• Title/Summary/Keyword: SNS strategy

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Risk Communication on Social Media during the Sewol Ferry Disaster

  • Song, Minsun;Jung, Kyujin;Kim, Jiyoung Ydun;Park, Han Woo
    • Journal of Contemporary Eastern Asia
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    • v.18 no.1
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    • pp.189-216
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    • 2019
  • The frequent occurrence of overwhelming disasters necessitates risk communication systems capable of operating effectively in disaster contexts. Few studies have examined risk communication networks during disasters through social networking services (SNS). This study therefore investigates the patterns of risk communication by comparing Korean and international networks based on the social amplification of risk communication in the context of the Sewol ferry disaster (SFD). In addition, differences in language use and patterns between Korean and international contexts are identified through a semantic analysis using KrKwick, NodeXL, and UCINET. The SFD refers to the sinking of the ferry while carrying 476 people, mostly secondary school students. The results for interpersonal risk communication reveal that the structure of the Korean risk communication network differed from that of the international network. The Korean network was more fragmented, and its clustering was more sparsely knitted based on the impact and physical proximity of the disaster. Semantic networks imply that the physical distance from the disaster affected the content of risk communication, as well as the network pattern.

Growth of food industry from change of consumer's living environment: HMR market growth factor (소비자들의 생활환경 변화에 따른 식품 시장의 성장: 가정간편식(HMR) 시장 성장 요인 분석)

  • Lee, Doo-Young
    • Food Science and Industry
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    • v.50 no.3
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    • pp.33-38
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    • 2017
  • One noticeable thing about the recently opened 'Starfield Hanam' and 'Hyundai Department Store (Pangyo)' is consumer's interest and positive response to their hosted food brands ranging from restaurants, dessert cafes and coffee shops. Department store and shopping complex, so-called aggregation of lifestyle are making the most out of food brands as a differentiation strategy and consumer's interest on it act as a barometer for current consumption trend. Along with the high interest on food market, changes in lifestyle, such as increasing ratio of two or less households, advent of multiple communication channels as SNS, deluge of information and gradually developing individualism, are creating needs for convenient but high quality eating culture. This need contributed in transforming the product family which was once famous as 'Instant Food' into a 'Home Meal Replacement (HMR)'. Since local food companies are striving to keep pace with the trend and actively penetrating HMR market, regardless of long-term recession, the Korean domestic food market is steadily growing with a bright future.

Interactive Influencer Status and Development Plan (가상 인터렉티브 인플루언서의 현황과 발전 방안)

  • Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.59-70
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    • 2022
  • Recently, in platforms such as YouTube and Instagram, virtual characters resembling human life become the main characters, produce various contents, breathe with the public, and create the era of virtual humans. For example, existing game characters appear as virtual characters with unique AUs, or AI characters created by reflecting the public's preferences are actively communicating with the public through advertisements and SNS activities. As the consumption of video content through smart devices increases significantly in the post-corona era, virtual influencers are being used as all-round entertainers because there is little risk of personality controversy or production cost. there is a trend In this study, we investigated the characteristics of the case of being active as an influencer among the activities of a virtual character, and how the interactive aspect of the influencer appears by identifying the current situation through major cases. Combining this, based on the analysis of the influence of virtual influencers, the parts that producers should recognize are derived, and the differentiated characteristics of interactive virtual influencers are summarized. In addition, the difficulties of virtual influencers were investigated and problems were identified, and for the development of the content industry, a more favorable method for interaction was presented and suggestions were made to secure inner sincerity.

A Study on the Effect of Educational Service Quality and Communication on Customer Loyalty through Customer Satisfaction and Customer Trust (교육서비스품질과 의사소통이 고객만족 및 고객신뢰를 매개로 고객충성도에 미치는 영향에 관한 연구)

  • KIM, Eun Joung;HA Jeong Ok;PARK, Jong Woo
    • Journal of Korean Society for Quality Management
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    • v.52 no.1
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    • pp.57-75
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    • 2024
  • Purpose: The purpose of this study is to recognize the importance of a cooperative relationship in which parents of early childhood education institutions share responsibility and authority, and to suggest ways to establish efficient management strategies. Methods: The survey was conducted through online responses using Google surveys and SNS. The collected data was collected using SPSS 22.0 and Smart PLS 4.0 statistical programs. Results: Among the 13 hypotheses, only expertise in educational service quality was confirmed to have no effect on customer trust. The verification results of 11 mediation effects confirmed that customer satisfaction does not mediate the relationship between non-verbal communication and customer loyalty, and that customer trust does not mediate the relationship between expertise and verbal communication on customer loyalty. Conclusion: We presented basic data for establishing a marketing strategy that can improve the quality of services of infant and toddler education institutions and increase management performance.

