• 제목/요약/키워드: Place-Marketing

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Current Status of Fishery Resources in Kenya

  • Ibuuri, Peter Kimathi
    • Journal of Marine Bioscience and Biotechnology
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    • 제3권1호
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    • pp.24-30
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    • 2008
  • Fishing in Kenya, until the discovery of Nile perch as an export commodity in the early 1990s, has basically a subsistence occupation for the lake and coastal communities. The government also did not recognize the importance of fisheries as a contributor to the macro-economy and therefore, did not pay much attention in terms of resource allocation for the development of the sector. Most fishing in Kenya is artisanal, with a little industrial fishing by prawn trawlers. The deep sea (EEZ) fishery resources are currently exploited by DWFNs through a licensing system. Only a small quantity of catch from the EEZ is landed in Kenya, primarily tuna loins for processing for export. Currently capture fisheries, mainly from Lake Victoria, earn local fishers over Kenya shillings (K Sh) 7 billion, while exports earn the country K Sh 5 billion (US$ 50 million) in foreign exchange annually. The government has been putting in place an enabling environment to promote investment activities in order to achieve economic recovery as well as for the development and sustainable use of fisheries resources in the country within the specified period. The Department's major roles are to ensure sustainable exploitation of fisheries resources; to promote aquaculture development; to assure quality and safety of fish and fishery products; and to facilitate fish marketing in order to maximize the benefits that can be derived from fisheries. The contribution of fisheries to local incomes, subsistence and food nutrition is significant, as this occurs in areas with the highest incidences of poverty in the country.

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A Study on the Effectiveness of Mobile Advertising: Based on Technology Acceptance Model (모바일 광고(Mobile Advertising)의 효과성에 관한 연구: 기술수용모형을 중심으로)

  • Yoon, Jongsoo
    • Journal of the Korea Society of Computer and Information
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    • 제18권12호
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    • pp.139-147
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    • 2013
  • As the use of wired and mobile Internet is on the increase, organizational activities for customers as well as individual life style are changing rapidly from the past. Specifically, mobile advertising in organizations thanks to remarkable growth in smartphone users, continuous development of mobile Internet technologies, and enhancement of information delivery capability regardless of time and place, has become a competitive weapon for presenting new products and services, promoting marketing programs, and communicating with customers. The study is to investigate what characteristics of mobile advertising are affecting the acceptance toward mobile advertising, and to analyse if the country type of mobile Internet users has a moderating effect on the relationship between these characteristics of mobile advertising and user acceptance.

The Analysis of segmented Group Characteristics about Beer Customer's Purchase Motivation (맥주 소비자의 구매동기에 따른 시장세분화)

  • Min, Ha-Na;Kim, Youn-a;Heo, Youngji
    • Journal of the Korean Society of Food Culture
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    • 제34권3호
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    • pp.277-283
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    • 2019
  • This study explore the market segmentation based on beer consumers' purchase motivation 1) to analyze beer consumers and markets more closely and 2) to demonstrate the characteristics of each market segment and contribute to marketing strategies with beer consumer segment. Using -administrated questionnaires asked questions recognizable beer purchase within 6 months by over 20-years-olds, this study 201 surveys online 22 days. The results as follows: beer consumers' purchase motivation consisted of three factors enhancement, social orientation, and value enhancement. Cluster analysis based on beer purchase showed that there were three groups motivation multi-motivation and motivation group based on average value of beer purchase motive factors and relative load per factor. demographic,beer drinking characteristics and group difference according to cluster gender and monthly average income, and beer drinking characteristics also significantly different by preferred beer, preferred beer type, occasion and drinking place.

