virtual Advertising and PPL: Focusing on Consumer Evaluation of Advertising Attributes and Ad Effectiveness (가상광고와 간접광고에 대한 비교 연구: 광고속성과 광고효과를 중심으로)

  • Um, Kihong;Lim, Byunghoon;An, Daechun;Suh, Woojong
    • Knowledge Management Research
    • /
    • v.16 no.1
    • /
    • pp.193-208
    • /
    • 2015
  • With the rapid growth in the use of digital advertising media among consumers, there is an increasing interest in the utilization of virtual advertising and PPL as an alternative to traditional television advertising. Nonetheless, few studies have compared the effects of these new advertising platforms, still lacking knowledge on their relative effects for maximizing advertising effectiveness. This study, thus, intends to compare virtual advertising and PPL with respect to advertising effectiveness (i.e., consumer evaluations of advertising attributes, brand attitudes, and purchase intentions), controlling for the level of product involvement. An experiment was conducted with a sample of 360 participants and actual ads were used as test stimuli. According to the results, consumers exhibit more favorable evaluations on all the three advertising attributes (i.e., entertainment, informativeness, and irritation) for high-involvement products, whereas, for low-involvement products, virtual advertising is perceived to be more irritating than PPL. In particular, the effect of informational value of virtual advertising on brand attitudes was found to be most significant. In addition, for high-involvement products, virtual advertised products. Advertising practitioners may have to consider these results and fully utilize the advantages of virtual advertising and PPL in order to achieve maximum advertising effectiveness.