• Title/Summary/Keyword: SNS Service

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

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

Analysis of the Questioning Pattern of Students in Mobile Learning: with focus on Twitter Application (모바일러닝에서 학생들의 질문패턴 분석: 트위터활용 중심)

  • Ha, Il-Kyu;Ha, Sung-Yong;Kim, Chong-Gun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.5
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    • pp.1224-1230
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    • 2014
  • Because Twitter provides an easy way to reweet and reply to other user's tweets, it is used to delivery our opinion to others and get useful information from followers as a useful tool. Recently, there have been many attempts to use Twitter in many application area. Especially, Twitter has been tried to use in education area. Twitter service can be used in educational environments as a communication tool between professor and students and among students without restriction on space and time. Twitter service has good possibility of applying, but there have not been many studies that prove the effectiveness and possibility of the tool as a useful educational tool through experimental studies. In this study, Twitter is used as a tool of the question-and- answer session of the university students during a semester. And the activities are investigated and analyzed. As the results of the analysis, if we do not force the use of Twitter, Twitter utilization of students is low. Thus, we show that Twitter has the potential for educational utilizing, but the aggressive efforts between professor and students are needed to show such effects.

Evaluation of Major Projects of the 5th Basic Forest Plan Utilizing Big Data Analysis (빅데이터 분석을 활용한 제5차 산림기본계획 주요 사업에 대한 평가)

  • Byun, Seung-Yeon;Koo, Ja-Choon;Seok, Hyun-Deok
    • Journal of Korean Society of Forest Science
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    • v.106 no.3
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    • pp.340-352
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    • 2017
  • In This study, we examined the gap between supply and demand of forest policy by year through big data analysis for macroscopic evaluation of the 5th Basic Forest Plan. We collected unstructured data based on keywords related to the projects mentioned in the news, SNS and so on in the relevant year for the policy demand side; and based on the documents published by the Korea Forest Service for the policy supply side. based on the collected data, we specified the network structure through the social network analysis technique, and identified the gap between supply and demand of the Korea Forest Service's policies by comparing the network of the demand side and that of the supply side. The results of big data analysis indicated that the network of the supply side is less radial than that of the demand side, implying that various keywords other than forest could considerably influence on the network. Also we compared the trends of supply and demand for 33 keywords related to 27 major projects. The results showed that 7 keywords shows increasing demand but decreasing supply: sustainable, forest management, forest biota, forest protection, forest disease and pest, urban forest, and North Korea. Since the supply-demand gap is confirmed for the 7 keywords, it is necessary to strengthen the forest policy regarding the 7 keywords in the 6th Basic Plan.

Characteristics of Smartphone User in Application Usage and Implications for Applications Business Model (스마트폰 사용자들의 앱 이용 특성과 앱 비즈니스 모델에의 시사)

  • Yun, Hyung Bo;Wang, Boram;Park, Jiyun
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.32-42
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    • 2013
  • As the smartphone market grows, the needs for its new business model are also increased. However, most previous researches on smartphone applications focused on Technology Acceptance Model(TAM) and Rogers' Diffusion of Innovation Theory so that there was lack of researches on characteristics for actual smartphone users. In this research, we divided the smartphone applications into five category functions (Call & Text/Music & Video/Information Search/Game/Social Network Service (SNS)). We analyzed characteristic differences of users who used the each application category and found that the differences were statistically significant in both demographic and smartphone usage characteristics (frequency of downloading applications, and download experience of paid applications). Additionally, the smartphone usage characteristic is closely related to the usage duration. The representative result is that the characteristics of people used Music & Video function actively were women in their 20s who downloaded applications more than three times per week, and had a download experience of paid applications. It is positive result for players in the application markets, because it means the users are willing to pay for downloading the paid applications. However, large companies already occupied most of the market share in music applications so that small and medium-sized players should develop an innovative and distinguishable business model in order to success. We believe this research result would provide significant implications for the players in planning the successful business model and developing an user-specific application product.

