• Title/Summary/Keyword: digital advertising

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Meta Analysis of Theories in PR research 2003-2012 (피알 연구이론의 메타분석 2003-2012)

  • Jo, Jung-Yul
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.51-59
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    • 2015
  • The year 1997 was when Korean Journal of Public Relations Research started to publish research articles. This study addresses the issue of theories in Korean public relations research. A total of 166 research papers are analyzed to see characteristics and changes during 2003-2012. Through this meta analysis, the researcher tries to see the big picture and discusses the right direction for the future of the public relations in many ways. Three different groupings were adopted to classify theories in the 10 year perion - 1. origins of theories(public relations field, related neighbor field, distant field), 2. target of analysis(individual, organization, society), 3. level of approach (systematic pluralistic, rhetorical, critical approach). According to the findings, though getting better, it was 'cold season' in public relations research because theories utilized in Korean public relations research were not very excellent qualitatively and qualitatively. Interdisciplinary approach is discussed.

A Study of Relation between Consumers' Product Placement Effect Factors and Attitude of Advertisement (PPL 광고효과요인이 광고태도에 미치는 영향)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.181-190
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    • 2011
  • This study aims at finding out if there are consumers' belief perception of influential factors on product placement. In addition to the difference between the perception of product placement effect factors and that of relevance on attitude of ad. For this work, this study surveyed male and female consumers. As the result, firstly we could find out the consumers perception in factors such as participation of public entertainer, undisguised description, confidence on sponsor, distinction among brands, and offer of information. Secondly, it showed that there were differences between mail and femail consumers' recognition on PPL advertisement attitude. Thirdly, there were perception on product placement effect factors and relevance on attitude of advertisement. These results will not only offer product placement making working group data describing what important belief factors are but also provide basic data for strategy of product placement maker to advertising agency, who has interestin planning to extend its business to PPL field.

A Study of the risk and reward structure in the copyright contract between terrestrial broadcasting and production company (방송사와 외주제작사간 저작권계약에 나타난 위험과 보상구조 연구)

  • Lee, Chi Hyung
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.71-77
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    • 2013
  • Broadcaster and production studio inevitably take the risk in Korea because the outsourced drama is contracted before produced. However, it is important for both parties to share risk and reward. This study seeks to assess the fairness of the copyright contract between broadcaster and production studio by examining whether they both have the balanced risk and reward structure. For the study, revenue and cost elements with their amounts are identified, which come from TV commercials, oversea sales, the secondary windows, sponsorship, and product placement. Next, the revenue and COGS (Cost of goods sold) of broadcaster and studio are estimated for both cases of when drama becomes successful or not. The analysis reveals that the current copyright agreement allows broadcaster hold low risk but high reward whilst production studio takes high risk low reward. However, the result doesn't imply that government intervention is justified because demand and supply determine the negotiation power in a free economy.

A Study on the Industrial Condition, the Legal and Administrative Problems of Data Broadcasting Services (국내 데이터방송서비스 산업현황 분석 및 법적.제도적 쟁점에 관한 연구)

  • Kim, Kwan-Kyu;Lee, Si-Hoon
    • Korean journal of communication and information
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    • v.21
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    • pp.35-62
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    • 2003
  • This study is conducted to achieve following two purposes. First, this study investigates domestic conditions and problems of data broadcasting industry. Second, this study suggests the improving way of the legal and administrative systems in order to promote domestic data broadcasting industry. Survey was conducted with 16 companies and a few business men for gaining data of general condition and analyzing problems about domestic data broadcasting industry. The results are as follow: first, domestic industry was suffering from the lack of man power, finance, and the delay of data broadcasting service schedule. Second, respondents argued there was no the legal basis and the systematic regulation under the current digital broadcasting policy of government. To resolve those problems, this paper proposed the making laws preparing for the fusion service of communication and broadcasting, systematic assistance of government, the way of technology development and technical standardization, and the way of constructing infrastructure and cultivating man power.

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Exploring University Student's Responses to Consumer Information in Personal Media Using Critical Incident Technique: Focusing on YouTube (결정적 사건기법을 적용한 대학생의 1인 미디어 소비자정보에 대한 반응 탐색: 유튜브를 중심으로)

  • Jang, Eun-Gyo;Liu, Qiaoling;Lee, Jin-Myong
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.127-139
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    • 2019
  • This study aims to explore the impressive experiences of university students on YouTube media and to find ways to improve personal media as useful consumer information. 44 university students were selected, and data on the experience of using YouTube were collected and analyzed by applying the critical incident technique. As a result, the positive responses to personal media were derived from 'enhancing C2C information capabilities', 'consumer-centric usability', 'attractive information creators', 'a sense of the sameness', and 'fresh and entertaining information'. Negative responses were derived from 'spreading of harmful information', 'distrust in information creators', 'inducing excessive advertising and impulse buying', 'media addiction' and 'relative deprivation'. In addition, improvement of the personal media has been suggested. This study has differentiation and significance as a qualitative data for understanding consumer's perception and experience of personal media.