Study of Emotional Communication Strategy of Storytelling through Social Media - Based on the "Bear and Hare" Commercial of John lewis - (소셜미디어를 활용한 감성 커뮤니케이션 전략 연구 - 존루이스 백화점의 "Bear and Hare" 광고를 중심으로-)

  • Lee, DongKeun;Yoon, YoungDoo
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.29-37
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    • 2016
  • With the emergence of SNS, TV, newspapers and radio, which are one-way communication media, have become less important. Therefore social networking enables social networking beyond the constraints of time and space, and communication and emotional communication required for social relations have emerged as a factor in the importance of social media. Social media, which is based on rapid connectivity and scalability, is an medium of expression that is advantageous for companies and consumers to communicate more easily than traditional advertising media. Advertising can form a consensus that consumers and companies can create an atmosphere of friendly conversation because of the social media that has the efficiency of communication. This study compares two ads. One is the advertisement of 'Bear and Hare', an animation of John Lewis department store in the UK, where a new form of advertising marketing strategy is fused with emotional storytelling and social media. The second is an advertisement of LG, 'I love you LG' to be. Social media should be remembered as a warm and loving company in the heart of customers through open communication with customers, rather than companies that pursue merit profits by using social media ads as a medium of emotional transmission to consumers. It is a study on useful advertising strategy that can pursue the sales of the company at the same time.

Entertainment Contents Corporation Tencent's Growth Strategy : Focusing on Imitative Innovation and M&A (엔터테인먼트 콘텐츠 기업 텐센트의 성장 전략 : 모방형 혁신과 M&A를 중심으로)

  • Liu, Yu;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.1-13
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    • 2020
  • Tencent is an internet-based entertainment platform corporation using technology to enrich the lives of Tencent platform users and assist the contents expansion. Since 2000, Tencent have developed a great growth and innovation in entertainment contents domain. Tencent have become the market leading innovator due to the imitative innovation and M&A. The present study designed case study analyses to investigate the mechanism with regard to the growth strategy of Tencent corporation. Tencent began with imitative internet-based game and social messaging services but then added its own wechat messenger platform, now being extended to other products or services. This imitative innovation strategy enabled Tencent corporation to grow rapidly, to achieve outstanding growth. In addition, Tencent's M&A investment drive is underpinned by a vision of top management team and flexible organizational culture, from building out the Tencent's entertainment platform, game, finance, e-commerce, to global market expansion. While our results shed light on the implications to understanding Tencent's growth, there are limitations of the current study that should be considered when designing next research.

Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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Study on analysis of the Corporate requirements and CPND Value chain for e-book Market Activation (전자책 시장 활성화를 위한 기업 요구사항과 CPND 가치사슬 분석)

  • Na, Yun-Bin;Yu, Jong-Sun;Lee, Seoung-Ha
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.163-171
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    • 2016
  • This study derived the policy implications and market strategies by analysis the e-book companies requirements & the CPND value chain structure, in order to revitalize the e-book market in Korea. Specifically, we examined the prospect of e-book market in Korea, current situations of production and distribution, awareness of service utilization and requirements for support policy with targets of 30 companies. As a research, the most needed item for e-book companies is 'PR and marketing support to enter and open the markets'(27%), which is the highest. 'Financial support such as labor costs and business expenses', 'support for retraining personnel to develop the expertise in respective fields' are followed and they account for 22%. Currently, the most effective support item is the external support program(35%) and funding power(30%) is followed. Unlike a paper book market, e-book is turned into a platform business in terms of the value chain. Based on these research content, e-book market activation and corporate competitive strategy was derived as follows : 1)literacy reinforcement about SNS marketing and e-pub3 authoring tool. 2)statistical DB construction of retail sales channels. 3)diversification of the billing system. 4)The quality of the e-book content certification.