A Case Study on Augmented Reality Advertisement using Visual Interface Effect and Spatial Expression (시각인터페이스적용효과 및 공간표현을 활용한 증강현실광고 사례연구)

  • Jin, Zhuo;Jang, Chunggun
    • Journal of Korea Multimedia Society
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    • 제22권5호
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    • pp.626-637
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    • 2019
  • Due to the rapid development of computer and digital technologies, those technologies were used in advertising. In order to meet the needs of marketing, a virtual space or character using 3D graphic augmented reality technology was developed and applied to advertisement. This study analyzed the characteristics of augmented reality in terms of interface design and spatial expression of augmented reality through case study. Firstly, we wanted to find the relationship between the types of the augmented reality advertisement and interface effects. Secondly, we wanted to find the spatial expression methods. The sample survey case studies based on 42 articles from 2012 to 2018 using Chinese and Korean site sharing augmented reality advertisement. The results of the case studies were divided into two parts. Firstly, the relationship between augmented reality types and interface effects were found basing on the augmented reality index. It means that the augmented reality index can be illustrated by using the augmented reality type. Simultaneously, the augmented reality type can be illustrated using the interface effect. The second part was that the types of display were used as a spatial representation. And the results showed that mobile display and public place display were the most frequently used.

Influence of Electronic Word of Mouth on Visitor's Interest to Tourism Destinations

  • APRILIA, Fitri;KUSUMAWATI, Andriani
    • The Journal of Asian Finance, Economics and Business
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    • 제8권2호
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    • pp.993-1003
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    • 2021
  • The contribution made by the tourism sector is strategic enough to provide job opportunities and increase the state's foreign exchange which will be followed by development in the information and technology sectors. The population of this study includes all domestic tourists who visit the Batu City Angkut Museum over 17 years of age and who have obtained information via eWOM from other tourists. Based on the measurement, a minimum of 160 respondents must be selected as the research sample. Non-probability sampling techniques are used to select samples. Social media had been used by companies to provide information, services, and products related to tourism, and it was utilized by tourists to share information about their traveling experiences. Nowadays, tourists have become more selective and critical in selecting their destinations as they have become good observant in finding adequate information about certain destinations before deciding to visit the place. This reaction can be influenced by positive eWOM communication, positive image, and trust given to certain tourist destinations. Therefore, improving the number of visits requires the management of certain tourism service companies to apply proper marketing strategy and provide various advantages and best service quality to attract more visitors and give satisfaction to visitors.

The Effects of Online Brand Community Members' Interactions on Values, Participation, and Brand Loyalty: The Mediating Effects of Virtual Interactivity

  • Yongsoo, HA;Alona J., GUBALANE
    • The Journal of Economics, Marketing and Management
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    • 제11권1호
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    • pp.1-12
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    • 2023
  • Purpose: This study identified the effects of the three types of consumer interactions on the utilitarian and hedonic values experienced by community members, their degree of participation, and brand loyalty. In addition, the mediating effect of virtual interactivity between the interactions that occur within the online brand community and the value experienced by community members was also identified. Research design, data and methodology: An online survey was distributed, and the data gathered was analyzed using structural equations modeling. Results: Test results showed that product-information interaction has a positive effect on utilitarian value and interpersonal interaction has a positive effect on hedonic value. Human-computer interaction was found to have a negative effect on hedonic value and no significant effect on utilitarian value. Furthermore, it was revealed that among the three types of interactions, virtual interactivity had a mediating effect only in the relationship between human-computer interaction and hedonic value. Moreover, utilitarian values experienced by community members affected their level of participation which ultimately enhances brand loyalty. Hedonic value did not affect their level of participation within the online brand community. Conclusions: When marketers establish online brand community strategies, they must place elements that can directly help the use of brands and products.

U. S. COSMETICS, 1993 -Cosmetics in the Clinton Era-

  • Lin, T.-Joseph
    • Proceedings of the SCSK Conference
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    • 대한화장품학회 1993년도 21세기를 향한 화장품의 개발방향
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    • pp.1-1
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    • 1993
  • The cosmetic industry is dynamic, ever changing. New product are constantly evolved, old and obsolete products are replaced as the industry adopts to an ever changing market. Cosmetics are products 1the society. They often reflect the changing needs, values, and the lifestyles of the people and serve as an indicator of the political climate and economic state of a nation. Thus, it is likely the recent change in 11head of the U.S. government will strongly impact the cosmetic industry. The United States is the world`s largest market for cosmetics and toiletries, Many U.S. cosmetic and toiletry manufacturers, such as P & G, Colgate, Avon, Revlon and Estee Lauder, market their Products worldwide. Consequently, what happens in the U.S. often, sooner or later, affect markets and industries in other parts of the world. Frequently, changes that occur first in the U.S. with subsequently take place in other nations within a few years. The success and failure of the new economic policies of the Clinton Administration and the expected tightening of government regulations on environmental protection, and consumer protection will undoubtedly affect the industry. Possible changes in foreign policy will not only affect U.S. companies but also cosmetic manufacturers in other nations. This lecture will focus on possible changes in the cosmetic industry in America and how they will impact on Korea and foreign companies doing business in United States. It will also review important changes in federal and state regulations. New marketing trends, new raw materials and successful new products will be discussed.

