• 제목/요약/키워드: The Entertainment of Marketing Communication Content

검색결과 8건 처리시간 0.019초

The impact of Marketing Communication Content Distributed on Social Networks on Electronic Word-of-Mouth

  • VO, Minh Sang;HUYNH, Dung Quoc Vu;NGUYEN, Giang Huong;DANG, Giang Ha Nguyen;HUYNH, Duong Dai;LE, Bao Quang;DANG, Nhut Minh
    • 유통과학연구
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    • 제20권5호
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    • pp.65-74
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    • 2022
  • Purpose: This paper evaluates which characteristics of marketing communication content distributed on social networks impact electronic word-of-mouth (e-WOM). Research design, data, and methodology: Quantitative research was carried out on 637 Vietnamese people aged from 18, who were exposed to marketing communication programs of fashion brands. Preliminary data were analyzed by the reliability of the scale, multivariate regression analysis, and analysis of variance. Results: The research findings have identified the four characteristics of social media content that positively impact e-WOM, including entertainment, interaction, trendiness, and customization. Participants aged 30 and under have a higher appreciation for media content and e-WOM than those from 31 and over. Conclusion: To promote e-WOM, marketing communication content distributed on social networks should focus on the following characteristics: (1) The entertainment of marketing communication content should involve positive emotions, fun, and enjoyment; (2) With interactive content, focus should be placed on discussion and exchange content, content that encourages sharing, and two-way interactive content; (3) For trending marketing communication content, marketers consider communicating brand-related latest information, up-to-date information, and hot discussion topics; and (4) When creating customized content, brands should be interesting, customized (information, product, price), and unique.

What drives Indonesians Subscribe and Push the Distribution of Disney+ Hotstar?

  • ZAHARA, Nadia;WULANDARI, Naomi Crisant;KAIRUPAN, Joshua Hezekiah;HIDAYAT, Z.
    • 유통과학연구
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    • 제20권6호
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    • pp.21-32
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    • 2022
  • Purpose: This study aims to test the influence of brand relationship, price, content, brand awareness, and electronic Word-Of-Mouth (eWOM) on willingness to pay for the subscription fee of Disney+ Hotstar. As the latest streaming service provider in Indonesia, Disney + Hotstar under Disney Media and Entertainment Distribution has actively conducted strategies to strengthen the brand and attract consumers. Research design, data and methodology: Structural Equation Modelling with WarpPLS approach was used to assess the proposed model gathering data from 316 people who have ever known about Disney+ Hotstar through an online survey using measurement items from previous literature. Results: Most responses were obtained from millennial generations. Findings demonstrated that brand relationships, price, content, and brand awareness positively influenced willingness to pay for the subscription fee whereas eWOM showed a negative and insignificant influence on the willingness to pay for the subscription fee. Conclusions: The most significant factor towards willingness to pay a for subscription fee is price, followed by brand awareness, brand relationship, and content. The result of this study may be used as a guide for professionals in the streaming service industry to better implement their strategies in influencing people to have the willingness to subscribe.

웹 예능을 활용한 아이돌 마케팅 전략 연구 - <달려라 방탄>을 중심으로 (A Study on Idol Marketing Strategies Using Web Entertainment - Focusing on -)

  • 이석군;허은진
    • 한국엔터테인먼트산업학회논문지
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    • 제15권2호
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    • pp.99-109
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    • 2021
  • 본 논문의 연구목적은 웹 예능을 마케팅의 측면에서 살펴보고, 한국과 해외의 소비자는 이에 대해서 어떻게 느끼고 있는지를 분석하는 것이다. 이를 위해서 문헌연구, 사례연구, 소비자 인터뷰 등의 방법을 사용하였다. 본 논문의 주요 결론은 다음과 같다. 우선, <달려라 방탄>의 사례를 통해서 본 웹 예능은 상품적인 측면에서 웹 예능 고유의 상호성을 활용, 출연자들과 시청자들의 요구를 예능 콘텐츠에 적극적으로 반영하고 있다. 가격적인 측면에서는 웹 예능은 보다 다양한 콘텐츠를 담고 있는 유료서비스를 운영하고 있었다. 다만 시청자들의 수입이나 연령대별로 유료서비스에 대한 만족의 정도는 달랐다. 유통의 측면에서 웹 예능은 기존의 TV 예능보다 시청자들을 훨씬 명확히 포지셔닝 할 수 있으며, 시청자와의 상호소통성이 강하고, 해외 수출에 있어서 정치적인 갈등이나 검열에서 비교적 자유롭다. 마지막으로, 홍보의 측면에서 웹 예능은 기존 시청자의 주축을 이루는 팬들에게는 다양한 방식으로 홍보되고 있으나, 팬 이외의 다양한 시청자들에 대한 홍보는 비교적 약하다. 위와 같은 분석을 기반으로 본 논문은 다음과 같 세가지 개선방안을 제안하였는데, 웹 예능의 소비자를 지역별·나이별로 세분하여 맞춤 마케팅을 진행하고 소비자들이 콘텐츠에 직접 의견을 낼 수 있는 전문적인 창구를 마련하고, 다양한 매체를 통해 폭넓게 홍보하는 것 등이다.