Generalized Network Generation Method for Small-World Network and Scale-Free Network (Small-World 망과 Scale-Free 망을 위한 일반적인 망 생성 방법)

  • Lee, Kang-won;Lee, Jae-hoon;Choe, Hye-zin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.7
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    • pp.754-764
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    • 2016
  • To understand and analyze SNS(Social Network Service) two important classes of networks, small-world and scale-free networks have gained a lot of research interests. In this study, a generalized network generation method is developed, which can produce small-world network, scale-free network, or network with the properties of both small-world and scale-free by controlling two input parameters. By tuning one parameter we can represent the small-world property and by tuning the other one we can represent both scale-free and small-world properties. For the network measures to represent small-world and scale-free properties clustering coefficient, average shortest path distance and power-law property are used. Using the model proposed in this study we can have more clear understanding about relationships between small-world network and scale-free network. Using numerical examples we have verified the effects of two parameters on clustering coefficient, average shortest path distance and power-law property. Through this investigation it can be shown that small-world network, scale-free network or both can be generated by tuning two input parameters properly.

A Study on the SNS Advertising's Word-of-Mouth Constraint Factors in the Social Network Service (소셜 네트워크 서비스에서 SNS광고 구전 제약요인에 대한 연구)

  • Yun, Dae-Hong;Kang, Yong-Soo
    • Management & Information Systems Review
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    • v.35 no.1
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    • pp.69-84
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    • 2016
  • This study set the research model to examine the correlation between Word-of-Mouth constraint factors, efforts to negotiate pertaining to these, Flow and Word-of-Mouth intent based on the theory of leisure constrain when it comes to the correlation between consumers' Word-of-Mouth constraint factors and Word-of-Mouth. Correlation among the variables were verified in an empirical manner. Results of this study are summarized as follows. After verifying the hypotheses, all the hypotheses were adopted excluding the hypotheses of two results (Hypothesis 1, hypotheses 5). Detailed results regarding this are as follows. First, the following is the effect of the Intrapersonal Constraint and Word-of-Mouth constraint factors on the Word-of-Mouth constraint negotiation effort. Interpersonal Constraint and Structural Constraint exert positive (-) effect on the Word-of-Mouth constraint negotiation effort. In case of Intrapersonal Constraint, negative (-) effect was demonstrated. Thus, this was statistically significant although dismissed from hypothesis verification. Second, the following is the result of examining the structural correlation between Word-of-Mouth constraint negotiation effort, Flow and Word-of-Mouth. Word-of-Mouth constraint negotiation effort exerts positive (-) effect on the Flow, but it was not statistically effective in case of the Word-of-Mouth. Lastly, it is possible to see that the Flow plays the role of a medium since it exerted positive (-) effect on the Word-of-Mouth. Results of this study are expected to provide key theoretical and working level implications as well as general understanding of the Word-of-Mouth constraint factors, consumers' Flow and Word-of-Mouth.

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The Effect of Community Artifacts and Media Richness Elements on the Experiences of the Social Network Game Users : 'Anypang' Case (커뮤니티 요소와 매체 풍요도 요소가 소셜 네트워크 게임 이용자의 이용경험에 미치는 영향 : '애니팡'을 중심으로)

  • Lee, Un-Kon;Kim, Kyong Kyu;Lee, Jung Reul
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.191-211
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    • 2013
  • The deployment of social network service(SNS) makes the social network game(SNG) as the new value added service of SNS be popular. But, a few study had identified the reason of this popularity and the elements of SNG. Based on the social presence theory and media richness theory, we had tried to identify three community artifacts (i.e. persistent labeling, self presentation and deep profiling) and two media characteristics(i.e. vividness and interactivity) as the SNG elements in this research. Then we had empirically validated the effect of these elements on the SNGexperience (i.e. social presence, perceived enjoyment) and behavioral intentions (i.e. Continuous usage intention, willingness to pay and loyalty) of the users. We conducted a survey to the actual SNG users. 243 data were collected and analyzed by PLS algorism. The results indicated that the community artifacts mediated by the social presence and media characteristics could significantly affect on the experiences and behavioral intentions. These findings could contribute to identify what element could be the reason of social network game popularity and could also contribute to design more attractive social network game in practice.

