• Title/Summary/Keyword: Sports Advertisement

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Verification of advertising star power effectiveness of retired sports players in Korea (국내 스포츠 은퇴 선수들의 광고 스타파워 효과성 검증)

  • Jin-Ho Shin
    • Journal of the Korean Applied Science and Technology
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    • v.41 no.2
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    • pp.242-250
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    • 2024
  • This study attempted to provide basic data for efficient advertising model strategies of companies and advertising agencies by verifying the effectiveness of advertising star power of retired sports athletes in Korea. Therefore, retired domestic sports athletes selected those who were aware of advertisements selected as advertising models as samples, and 206 copies of data were applied to the final analysis. Data processing used the SPSS (ver. 21.0) program to analyze frequency and verify reliability. In addition, confirmatory factor analysis, correlation analysis, and structural equation model analysis were performed with the AMOS (ver. 20.0) program, and the significance of effectiveness was verified. As a result of the study, first, star power had a positive effect on favorability. Second, favorability had a positive effect on advertisement consumption behavior. Third, star power had a positive effect on advertising consumption behavior. Finally, star power was found to have a greater direct effect on advertising consumption behavior, and favorability was verified to have a partial mediating effect.

A legal approach and interpretation of article typed advertisements of online sport media as exaggerated advertisements (온라인 기사형 광고의 허위 및 과대·과장광고로써의 법률적 접근과 해석)

  • Ma, Yoon-Sung;Hwang, Ho-Young
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.391-402
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    • 2016
  • The purpose of this research, paying attention on the exaggerated advertisements on online sport media, was to investigate the illegality of the article typed advertisement of online sport media. The results of this research were as follows; First, the article typed advertisements are the assets of the media company as other articles or advertisements. Second, the persons of capacity to act are defined with sport online media, advertiser and customers. Third, the exaggerated advertisements of the sport online media and advertiser are regulated by Korean legal system. Fourth, when victims occurred, the rights of claim for damages could be activated based on the article 750 of the Korean Civil Law. Fifth, the liability for damages may be imposed by Korean Civil Law to the sport online media restrictively.

A Study of Sports Stars' Guarantee Advertising and Consumers' Intention to Purchase Sporting Goods (스포츠스타의 보증광고 속성과 소비자의 스포츠용품 구매의도 연구)

  • Ko, Wi-Sug;Park, Sung-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.5
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    • pp.2187-2197
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    • 2013
  • The purpose of this study is to investigate the influence of guarantee advertising by three sports stars (Jisung Park, Doori Cha, and Tahwan Park) working for famous sport brand names such as Nike, Adidas, and Fila on the intention of purchasing. In the study, total 240 people of all ages but those who are under twenty are chosen to conduct a survey. The results of investigation is the followings. First, with the respect of gender and age there are statistically meaningful differences between sports stars' guarantee advertising and consumers' intention of purchasing sporting goods that result from demographical elements. Second, how the guarantee advertising of sports stars have an influence on consumer's intention of purchasing products results in the three sports stars in a different way. As for Jisung Park, the result represents that his athlete characteristics such as expertise, creditability and similarity have to do with consumers' intention of purchasing goods most. Third, as for Doori Cha, the result identifies that his creditability and similarity plays an important role for the consumers' intention of purchasing. Forth, as for Tahwan Park, similarity has some meaningful influence on the sport consumer's intention of purchasing. The fact that similarity plays an important role in common for the consumers' intention of purchasing is noteworthy to the researchers relating to the advertisement area.