An Empirical Study of YouTube Knowledge Contents Viewing and Purchase Intentions: Focusing on The Survey of <Chekgrim> Subscribers

  • Jeong-Hye Han;Haeng-Eun Kim;Sung-Tae Kim
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권3호
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    • pp.33-46
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    • 2024
  • As YouTube is rapidly growing as an information platform, we investigated practical impacts of YouTube knowledge content and creator characteristics on viewer satisfaction and purchase intention. In so doing, an empirical survey was conducted among the viewers of <Chekgrim>, one of representative book YouTube channels in Korea. A total of 641 valid samples were analyzed. This study aims to understand the impact of knowledge contents on YouTube, and creator characteristics on viewer satisfaction and purchase intention. Specifically, for the study, content characteristics were divided into three sub-factors: entertainment, information, and interactivity, and the creator characteristics were divided into two sub-factors: intimacy and professionalism. Viewing satisfaction and purchase intention were set as dependent variables. The results of various analyses confirm that creator characteristics have direct and indirect effects on viewers' purchase intentions, and in particular, intimacy has the greatest influence on purchase intentions. This is expected to be a meaningful empirical analysis for future influencer marketing strategies and effective communications between content creators and consumers.

가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구 (Content Analysis of Digital Reality Contents as a Branded Entertainment)

  • 조창환;이희준;김호현;이소윤;길영환
    • 광고학연구
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    • 제29권5호
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    • pp.127-160
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    • 2018
  • 본 연구는 가상현실(VR) 및 증강현실(AR)을 사용한 브랜디드 엔터테인먼트, 즉 리얼리티 브랜디드 콘텐츠(Reality Branded Content, RBC)에 대하여 내용분석 방법을 통해 그 형식과내용을 탐색하였다. 이를 위해 RBC의 특성을 파악하기 위한 분석 항목들을 도출하였으며 300개의 표본에 대하여 카이제곱 검정과 일원분산분석 등의 통계분석 기법을 사용하여 분석하였다. 그 결과, RBC는 주로 디리버티브 스토리텔링 기법을 사용하며, 감성적 소구를 하는 것으로 밝혀졌다. 또한 디지털 리얼리티 기술유형(VR, AR) 별 상호작용성량을 확인한 결과, 증강현실을 사용한 RBC의 상호작용성량이 상대적으로 더 많은 것으로 나타났다. 아울러 상호작용성 유무에 따른 RBC의 인지된 가치량과 콘텐츠 수용에 관여하는 감각의 양적 차이를 살펴본 결과, 인지된콘텐츠 가치량은 상호작용성 기능이 있는 경우가 없는 경우보다 높았고, 관여된 감각의 양은 상호작용성 기능이 없을 때 더 높게 나타났다. 이어 분석의 결과를 토대로 본 연구가 갖는 학문적의의를 논하였으며, 향후 RBC를 활용한 마케팅 커뮤니케이션의 효과 제고를 위한 실무적 시사점을 제시하였다.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권3호
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

SNS 광고의 속성인식과 구전의도 비교연구 - 페이스북, 인스타그램, 카카오스토리, 트위터를 중심으로 (A Comparative Study on Attribute Recognition and Word of Mouth Intention of SNS Advertising - Focused on Facebook, Instagram, KaKaoStory and Twitter)

  • 정창준
    • 문화기술의 융합
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    • 제6권2호
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    • pp.419-428
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    • 2020
  • SNS미디어가 디지털 기술의 혜택으로 물리적인 접근성의 편리와 콘텐츠가 갖는 오락성·상호작용성 등의 새로운 미디어의 특장점으로 미디어 점유율을 높이며, 이용자들의 생활의 일부로 자리잡아가고 있다. 미디어 콘텐츠 소비자들이 기존 전통 미디어에서 SNS로 대거 이동함에 따라 마케팅 커뮤니케이션 활동도 페이스북 등 앞서가는 SNS 플랫폼에 발빠르게 적응해 가는 중이다. 본 연구는 미디어 콘텐츠의 생성과 소비 시스템이 서로 비교적 유사한 페이스북, 인스타그램, 카카오스토리, 트위터를 중심으로, 사용자들이 각각의 SNS에서 네 가지 광고속성을 어떻게 인식하는지를 비교하고, 이 속성들이 구전의도에 미치는 영향력을 확인하였다. 또 이를 통한 효과적인 SNS 운용에 대해 논의하였다.