Design and Implementation of the Chronic Disease Management Platform based on Personal Health Records (개인건강기록 기반 만성질환 관리 플랫폼의 설계 및 구현)

  • Song, Je-Min;Lee, Yong-Jun;Nam, Kwang-Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.1
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    • pp.47-62
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    • 2012
  • To propagate clinical disease management service, there should be built a ecosystem where service developers, service providers, device suppliers closely cooperate for u-Health platform. However, most u-Health platform is difficult to build an effective ecosystem due to the lack of secure and effective PHR(Personal Health Record) management, the lack of personalized and intelligent service, difficulties of N-screen service. To solve these problems we suggest the CDMP(Chronic Disease Management Platform) architecture. The CDMP is a software platform that provides the core functions to develop the chronic disease management services and performs a hub function for the link and integration rbetween various services and systems. CDMP is SOA based platform that enables a provision of reusability, expansibility and it provides open API where everybody can share information, contents and services easily. CDMP supports the multi platform system foN-screen service and the self management functions via SNS. In this paper, we design and implement the CDMP including PHR service based on hybrid data model for privacy preservation. Experiment results prove the effectiveness of hybrid model-based PHR service.

Status and Needs Assessment on Nutrition Management and Meal Service for Elementary·Middle·High School Athletes among Athlete's Parents (보호자를 대상으로 한 초·중·고등학교 운동선수를 위한 영양관리와 급식지원 실태 및 요구도 파악)

  • Hwang, Jung Hyun;Kim, Ji Yeon;Kim, Kyung A;Kim, Kyung Won
    • Korean Journal of Community Nutrition
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    • v.24 no.1
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    • pp.47-59
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    • 2019
  • Objectives: Young athletes require adequate nutrition to maintain their athletic performance, growth and health. This study examined the status and needs of nutrition management and meal services for student athletes among the athlete's parents. Methods: The subjects were parents of elementary, middle, and high school athletes (n=323) from 18 schools participating mainly in the Sports Food Truck. The questionnaire included general characteristics, status and needs on nutrition management and meal service for student athletes, and satisfaction with the Food Truck. The survey was done during 2018. The data were analyzed according to the school groups using a ${\chi}^2-test$ or ANOVA. Results: Approximately 45% of subjects had difficulty in the nutrition management of athletes, and 87.1% had not received nutrition education. Approximately 74% wanted nutrition education held for athletes, and mainly wanted topics on nutrition management for health and eating for athletic performance. The preferred methods were lectures and cooking activity. The responses on the necessity of nutrition education for athletes, desired education topics, and desired times for education differed significantly according to the school groups (p<0.05). Most subjects also wanted nutrition information mainly through SNS. In the athlete's meal, breakfast and snacks were highlighted as the meal to supplement. Approximately 90.3% responded that providing a meal service is necessary. The subjects preferred snacks before/after exercise and dinner if a meal service was provided. They preferred Korean food, followed by snacks, and a dish meal. As the meal type, the subjects wanted the Food Truck and packed meal. The responses on necessity of a meal service (p<0.05), preferred food (p<0.001), and meal type (p<0.001) in the meal service differed significantly according to the school groups. Approximately 43% were satisfied with the Food Truck and 50.8% responded as average. They made suggestions for the Food Truck in terms of foods, operations and frequency. Conclusions: Based on the study results, nutrition education and meal service may support nutrition for student athletes considering the needs of the parents according to the school groups.

An Analysis of Ordinary Mail Service Quality Attributes using Kano Model and Decision Tree Model (카노모형에서 의사결정나무모형을 이용한 통상우편서비스 품질속성 분석)

  • Choi, Hyeon Deok;Riew, Moon Charn
    • Journal of Korean Society for Quality Management
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    • v.44 no.4
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    • pp.883-895
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    • 2016
  • Purpose: The demand for ordinary mail services supplied by 'Korea POST' is decreasing due to the opening of mail service market and the growth of alternative communication media such as e-mail and SNS. To overcome this situation it is urgent to introduce new services that can be able to appeal customers and to improve existing services. Methods: A field survey is conducted to corporate customers who send ordinary mails and individual customers who receive these mails, respectively. Quality attributes of ordinary mail services are classified by two-dimensional perspectives in terms of Kano model. Decision tree model is utilized for classifying the quality attributes. Comparative analyses are done whether there are perceived differences on each quality attributes between corporate customers and individual customers. Results: Quality attributes such as 'discount postal charges', 'sending small packages by simply dropping it into a mail box', 'sending a mail of any appearance', 'delivering a mail anywhere', and 'receiving a mail at a preferred time where a customer is located ' are classified differently according to some market segments, while most of the quality attributes are classified as attractive or one-dimensional. Conclusion: Decision tree model has been found to be most effective to classify quality attributes for each market segment especially when trying to classify quality attributes belonging to 'gray areas'. Based on the perceived differences on quality attributes among customers, strategic implications are suggested to obtain potential customers and to have competitive advantages.