• Title/Summary/Keyword: 간접광고효과

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Relevant perceptual features on advertising and indirect advertising effectiveness factors of Chinese viewers (중국시청자의 간접광고 효과요인과 광고기능 관련성 지각)

  • Yu, Seung-Yeob;Kang, Hyun-Jik
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.271-279
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    • 2012
  • The purpose of this study was targeting Chinese viewers. Awareness of factors affecting indirect advertising effects were investigated. What is the awareness of advertising features for Chinese viewers also examined. Advertising and indirect advertising effectiveness factors examined relationships recognized. Chinese viewers were collected through surveys. Firstly, factors affecting indirect advertising effects was seven. Sponsor, celebrity involvement, and blatantly portrayed, reliability, brand differentiation, ethics and information provided is a factor. Second, the advertising capabilities of the Chinese viewers were relatively positive perception. Indirect advertising effects of Chinese viewers, features and advertising on the relevance factors, there was a significant relationship. Celebrity involvement and brand differentiation, blatantly portrayed, and ethical factors had an impact on the function of advertising. These results provide indirect advertising of China and South Korea produced implications for practitioners. Korea also interested in entering the Chinese enterprises will provide the basic material in the production of indirect advertising.

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 Design of an Interactive Streaming Platform for Supporting Instant Retrieval of Product Information in Product Placement Advertisement (간접광고에서 제품 정보의 즉각적 검색을 지원하는 인터렉티브 동영상 플랫폼 설계)

  • Im, Hyeon-Jin;Cho, Dae-Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.369-370
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    • 2020
  • 최근 크로스 미디어 이용의 확대로 일방적으로 제품의 정보를 받아들이던 수동적인 소비자는 직접 정보를 찾아보는 능동적 소비자로 바뀌었다. 따라서 대중들은 단순히 방송을 시청만 하는 것이 아니라 방송 중에 나오는 인물, 스토리, 제품 등에 대한 다양한 정보를 함께 소비하고 있다. 하지만 시청에 사용되는 디바이스와 검색에 사용되는 디바이스가 달라 불편함이 있고 방송과 검색의 시점의 차이로 대중들은 간접광고를 접한 후 대상제품의 구체적인 정보를 얻는데 어려움이 있다. 또한 제품회사는 간접광고를 접한 시청자들의 반응을 통한 간접광고의 효과를 입증하기 어렵다. 이 논문에서는 간접광고에서 제품 정보의 즉각적 검색을 지원하는 인터렉티브 동영상 플랫폼을 제안하고자 한다. 이를 통해 시청자는 본 방송을 시청하는 도중 관심이 가는 제품이 나왔을 때, 이벤트를 주어 화면 속 제품의 구체적인 정보를 빠르게 제공받을 수 있고 제품회사에서는 인터렉티브한 시청자의 반응을 제공받아 간접광고에 대한 효과를 확인할 수 있도록 한다.

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The Effect of Metaphor in Public Service Advertising (공익광고에서 은유표현 형태에 따른 효과연구)

  • Im, Hyun-Bin
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.190-201
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    • 2006
  • A Study on the Effect of Metaphor in Public Service Advertising. The study carried out a positivistic research on university students with a view to contributing to the building of a metaphoric ad strategy by analyzing the effect of metaphoric expressions in public service advertising, which showed the following: First, the metaphoric ads using positive approach and indirect copy were effective for heightened emotional attitude of viewers. Second, the metaphoric ads using positive approach and indirect copy were effective for heightened source credibility, which was further heightened when the two were simultaneously used. Third, the metaphoric ads using positive approach and indirect copy were effective for heightened design preference, and the design preference became even preferable when the two were simultaneously used. Fourth, the metaphoric ads using indirect copy were effective for behavioral intention. The study suggested that the strategy of adopting metaphoric ads with indirect copy of positive approach was quite useful in strengthening the effect of public service advertising.

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Design of a PPL System using Online Game (온라인 게임을 이용한 간접광고시스템 설계)

  • Jang, Su-Min;Cho, Yong-Jun;Kwak, Nae-Joung;Yoo, Kwan-Hee;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.348-355
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    • 2008
  • With recent development of internet, a lot of people use online games through internet networks. Since people that utilize the online games increase, a special company and an advertisement company adopt the PPL(Product in Placement) on online game instead of the advertisement through TV or radio. This paper persents applications of the PPL on online games and problems which was occurred by them. We propose an advertisement system architecture which processes it efficiently. To prove that our proposed PPL system on online game is efficient, we process various questionnaires on PPL efficacy in online game and analyze them.

