• Title/Summary/Keyword: mobile marketing

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CRM using short range location based technology

  • Yoo, Jihyun
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.12
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    • pp.91-96
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    • 2016
  • In this paper, we propose the CRM service model for analyzing and managing location based data collected by Wi-Fi and BLE. As mobile devices became personalized, enterprises became interested in individual location, and location based mobile marketing started to stand on spotlight. Location based proximity marketing is developing along with contactless data transmission technology, and payment system that uses NFC, Beacon that utilizes BLE, as well as advertisement via Wi-Fi are being serviced. We suggest the model that mobile devices can be detected and identified by MAC address with the need of being connected to Wi-FI or Bluetooth interface. MAC addresses are not associated with any specific user account or mobile phone number. The idea is to be able to measure the amount of people which are present in a certain point at a specific time, allowing the study of the evolution of data analysis and offers effective information for decision-makings.

Effects of Technology Readiness on User Perceptions and Use Intention of Mobile Social Commerce

  • Han, Sang-Lin;Park, Hyo-Ju
    • Asia Marketing Journal
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    • v.18 no.2
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    • pp.25-44
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    • 2016
  • This research was implemented by using TRAM model. An existing research (Ok 2011) which dealt with technology readiness and social commerce at once had only asked consumers' attitude on 'general technology'. This research, however, has specifically focused on Social Network Service and mobile social commerce. Research hypotheses and research model were developed and tested by using 610 consumer survey data. It was found that individual's positive/negative technology readiness has a direct influence positively/negatively on perceived ease of use and perceived trust respectively. Also their positive and negative technology readiness has an indirect influence positively/negatively on perceived usefulness. Thus someone's positive and negative attitude on SNS has a different direction towards the perception of mobile social commerce. Perception on mobile social commerce depends on their attitude (positive or negative) concerning SNS. Managerial implications and limitations of the study were also discussed.

A Case Study of Augmented Reality Marketing (증강현실 마케팅 사례 연구)

  • Moon, Han-Byul;Kim, Jin-Hee;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.160-171
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    • 2017
  • This study is intended to study the usage of augmented reality(AR) in the marketing field by classifying them into display and content types and analyzing the typical cases and characteristics. The market for AR has been on the increase and has been a big influence in the marketing field, resulting in the generalization of the term "AR marketing." By analyzing the marketing cases which use AR technology and organizing the frequency of use and characteristics, it is expected to contribute as a basic material for future studies on AR marketing. In this study, AR marketing cases are classified into different categories including display and contents. First, AR display category includes personal computers, mobile, public display, and projection display. AR contents category includes informative content, game contents, virtual experience, and visual effect. While investigating, it was found that the most used type of AR display was mobile, which has the advantage of not being limited by time and place and is also capable of one-on-one marketing with customers. The most used type of AR content was visual effect type, which evokes curiosity and is easily shared among people.

The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption (모바일 게임의 크로스 프로모션이 소비자의 게임 수용태도에 미치는 영향)

  • Park, Jeong-Min;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.112-122
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    • 2016
  • In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

The Influence of Mobile Marketing Features upon Customers' Intention to Permit : Focused on KaKaoTalk Plus Friends Service (모바일 마케팅 특성이 고객의 승낙의도에 미치는 영향 : 카카오톡 플러스 친구를 중심으로)

  • Choi, Jaewon;Kim, Chae-Ri;Kim, Beomsoo;Kim, Seok
    • The Journal of Society for e-Business Studies
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    • v.19 no.2
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    • pp.1-29
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    • 2014
  • Advancement of mobile technology opened new business field in existing marketing area and in spirit of depression of advertisement market due to worldwide shrunken business, investment mobile advertisement market only jas a tendency to increase. In this paper I tried to know some factors to influence on the acceptance of customer to receive the referring advertisement continually through the study of 'KaKaotalk Plus Friends', a kind of marketing platform of KaKaotalk, the model killer application of Smart Phone. For this purpose I developed the research model based on Customer Value Theory and Social Exchange Theory etc. Futhermore based on these theories I studied the facts to influence on the acceptance of customer using KaKaotalk Plus Friends Service.