The Content Analysis of Advertising in Fashion Magazines and Pictorials of Korean Men's Wear - From the 1962 to the 1998 - (한국 남성복 광고(韓國 男性服 廣告)의 내용분석(內容分析) - 1962년(年)부터 1998년(年)까지의 잡지(雜誌)와 화보(畵報)를 중심(中心)으로 -)

  • Kwon, Hae-Sook;Kwon, Hae-Wook
    • Journal of Fashion Business
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    • v.10 no.4
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    • pp.16-28
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    • 2006
  • The purpose of this study is to investigate the content and changes of modern Korean men's wear advertisement from the 1960s to the 1990s by reviewing fashion magazines and pictorials. Research problems were as follows.; First, analyze the types and their units of measurement in men's fashion advertisements from 1962 to 1998. Second, examine the differences of quantitative change in men's fashion advertisements according to each period. The total 857 advertisements were selected from Shin Dong-A, Joongang Magazine, and Bokjangwolbo from 1972 to 1998. For analyze the result, frequency analysis and $x^2$-test were used. Results were as follows. First, through the review of literatures and pre-tests, 6 units of measurement were identified. They were product type(formal wear, casual wear, sports wear, dress shirts, accessory, inner wear, fabric and the others), brand type(national brand, licensed brand, imported brand, others), appeal type(image, product, others), representation type(photograph, illustration, others), medium type(man, product, others), and color type of advertisement(black & white picture, color picture). Second, for the types of advertisements, formal wear, national brand, image appeal, figure medium, photograph for presentation and color picture are the most frequently shown in men's fashion advertisements from 1962 to 1998. Third, for product, more accessory advertisements were found than the clothing in the 60s and the 70s, and casual wear advertisements in the 80s and formal wear advertisements in the 90s were dominated. National brand type was dominant through all four period. Product appeal type in the 60s and the 70s and image appeal type in the 80s and the 90s were prevailed. For medium, product type in the 60s and the 70s and figure type in the 80s and the 90s were dominated. Black & white picture in the 60s and the 70s and color picture in the 80s and the 90s were prevailed. Lastly, photograph was the most frequently used for presentation type through all periods.

Adolescent Consumers' Attitudes toward TV Advertisements on and Purchasing Behaviors of the Sport Beverages (청소년 소비자의 스포츠 음료에 대한 TV 광도 수용태도와 구매 행동)

  • Kim, Shin-Ae;Cho, Jae-Soon
    • Korean Journal of Human Ecology
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    • v.4 no.1
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    • pp.51-61
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    • 1995
  • The purpose of this study was to find out the characteristics of the adolescent consumers related to the attitudes toward TV advertisements on and purchasing behaviors of the sport beverages, and to test the role of the atitudes toward TV advertisements between the consumer characteristics and the purchasing behaviors of the sport beverages. The qusetionnaire method was utilized to 549 female and male junior and senior high school students in urban and rural areas. The results showed that the attitudes toward TV advertisement on sport beverage was related to the residentiae years in school, whom to buy, level of interests in sports, and level of knowledges of the beverages; purchasing behaviors of the sport beverages, whom to buy, gender, level of knowledges of the beverages, size of the allowance, and the residentiae years in school. The attitudes toward TV advertisements seemed to the intervenning role between the consumer characteristics and the purchasing behaviors among adolescent consumers.

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Developing an Archive for the 'Heungtaryeong' (흥타령 아카이브 개발)

  • Kim, Tae-Eun;Kim, Jeom-Goo
    • Convergence Security Journal
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    • v.10 no.1
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    • pp.35-40
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    • 2010
  • Heungtaryeong Archive is a massive information date base warehouse which systematically stores digital dates in relation to dance, such as traditional dance, modem dance, dance sports and etc. The Heungtaryeong Archive is a research that cannot be conducted in a short period of time, in which the dances may be forgotten. Therefore, this is a meaningful research that the forgettable traditional culture is stored in the date base (warehouse). 'Heungtaryeong Archive in this research' presents the possibility of advertisement, education, research and development, and popularization of dance through on-line network system.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

Brand Image and VMD Strategy of Sports Stores in Korea (2017년 이후 스포츠매장의 브랜드이미지와 VMD 전략)