Design and Implementation of an Interactive Streaming Platform for Supporting Instant Retrieval of Product Information in Product Placement Advertisement (간접광고에서 제품 정보의 즉각적 검색을 지원하는 인터렉티브 동영상 플랫폼 설계 및 구현)

  • Im, Hyeon-Jin;Cho, Dae-Soo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.5
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    • pp.931-938
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    • 2020
  • Recently, with the expansion of the use of cross media, the public is not just watching the broadcast, but is also consuming various information about actor, stories, products, etc. that appears during the broadcast. However, the devices used for viewing and the devices used for searching are different, which is inconveniences, and due to the differences between the point in time when the desired information is provided through the search, the public has difficulty in obtaining detailed information of the target product after encountering product placement advertisement. In addition, it is difficult for advertisers to confirm the effect of product placement advertising through the reaction of viewers who have encountered product placement advertising. In this paper, we intend to propose an interactive streaming platform that supports the instant retrieval of product information to users by including product placement advertisement information in broadcasting. Through this, viewers can quickly receive detailed information of products on the screen by giving an event when a product of interest comes out while watching the broadcast, and advertisers can check the effectiveness of product placement advertisements by receiving interactive responses from viewers.

A study on the relevant market definition of online search advertising - Focusing on Naver, Korean Search & Portal service provider - (온라인검색광고시장의 시장획정에 관한 연구 - 검색포털사업자 네이버를 중심으로 -)

  • Cho, Dae-keun
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.109-119
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    • 2017
  • This paper is to analyse empirically using the data collected from Korea portal Naver's ad management system and show online ad platform may not be two-sided market. It is aim of this study to propose the appropriate approach to define the market, based on the empirical result. Here are two research questions to be reviewed. First, is there any consistency between business model of search advertising and definition of two-sided market which Rochet-Tirole proposed in 2006? Second, do indirect network externalities exist significantly in search advertising market? if so, this study is going to estimate the level of it through empirical measurement. Based on Luchetta's paper which suggested that google may be one-sided market, it performed the correlation & regression analysis to prove his suggestion. The result is that online search advertising costs increased by more than 50 won when advertisers increased by one unit. However, there was no significant correlation and regression between the search frequency and online search advertising cost. It means that there is little possibility to identify two-sidedness in online search advertising service(market) because of no(or little) indirect network externalities which are a necessary condition for two-sided market. This result has three implications, such as the availability to adapt traditional market definition tools to online search advertising market, the possibility enhancement to find the fundamental competition elements in defined market and promotion of the powers of persuasion in competitive market reality. It is significant that the gap between legal scholars including regulatory practitioners and economists can be overcome to some extent. who have shown the different perspective on the two-sided market.

A study on the effects of digital content marketing in OTT (Over The Top) service platform: focusing on indirect advertising types (OTT(Over The Top) 서비스 플랫폼에서 디지털 콘텐츠마케팅 효과 연구: 간접광고 유형을 중심으로)

  • Kim, Tae-Yang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.155-164
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    • 2020
  • This study measured the effect of PPL(Product Placement: PPL) in OTT(Over The Top) to search a new advertising revenue model according to the change of viewers' video content consumption patterns. On the first, by two research steps, the experiment was carried out using an eye-tracker and then a survey as the second step was administered asking subjects about their attitude about advertising messages, attitude about brand, and intention to purchase the brands used in the experiments. Specifically, the PPL materials used in the experiments were classified with three parts. This study has the meaning as approaching to the PPL research with new methodology by quantitatively access through the eye tracking of the subjects beyond the conventional qualitative measure that depends only on the memory of them. This research aims to find the possibility of indirect advertising as a new revenue model in the OTT environment.

Product Placement for Broadcasting Advertising Industry Revitalization (방송광고산업 활성화를 위한 간접광고)

  • Lee, Hee-Bok;Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.128-139
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    • 2010
  • Since the revised enforcement ordinance of the broadcasting legislation, Product Placement that was introduced in May, 2010 has expanded the stable income of broadcasting contents and broadcasting advertising industry, and improved the quality of the broadcasting contents and its service. However, as a result of Product Placement enforcement for the past 3 months, it reveals many problems, and is blamed for being unable to meet the intent of the law. Accordingly, Product Placement is not established properly. Thus, it is required to improve the detailed action plan for revitalization of Broadcasting Contents and Broadcasting Advertising Industry as originally intended. For example, the outsourcing production company involved in producing programs like dramas and the broadcaster have failed to reach negotiation on distributing proportion and it is keenly in need of its related study. This study is to cover the current status and the problems of introducing Product Placement, and is expected to provide the policy implications and the practical lessons. However, it displays limits that it ends in exploring and policy debate. It is henceforth expected to continue various studies of measuring the effectiveness, strategy, creative, and so forth based on discussion of introducing Product Placement.

The Study about influence of immersiveness on PPL advertising in on-line game (몰입 정도가 온라인 게임 내 PPL 인지에 미치는 영향에 대한 연구)

  • Park, Seong-Min;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.67-76
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    • 2006
  • This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.

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