Analysis of YouTube Channels of Domestic Companies from IMC Perspective (IMC 관점에서 국내기업의 유튜브채널 분석)

  • Kim, Byung-Dae
    • Management & Information Systems Review
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    • v.39 no.3
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    • pp.127-140
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    • 2020
  • This study conducted analysis of YouTube channels by domestic companies as the marketing strategies of domestic companies vary due to the rapid growth of the Internet and YouTube channels. The YouTube channel analysis analyzed the number of subscribers, plays, videos and classifications of domestic companies on YouTube channels, the top 100 domestic companies in the YouTube ranking site "Company/Official. The analysis showed that 4.53 million companies had the largest number of subscribers, Samsung mobile, 544.69 million circuit Samsung mobile, and 11,416 League of Legends-Korea channels had the largest number of videos. The most product classification showed that food/dining companies were engaged in a lot of YouTube activities. The use of YouTube, which is rapidly growing in companies through analyzing YouTube channels from the perspective of a company's new marketing strategy, is a new tool for integrated marketing communications. It is expected that the YouTube channel, which enables two-way communication of companies' marketing strategies, will be used as basic data when producing YouTube content in the future.

Case Analysis of Corporate Marketing using SNS (SNS(Social Network Service)를 이용한 기업 마케팅 사례 분석)

  • Cho, Munyong;Kim, Changsu;Cho, Hwihyung;Kim, Bumsoo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.1
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    • pp.183-196
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    • 2015
  • With widespread use of smart phones, SNS has been growing rapidly. Companies are required to do its utilization and a preemptive response. However, taking advantage of SNS is still insignificant in the companies. Compared with traditional marketing, people still consider the SNS marketing unfamiliar. This study is aimed at widening the breadth of understanding of marketing activity using SNS and inquiring into its effective applications. In an effort to achieve this research objective, first, this study analyzed the aspect of real applications by reviewing diverse practical business cases. Second, this study provided the momentum of the understanding of SNS marketing-based knowledge. The effective method of producing consumer-intimate products and services lies in customers' participation in development and production. SNS marketing is the very communication and gives ear to a customer's voice. Earnest and creative SNS marketing will play a role as a stepping-stone for businesses to move much closer to a customer.

A Study on the Business Model of Fashion Mobile Commerce by Quality Evaluation (패션 모바일 커머스 품질 평가에 대한 비즈니스 모델 연구)

  • Na, Younkue
    • Journal of Fashion Business
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    • v.18 no.1
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    • pp.1-21
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    • 2014
  • This study exceeds the view on the fragmentary fact-finding surveys related to the application of mobile commerce which further develops the evaluation model of fashion mobile commerce website and considers the validity of comprehensive fashion mobile commerce with quality evaluation factors according to the Task-Technology Fit. To fulfill the study objectives, a total of 433 questionnaires are being conducted to the customers with first-hand experience on fashion merchandises through mobile commerce. The judgement sampling method is employed according to the sample population ages from 20s to 30s during two months period. Based on the results of the above-mentioned path analysis, we have observed the following: First, the path relation analysis results show that the M-marketing (M-marketing) between perceived usabilities had effects to the perceived usability and the M-sales had effects to the perceived usability. Second, as seen from the fashion mobile shopping conformance (TTF), the perceived usability, customer satisfaction, and path pipe analysis result conformances between perceived values and immersions have effects of perceived usability, customer satisfaction and perceived value, and thus, indicate that the perceived usability had effects on the customer satisfaction and immersion. Third, the customer satisfaction, perceived value and immersion all have effects on the purchasing intention.

E-Satisfaction and E-Loyalty of Online Marketplace Mobile Applications: An Empirical Channel Study in Indonesia

  • LOE, Kevin;TASIA, Aniq;INDRA, Ricardo;MANI, La
    • Journal of Distribution Science
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    • v.20 no.9
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    • pp.61-71
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    • 2022
  • Purpose: This study analyzes the effects of variables affecting e-satisfaction and e-loyalty in e-commerce. Research design, data, and methodology: A survey was conducted to 384 Indonesia online shopping mobile application users. The questionnaire construct was designed based on several independent variables, such as application attractiveness, application functionality, and customer service on e-satisfaction and e-loyalty. E-satisfaction was positioned as an intervening variable to determine the effect on e-loyalty. Results: Application attractiveness, application functionality, and customer service shown positive effect on e-satisfaction in online shopping mobile application. At the same time, e-satisfaction also affected e-loyalty significantly as referred in previous studies. However, application attractiveness, while showed positive effect on e-satisfaction, in contrary with previous study does not showed very significant effect. Conclusion: Application functionality significantly influences users satisfaction compared to application attractiveness. E-satisfaction mediates as a factor between visual design, information access, and transaction in online shopping mobile application, which stimulates user loyalty. The study findings' can be a reference for companies to create and maintain users' satisfaction and loyalty via different aspects of mobile application. Further research should be conducted on other field of study as the industry has different aspects that affects user loyalty.