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On the Application of Gamification Elements in Libraries

  • Seong-Kwan Lim
    • Journal of Information Science Theory and Practice
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    • 제11권2호
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    • pp.1-11
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    • 2023
  • Libraries are still conservative in their approach or practice of providing various services for the unspecified majority of visitors attending these institutions. It is very apparent that libraries are not actively trying to increase the interest and participation of users by applying the various angles or elements associated with gamification. By its very nature, gamification is the application of game-playing elements such as point scoring, peer competition, team work, score tables, and such used to motivate participants and make them more engaged with the subject matter. In areas such as education, marketing, and exercise, the implementation of gamification techniques is actively taking place in order to maximum participation by taking advantage of uncertainties or the competitive nature that many people have with the setting of goals. In this study, four libraries that have applied gamification are analyzed to understand how and to what degree gamification has been applied. Broken down into four different elements, this includes: Point, Reward, Leaderboards & Competition, Self-expression & Achievement. By focusing on the results of this analysis, gamification measures that can be applied to other libraries are specifically proposed. The overall results of this study will provide useful guidance and potential plans for libraries seeking to increase the number of users by using gamification to increase user participation and/or satisfaction with additional library services.

Integrative Thinking as a Hallmark of Business Education

  • Chinta, Ravi;Funches, Venessa;Esmaeilioghaz, Hamed
    • The Journal of Economics, Marketing and Management
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    • 제4권4호
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    • pp.25-28
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    • 2016
  • In this paper we expand on the notion of "integration" in terms of the variety of ways in which it would manifest itself in business education. Our main argument is that "integration" is multidimensional and has been manifest in pedagogy, research and service dimensions of university programs for a long time. However, assessments of "integration" efforts have been spotty thus far and only recently are being formalized. We present several examples in business curriculum and with increased focus on formal assessments of "integration" efforts, business education will become more pragmatic. The goal of this paper is to unpack the broad construct of "integration," and discuss its historical and current manifestations in business education. Ultimately, we conclude that while the process of integrative thinking is well underway for a long time in business education, the assessment of outcomes of integrative thinking is just taking root through formal ETS tests. We believe that integrative thinking in business education is an ultimate indicator of the effectiveness of the business curriculum, as students skilled in this area will be best prepared for the real-life jobs in the market place.

Importance & Satisfaction of Students on Service Quality of High School Foodservice: Focused on Kyungjoo City (고교급식의 서비스품질에 대한 중요도와 만족도에 관한 연구 - 경주지역을 중심으로 -)

  • Lee, Yeon-Jung
    • Journal of the Korean Society of Food Culture
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    • 제21권2호
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    • pp.154-160
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    • 2006
  • This study examines the service satisfaction rate on high school students(637) in order to provide the basic data for marketing direction by analyzing the importance and satisfaction rate of the service quality. In IPA for the service quality, as the following properties are high in expectation as well as satisfaction they needed to maintain. They are the taste, scent, saltiness, proper temperature of the food, the quantity main food, nutritional value, the degree of freshness, and the smell of dining room. The following properties need the excessive efforts. They are the number of side dishes, eating place, the shape and material quality of dish, the costume of dining workers. As the following showed low importance degrees as well as satisfaction degrees, they don't need concentrated efforts. They are the harmony of color and shape, the interior design of the dining room, the arrangement of tables and chairs, the atmosphere of dining room, and the effect of nutrition instruction. As the education of nutrition is compulsory among the school group meal, the analysis based on the response of questioned students is supposed to be more careful. The items showing low satisfaction degrees while high importance degrees are considered to make an operational plans for the improvement through a variety of menu, the quality of food, the quantity for side-dishes, health control, the cleanness of dishes, the kindness of cooks, the performance of nutritionists, the charge of school meal, and meal time.