• Title/Summary/Keyword: 게이 소비자

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A Study on the Visual Elements of the Mobile Game Focused on Female Gamers (모바일 게임 <왕자영요>의 여성 게이머 중심의 시각적 요소에 관한 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.361-366
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    • 2019
  • First quarter of 2019, 'Honour Of Kings' continued to be rank No.1 in mobile game sales. Although 'Honour Of Kings' is a game preferred by male players, it has more than 100 million female players. It can have such a large number of female players, in addition to its simplified game operation, social function, there are also included changeable characters for women's preferences. So that the 'Honour Of Kings' allows many female players to take part in. In this paper, the author chooses a skin with high preference for female players among many game consumer goods as the research object. Analysing the design elements of female player' preferences. Female players are more emotional, their favorite game characters just reflect women's longing for beautiful things. It is pointed out that the female orientation of female consumers should be taken into account in the mobile game market, which indicates the direction of visual factors for future mobile game design.

An Empirical Study for Identifying Players′ Loyalty factors in Online Games (온라인 게임의 소비자 충성도 유인에 관한 실증적 연구)

  • 정재진
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.484-495
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    • 2004
  • In this paper appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, word of mouth and flow, and the impacts of several other key game-related constructs on consumer behavioral intentions. A conceptual framework is proposed and a structural equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty for some specific brand of online games. The concept of flow, feedback, challenge, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Statistical results show that depending upon the types of games, the configuration of structural equation model is a little different from each other, but overall results are very much intuitive in that challenge positively enforces flow, and flow strengthens loyalty. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of the players' behavioral intentions, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

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A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.

Content Analysis of Sexual Images in Men's Magazine Advertisements -Metrosexual, Retrosexual, Homosexual- (남성 잡지 광고의 섹슈얼 이미지 내용분석 -메트로섹슈얼, 레트로섹슈얼, 호모섹슈얼을 중심으로-)

  • Lee, Eunsun;Ahn, Jungsun
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.80-90
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    • 2013
  • Despite the growing popularity of gay consumers as a fetching niche market, there has been little academic attention paid to the homosexual themes in print media, especially compared to research on gender, race, and sex imagery in ads. The present study aims to fill this void by examining advertisements with three different target audiences(homosexual, metrosexual, retrosexual consumer) through a comparative analysis of contemporary magazine advertisements. In this present study, we analyzed ads in three leading men's magazines (Out, GQ, and Maxim). Product (product category, price, and luxury brand) and human model (basic descriptions, sexuality, status, and masculinity) characteristics in ads were analyzed as the variables signifying the degrees of gay themes in ads across three magazines. The results showed that more expensive luxury brands were placed in GQ and Out than Maxim, and more male models were under-sexualized in Maxim than GQ and Out.

우수성의 추구를 통한 골판지포장 산업의 이미지 제고(9)

  • 한국골판지포장공업협동조합
    • Corrugated packaging logistics
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    • no.55 s.12
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    • pp.93-106
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    • 2004
  • 이 장에서는 코루게이터 건부와 건부의 작업 변경에 대해 자세히 다룸과 동시에 후반부에서는 단일 또는 다중 건부 재단의 선택에 대한 빈번한 논의에 관해서도 다루겠다. 코루게이터 건부는 습부에서 만들어진 판지를 받아 기계 흐름 방향으로 자르고 괘선을 넣거나 횡방향으로 절단 후 시트로 소비자에게 전달하며 또 상자, 블랭크, 조립 혹은 전시품등을 만드는 가공기계로 이송하기 위하여 적재한다. 연속 공정 장치의 일부로서 건부는 연속 작업이 행해지는 동안 작업 변경에 대처할 수 있는 수단과 파지를 배출 시킬 수 있는 시설을 갖추고 있어야 한다.

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A Study on Game Design Methology Following Types of Games, Type of Garners -Focused on MMORPG- (RPG 게임의 유형 및 게이머의 유형을 통한 게임디자인 방법에 관한 연구 -MMORPG게임을 중심으로-)

  • Kim Jung-Hyun;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.1-7
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    • 2006
  • Roll Playing Game is currently one of the most popular game genre with qualitive and quantitative development from the start of Table RPG. Meanwhile the rules and systems of games have been repeated old system, that new RPG game are confronting many problems. In this paper, we propose a new design methodology for RPG games following types of RPG game, types of garners.

