Web-based Promotion of companies have several advantages: They can publicize the brand image in various ways; they enable consumers to learn the information of products in the round with interests; they can stretch out their marketing targets to the whole world. In order to make an effective delivery of their information in such promotion websites, interaction with their consumers is an important factor, for which understanding Interactive Storytelling is essential. The purpose of this thesis is to study Interactive Storytelling which enables us to have effective interaction with consumers in making promotion websites of companies. For this, this thesis analyzes examples of Interact Storytelling focused on it have story promotion websites on the basis of the five steps for internet marketing promotions: attraction of visitors, attraction of interests and participations, acquisition of the information of customers, grasp of the needs of customers, and an offer of values classified by customers.
As an information-oriented era arrives, an environmental change of Internet marketing is going with high speed and such open door around the countries is providing worldwide companies with a new business opportunity. Now, Internet is a new communication tool for global network and is emerging as a new e-commerce market. Also, this trend is having an effect upon online site that sell crafts. Hence, this study aims to select artshop, which simultaneously operate off line and online while sell crafts, to research the present status, and analyze the problems to suggest the activation plans for effective Internet commerce. Accordingly, this study suggested six models for the settlement of these problem s and the activation plans as following: offer of the various works and the contents, security of price competition, reinforcement of marketing, establishment of brand recognition, management of customers and settlement of payment ways etc. The commerce of crafts in the artshop is only early stage today, but it is expected to grow into an universal connection way of information and buying which transcend space and to be briskly used for securing the competition of crafts in 21century.
The purpose of this study is to empirically investigate consumers' clothes shopping orientation factors and perceived risk factors affecting the purchase intention for fashion products in social commerce. For this study, questionnaires were given to 500 adults in their 20s~30s who had experience of using social commerce related to general products or services. To analyze the results of this study, we conducted descriptive analysis, factor analysis, reliability analysis, a chi-square independence test, and hierarchical regression analysis using SPSS 18.0. The results were as follows. First, social commerce users'clothes shopping orientations were classified into the pursuit of pleasure, brand, fashion innovation, trend, and utility, and the perceived risks were classified into the risks related to products, consumer service, loss of purchase opportunity, confidence in the web site, economy, and security. Second, clothes shopping orientation factors and perceived risk factors had a somewhat significant influence on the purchase intention for fashion products. Third, there was a significant difference between sexes regarding the influences of the clothes shopping orientation factors and perceived risk factors for the purchase intention of fashion products. Finally, this study aims to provide useful information for fashion companies to enable them to establish specific strategies that can influence consumers'purchase behaviors through social commerce.
Journal of the Korea Fashion and Costume Design Association
/
v.21
no.2
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pp.139-151
/
2019
This study intends to present the directions for effective up-cycling design using Marquage painting through analysis of trends and the formative characteristics of fashion products. Research was conducted through a literature review (published papers, books and web site contents). Cases were analyzed by examining the contents of web sites of global luxury brands, representative workshops, and social network sites (SNS). The results of the study are categorized as follows, First, Marquage paintings are continuously used by global luxury brands and have developed as an expression of self-ownership and the personalization of one's identity. Second, fashion brands use Marquage painting as a customized service for sales. On the other hand, Marquage paintings are used as a kind of up-cycling to present old goods as brand new ones. Third, the patterns used in Marquage painting were classified into five types: geometric patterns, logo patterns, character patterns, lettering patterns, and art patterns. Moreover, formalization by Marquage patterns is represented by identification, customization, and up-cycling. Finally, to up-cycle the expressive features of Marquage- sustainability, scarcity, storytelling, and originality based on factors of up-cycling need to be reflected.
This study analyses the avatar service, which is recognized as an alternative strategy of animation industry. The research questions of this study are following: (1) How have the avatar services been developed and what are the present dominant types? (2) Which structural characteristics of e-business environment are needed for the success of avatar services? (3) What is the economic characteristics of avatar business model? To solve these research questions, the basic conditions and the structural characteristics of avatar services have been investigated. In the first place, two forms of avatar service are classified. One is the internet service site whole primary service is to provide chatting service based on avatar service. The other is the portal site in which many kinds of products and services are presented as bundles to meet the needs of internet users. So avatar service is one of bundles which those portal sites are providing with. In this study, the big five internet service sites are selected based on the profits they earned through the sales of avatar service. The result of analysis is that the pricing strategy of those big five sites is very different from those of traditional off-line markets. The pricing mechanism are based on the value which internet users endow with the avatar items, not based on the costs of making the products. Avatar is the representative informative goods. The informative goods have the original cost structures, constant fixed costs and zero marginal costs, so the providers of avatar services make much of the subjective values of consumers. The sayclub, which is the most successful avatar service site and earn the average sales of 3 billing won a month, takes the aggressive strategy of pricing avatar items at highest price in the industry. The avatar service providers which make lots of profits are planning of making differentiate the services, introducing well-known brand items and star-named items. Nevertheless, the fact that the members of the sayclub are not decreasing means that the network effect of the site is so strongly manifest. Moreover, the costs the members have paid for the avatar items are so big not as to switch from one site to the other site, it can be very costly. These switching costs are endemic in high-technology industries and digital contents industries. It can be so large that switching suppliers is virtually unthinkable, a situation known as 'lock-in'. When switching costs are substantial, competition can be intense to attract new customers, since, one they are locked in, they can be a substantial source of profit. The consumers of avatar items have switching costs if they subscribe for the new avatar service site. The switching costs can be subscription costs as well as the costs of giving up the items they already paid for. One common example of switching costs involves specialized supplies, as with inkjet printer cartridges. In this example, the switching cost is the purchase of a new printer. The market is competitive ex ante, but since cartridges are incompatible, it is monopolized dx post. So the providers of printer/cartridges set pricing printer so cheap and cartridges expensive. On the contrary, since the avatar service can be successful with the strong network effect, the providers of avatar services have to compete aggressively for new customers. So they allow the subscription at a low price(almost marginal cost) in the early market. The network effect can be maximized when the members are sufficiently growing. The providers which have the monopoly power with sufficient subscribers. begin to raise the prices over the lifetime of the product and make profits.