  • Seo, Jung-Hwa;Kim, Hwa-Kyung;Kim, Jong-Jin;Youn, Myoung-Kil
    • Journal of Distribution Science
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    • v.15 no.11
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    • pp.83-93
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    • 2017
  • Purpose - The study aims to analyze the VMD(Visual Merchandising) perception factors in recent sporting goods store and clarify the effect of each VMD perception factors on brand image, satisfaction, and customer revisit intention. The VMD perception factors play an important role in attracting and actually inducing sales to the visiting customers. It has investigated the effect of VMD perception on customer satisfaction and revisit intention. It is expected that the company's marketing strategy with VMD will be differentiated and competitive in sports item stores, brand image enhancement, customer retention, and acquisition. Research design, data, and methodology - In order to verify the hypotheses of this study, a total of 380 questionnaires had been distributed. 360 respondents were used in the final analysis excluding 20 respondents' incomplete answers. The SPSS 18.0 program was used and the data analysis was conducted for the demographic characteristics and distribution behavior. Principal Components Analysis was used for the common factor extraction for validity analysis, and factor analysis was conducted to verify such as validity in brand image or brand attitude. As for Multiple regression analysis, was performed to verify and in the research model, and in and , the mediation was defined through the Sobel Test in order to verify the brand image mediating effects on VMD, store satisfaction, and revisit inquiry of sports store. Results - Qualitative research shows that VMD sub-variables such as aesthetic, fitness, and functional convenience influence store satisfaction and revisit intention. As a result of analyzing the mediating effect of the brand image, the more VMD is strengthened, the more brand image is improved and store satisfaction is also increased. Conclusions - VMD enhancement requires a VMD strategy aligned with the company's management policies and objectives, a visual directing and consistent concept that delivers a strong message to customers. The customer actual purchasing behavior is a combination of various factors such as sports item stores' interior design, display, advertisement promotion like POP(Point of Purchase), salespersons and their service quality, so that the VMD image and the brand image must be consistent and a unique strategic plan is required.

A Study on the Effect of the Third-Party Award Winning Advertisement on Consumer's Pre-Purchase Intention (제 3 기관 수상(Award Winning) 광고가 소비자 구매의도에 미치는 영향에 관한 연구 - 마케팅 변수들의 조절 효과를 중심으로 -)

  • Jeon, Hoseong
    • Asia Marketing Journal
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    • v.10 no.1
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    • pp.25-64
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    • 2008
  • Third-Party awards are growing in popularity. They are the hit product of the year chosen by The Korea Economic Daily, the best 10 products of the year chosen by Sports paper, the best hit product chosen by consulting firm and the best venture company of the year chosen by Information and Communication Ministry. Then these questions may be followed. Why industry likes this type of advertisement? Does this type of advertisement influences consumers' purchase intention? And if it does, how? Many researchers have been interested in external cue of product quality by focusing research effort on brand, price, producer, warranty etc. However, important but under-explored area is the role of third-party reference for signaling product quality. This paper comes from the idea that the third-party reference may signal consumers like manufacturer brand, product brand, product price, and shop brand. We develop a related theories to address research questions and drive some research hypotheses based on the previous studies probing source credibility, attribution, and signal theory. We put more emphasis on source credibility. We conducted the research based on 3x2x2x2 between group factorial design to explore causal relationship between the third party award winning advertising(real, fictional, no) and the purchase intention of consumers exposed to other information simultaneously such as product type(experience, search), distribution channel(direct, indirect) and perceived price(high, low). Since subjects are divided into 2 groups based on the means of response without extra experimental stimulus in case of perceived price. 12 different advertisements are used for conducting this study. The results are followings. First, the source credibility of the third party goes up, consumers' purchase intention would go up. It seems that consumers think the credibility of the third-party most when they are exposed to the third party award winning advertisement. Second, the product type does moderate the relationship between the third-party award winning advertisement and purchase intention. And the type of the distribution channel also moderates this relationship. The consumers' purchase intention goes up higher when they buy experience good and there is significant difference of purchase intention when consumers are exposed to direct channel treatment condition. But, perceived price has nothing to do with the third-party winning advertisement context for raising consumer intention to buy advertised product.

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A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.