A Study on the Political Campaign Strategy applying the effect of Media Engagement (미디어 인게이지먼트의 효과를 활용한 정치캠페인의 전략 연구)

  • Kim, Man-Ki;Kim, Su-Bean
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.13-24
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    • 2014
  • This study is the first model to apply the concept of media engagement to a political campaign by which the voters' mind toward the supporting political candidates, are read. Thus it provides the theoretical and practical implications to the political campaign, and eventually contributes to the development of democracy. For these objectives, the total of 729 people who have the right to vote were telephone surveyed using the peoplemeter, CATI program in the 18th Presidential Election (12 areas including Seoul) of Dec. 19th 2012, and Re and By-election of April 24th 2013. Research question is to examine how the 5 attributes of the media engagement (interest, immersion, relevance, satisfaction and participation), play a role as the moderating variables in cross-correlation, socio-economic status and media properties. The result shows that of the five properties of media engagement, the relevant factor is the important parameter of mediating variable to the causal relationship. The media usage (TV, SNS, print media), socio-economic status (gender, age, income, marriage and area), involvement and the Presidential Election, and Re and By-election are also effective in the five attributes of media engagement. These results suggest that the a study model can measure the campaign effectiveness. This study will contribute significantly to the development of politics, election, media, advertising, and public relations area as well as to promote interdisciplinary research.

Dynamic Interactive Relationships among Advertising Cost and Customer Types of Social Network Game (소셜네트워크게임에서 광고비와 고객 유형 변수간 동적 상호관계)

  • Lee, Hee-Tae
    • Journal of Distribution Science
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    • v.14 no.4
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    • pp.47-53
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    • 2016
  • Purpose - The objective of this study is to investigate the dynamic relationships among Advertising Cost (AD), Newly Registered Users(NRU), and Buying Users(BU) of Social Network Game(SNG). SNG is getting pervasive mainly due to the rapid growth of mobile game and Social Network Service(SNS). It would be helpful for marketing researchers interested in SNG and related practitioners to understand the changes in AD, NRU, and BU with time as well as the effects on one another in mutual and dynamic way. Research Design, Data, and Methodology - Necessary data were collected from Social Network Game(SNG) company. AD, NRU, and BU are endogenous variables, but new event such as launching (event) and holidays(holiday) are exogenous dummy variables. Vector Auto regression (VAR) model is generally used to examine and capture the dynamic relationships among endogenous variables. VAR model can easily capture dynamic and endogenous relationships among time-series variables. Vector Auto regression with Exogenous variables(VARX) is a model in which exogenous variables are added to VAR. To investigate this study, VARX is applied. Result - By estimating the VARX model, the author finds that the past periods' NRU affect negatively and significantly the present AD, and past periods' BU have a positive and significant impact on the increase of AD. In addition, the author shows that the past periods' AD and BU have a positive and significant effect on the increase of NRU, and the past periods' AD affect positively and significantly BU. While the impact of AD on NRU happens after 3 or 4 days (carryover effect), that of AD on BU comes about within just 1 or 2 days (immediate effect). The effect of BU on NRU can be considered as word of mouth (WOM effect). Therefore, SNG companies can obtain not only the growth of revenue but also the increase of NRU by increasing BU. Through those results, the author can also find that there are significant interactions between endogenous variables. Conclusion - This study intends to investigate endogenous and dynamic relationships between AD, NRU, and BU. They also give managerial implications to practitioners for SNS and SNG firms. Through this study, it is found that there exist significant interactions and dynamic relationships between those three endogenous variables. The results of this study can have meaningful implications for practitioners and researchers of SNG. This research is unique in that it deals with "actual" field data and intend to find "actual" relationships among variables unlike other related existing studies which intend to investigate psychological factors affecting the intention of game usage and the intention of purchasing game items. This study is also meaningful by showing that the increase of BU can be a good strategy for "killing birds with one stone" (i.e., revenue growth and NRU increase). Although there are some limitations related with future research topics, this research contributes to the current research on SNG marketing in the above mentioned ways.