Empirical Study on Relationship between Influential Factor in Smartphone Purchase Consumer Awareness (스마트폰 구매의 영향요인과 소비자 인식과의 관련성 연구)

  • Kim, Hyung Jun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.211-224
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    • 2014
  • This study is aimed at considering the relationship between the influential factor in Smartphone purchase and consumer awareness. For this purpose, this study set up the influential factors in Smartphone purchase as advertising effect, brand effect and usability effect and corporate image effect, and considered the relationship between these influential factors and consumer awareness empirically. The research results can be summarized as following 3 parts: First, the four factors suggested as the influential factor in Smartphone purchase were verified to have a significant influence on customer satisfaction and customer loyalty, and thus, it is thought that the bigger the influence of these factors, the more customer satisfaction and customer loyalty will increase. Second, among the factors suggested as influential factors in Smartphone purchase, the biggest factor in influencing customer satisfaction was found to be 'Usability Effect' while the biggest factor in influencing customer loyalty was revealed to be 'Brand Effect.' As a result, this study could learn that it's necessary that 'Usability Effect' should be considered more preferentially than other factors in order to enhance customer satisfaction while 'Brand Effect' should be preferentially considered in orderto raise customer loyalty. Third, it can be judged that in the relationship between customer satisfaction and customer loyalty, the bigger the customer satisfaction, the higher the customer loyalty. It is hoped that such research results could be applied as useful materials in time of establishing the marketing strategy. Nevertheless, this paper makes it clear that due to the constraints in the number of sample areas and samples, there is a limit in objectifying the research results into all areas.

Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

The Moderating Roles of Perceived Responsiveness of SNS Friends and Self-Esteem in the Relationship between SNS Use and Perceived Social Support among College Students (대학생들의 SNS 이용과 사회적 지지와의 관계에서 SNS친구들의 반응성 인식 및 자아존중감의 조절 효과)

  • Choi, Jounghwa
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.433-442
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    • 2021
  • The present study explored the moderating roles of perceived responsiveness of SNS friends and self-esteem in the relationship between SNS use and perceived social support among college students. Using a panel owned by a research firm, a nationwide online survey was conducted (females N = 264, males N = 239). The results of regression analysis suggested that there is no significant main effect of SNS use but a significant main effect of perceived responsiveness of SNS friends. In addition, a three-way interaction effect was found among perceived responsiveness of SNS friends, SNS use, and self-esteem. This study contributes to elaboration of the extant research as well as providing practical implications to SNS-based intervention programs for college students' psychological well-being.

Characteristics and Implications of Sports Content Business of Big Tech Platform Companies : Focusing on Amazon.com (빅테크 플랫폼 기업의 스포츠콘텐츠 사업의 특징과 시사점 : 아마존을 중심으로)

  • Shin, Jae-hyoo
    • Journal of Venture Innovation
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    • v.7 no.1
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    • pp.1-15
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    • 2024
  • This study aims to elucidate the characteristics of big tech platform companies' sports content business in an environment of rapid digital transformation. Specifically, this study examines the market structure of big tech platform companies with a focus on Amazon, revealing the role of sports content within this structure through an analysis of Amazon's sports marketing business and provides an outlook on the sports content business of big tech platform companies. Based on two-sided market platform business models, big tech platform companies incorporate sports content as a strategy to enhance the value of their platforms. Therefore, sports content is used as a tool to enhance the value of their platforms and to consolidate their monopoly position by maximizing profits by increasing the synergy of platform ecosystems such as infrastructure. Amazon acquires popular live sports broadcasting rights on a continental or national basis and supplies them to its platforms, which not only increases the number of new customers and purchasing effects, but also provides IT solution services to sports organizations and teams while planning and supplying various promotional contents, thus creates synergy across Amazon's platforms including its advertising business. Amazon also expands its business opportunities and increases its overall value by supplying live sports contents to Amazon Prime Video and Amazon Prime, providing technical services to various stakeholders through Amazon Web Services, and offering Amazon Marketing Cloud services for analyzing and predicting advertisers' advertising and marketing performance. This gives rise to a new paradigm in the sports marketing business in the digital era, stemming from the difference in market structure between big tech companies based on two-sided market platforms and legacy global companies based on one-sided markets. The core of this new model is a business through the development of various contents based on live sports streaming rights, and sports content marketing will become a major field of sports marketing along with traditional broadcasting rights and sponsorship. Big tech platform global companies such as Amazon, Apple, and Google have the potential to become new global sports marketing companies, and the current sports marketing and advertising companies, as well as teams and leagues, are facing both crises and opportunities.

Symbolic Interaction and Consumer products by mass media (미디어매체에 의한 제품과 상징의 상호작용에 관한 분석)

  • Song, Gyeong-Seok
    • 한국디지털정책학회:학술대회논문집
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    • 2005.06a
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    • pp.505-516
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    • 2005
  • According to Mead's (1934) symbolic interaction theory, social roles are learned through interaction and experiences in everyday life. Over time, these rules of behavior become internalized and serve to structure one's actions accordingly. Ultimately, these rules provide us with a powerful means of controlling our actions, and in time, they define our identity. Transforming the socialization process is one's conscious interpretation of stimuli through the use of symbols. Furthermore, society's perceptual processes can be shaped by the symbols we learn. The meaning of symbols can be learned from a variety of social influences, one of which may be mediated messages and advertising. This paper attempts to establish a link between media exposure and one's perception of social reality regarding character judgments made of unknown others based on the target's product or brand usage. Using magazine advertisements for fictitious products, the experiment herein seeks to establish two fundamental goals: 1) to determine if perceptions can be manipulated via association with companion symbolic elements: and 2) to detect whether television exposure is a moderating factor. Respondents were asked their perceptions of both product quality and of product users.

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