Proceedings of the Korean Association for Survey Research Conference
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2005.12a
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pp.187-220
/
2005
The purpose of this study is to analyze supporters' community formation motives/ Process/consumption experiences and community characteristics. For this purpose, this study collected the data using ethnographic interview. participant observation, documents and media reports. The results of this study show that supporters communities' formation and diffusion process were influenced by individual characteristics(e.g., personality, hobby and etc.), community characteristics(e.g.,team performance, star player, facilities and etc.) and external factors(ex: media movement etc.) and supporters have experienced various emotions such as intimacy. cohesion, pride and so on through various activities at on-line and off-line site. Community characteristics were classified into we-ness, rituals/traditions, moral responsibility. We found that we-ness influenced emotional dimensions such as joy, pleasure, fun and excitement. rituals and traditions made members feel passion. hope. love and vitality. and moral responsibility provided satisfaction. enthusiasm anxiety. regret and so on. Also, emotional attachment and brand loyalty were increased by these experiential aspects of community consumption.
Proceedings of the Korea Contents Association Conference
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2007.11a
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pp.631-636
/
2007
Promotion websites of companies have several advantages: They can publicize the brand image in various ways by using the character of web environment; they enable consumers to learn the information of products in the round with interests; they can stretch out their marketing targets to the whole world. In order to make an effective delivery of their information in such promotion websites, interaction with their consumers is an important factor, for which understanding Interactive Storytelling is essential. The purpose of this thesis is to study Interactive Storytelling which enables us to have effective interaction with consumers in making promotion websites of companies. For this, this thesis analyzes examples of Interact Storytelling focused on it have story promotion websites on the basis of the five steps for internet marketing promotions: attraction of visitors, attraction of interests and participations, acquisition of the information of customers, grasp of the needs of customers, and an offer of values classified by customers.
This paper reviews the problems and opportunities of Japanese newspaper industry. In the focus are particularly issues related to causes of the crisis and reacting strategies overcoming the crisis. To answer the questions, we conducted in-depth interviews with top-level managers of major newspaper companies in Japan. Secondary data were gathered to complement the interview. Top managers mainly perceived the causes of the crisis as young readers' alienation from newspaper due to the change of media environment and structural factors such as increasing production/distribution costs and diminishing appeals for advertisers. They are implementing several strategies to overcome this crisis - developing newspaper content for young readers; packaging customized on-off line advertisement; extending news distribution via online and mobile platforms; diversifying business into diverse sectors such as real-estate; enhancing brand equity of newspaper; and collaborating with rival newspaper companies in operating news site and joint printing/distribution. Lessons from the case of Japanese newspaper industry may be useful starting points for the Korean newspaper companies agonizing for diminishing circulation and advertising revenues.
This study aimed to plan a distinctive apple theme park, thereby specializing the nationwide brand of Cheongsong apple. Detailed objectives included: to establish the best possible environments in Korea to taste and appreciate apple and enjoy the Cheongsong Apple Festival; to identify and foster natural, cultural and social resources in the clean environment of Cheongsong; to clusterize research and production infrastructures for strengthening local competitiveness; and to develop a hub for the vitalization of the region where visitors and locals can mutually prosper. The study was multi-phased. The first stage included basic surveys such as local status and environment analysis and similar case studies, and the second stage was to review the appropriateness of theme selection, develop basic principles and strategies for development goals and review and incorporate project details. And the third stage aimed to develop a comprehensive plan from spatial plans and program plans and suggest plans to vitalize the operation of the park. The dimension of the subject site was $180,150m^2$, which was divided into four areas, in consideration of the land use and the environmental characteristics of the resources, for developing a land use scheme. The four areas were named: the apple-theme cultual area; the agricultural culture experience area; the plaza for exchange and harmony; and the plaza for natural observation. This study has significance in that it can serve as a case to develop farm theme parks, and as a case of appropriate development of programs to identify amenity resources with a focus on the existing resources and in consideration of local characteristics.
The purpose of this study is to establish a theory about the necessary structure for knitwear design, and to propose it with the practical data through the actual development of a high value added knit structure. For this study, the market was conducted along with literature reviews on the existing studies and the relevant books about knit structures. The market research aimed at the products released in the spring/summer and fall/winter seasons of 2012-2013, focusing on brand for middle aged women. The utilization of the structure by item and the characteristics of knit design were studied. The research was conducted on S/S products in May and July, and F/W products in October and December. As a result of the market research, it was shown that the lightweight structures with permeability such as plain, lace, links and links, this is repeated and rib structure were frequently utilized during the S/S season, while double structures with good shape stability were greatly utilized during the F/W season. Also, during the F/W season, a cable structure and tubular jacquard that emphasized the volume or cubic effect were frequently used, and there were many jacquard structures where a change of color sense and motive were added. Concerning the knit structures development, the researcher designed the knit structure at the actual production site of the knit fashion. A total of 5 pieces of knit structures were developed by asking a professional for programming and knitting. To the developed structures, the study added a multi-gauged effect, herringbone transformation effect, 3-dimensional surface effect, color effects, geometric patterns, lace penetration effect, and soft surface effect in a water-drop shape. In addition, the structures had differences in the added values by mixing various structures and diversely expressing color sense on the knitting line. This study proposes the direction for 21st century knitwear product design, through the development of a high value added knit structure.
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