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The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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A Study on the Concept of Luxury Using Interpretive Approach -A Comparative Study of Korean and Japanese Consumers- (해석주의 연구방법을 이용한 럭셔리의 개념 분석 -한국과 일본 소비자의 비교 연구-)

  • Park, Jin-A
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.210-213
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    • 2009
  • 럭셔리 마켓의 규모가 확대되면서 관련 기업 및 소비자, 정부, 학계의 관심은 날로 커져가고 있으나, 가장 기본이 되는 럭셔리의 개념에 대한 연구는 전무한 실정이다. 본 연구에서는 세계 최대의 럭셔리 마켓인 일본의 소비자와, 일본시장 다음의 타깃 마켓인 동시에 중국시장 진출을 위한 테스트 마켓인 한국의 소비자를 대상으로 해석주의 연구방법의 하나인 포토 에세이(photo essay)를 이용하여 럭셔리의 개념을 분석하였다. 포토 에세이 법을 이용함으로써 피험자는 소비 경험을 보다 명확히 설명할 수 있으며 자기구동에 의하여 럭셔리의 개념에 대해 보다 많은 반응을 보일 수 있으므로 이는 개념 연구에 유용한 방법이라 하겠으며, 본 연구에서는 이와 병행하여 포커스 그룹 인터뷰를 실시하였다. 포토 에세이 조사의 연구 대상은 20 대부터 50 대의 한국과 일본 남녀 총 77 명으로, 2008 년 1 월 9 일부터 2 월 9 일에 걸쳐 실시되었다. 또한 포커스 그룹 인터뷰는 2008 년 5 월에 실시되었으며, 인터뷰 대상자는 일본 게이오대학 학생 16 명이었다. 조사 결과, 럭셔리의 개념으로는 '디자인의 우수성, 고품질, 가치의 유지, 희소성, 자아실현, 명성, 높은 가격, 과시 욕구, 자기만족의 수단, 명확한 브랜드 아이덴티티' 등이 주요 항목으로 거론되었다.

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유럽과 중국의 디지털카메라 시장동향

  • 한국광학기기협회
    • The Optical Journal
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    • v.15 no.2 s.84
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    • pp.32-35
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    • 2003
  • 시장조사 및 컨설턴트기관인 임포트 렌즈사(미국)와 GSM(일본)은 지난 2002년 12월 10일 동경 신쥬꾸 게이요 프라자호텔에서 `디지털 이미징 컨퍼런스 2002`를 개최했다. 임포트 렌즈사로부터 유럽과 세계시장의 최종 소비자들에 대한 조사결과의 분석을 토대로한 디지털 포토 프린트 시장이나 디지털 이미징 기계에 대한 시장동향이 보고되었다. 또한 GSM사로부터는 최근 큰 발전에 이어 새로운 대규모 시장으로서 기대되는 중국의 디지털 이미징 시장에 대한 최

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Study on Character Licensing in connection with Animation Gamification - Focus on (애니메이션의 게이미피케이션과 캐릭터 라이선싱 연계 연구 - <터닝메카드>를 중심으로)

  • Lee, Seon-Young;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.41
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    • pp.357-378
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    • 2015
  • The recent domestic toy market is filled with the fever of 'Turning Mecard' produced as a character product of units showing in . The toy market of the domestic character licensing industry has shown such rapidly changing trends during the period of broadcasting contents like animation or special films targeting children. Through these contents, the characters are cognized, and also the immersion and loyalty can be increased depending on the progress of the story, on top of marketing effect while the animation is broadcasted. This effect is called gamification meaning that consumers voluntarily participate in the contents after receiving fun. Through the purchase of character products, the immersion and loyalty participate in the animation. Thus, this study analyzed the gamification elements by examining the animation and toy products of currently gaining popularity in the toy market. In the results of the study, the story structure of has the sustainment just like game, which is connected to its character product. Therefore, the users who have watched build up the relationship with each other, and the competition and reward can be done through the game using the character products, which is connected to such high immersion and loyalty.