• Title/Summary/Keyword: 광고콘텐츠

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광고 문화와 콘텐츠

  • An, Myeong-Ok
    • Digital Contents
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    • no.11 s.162
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    • pp.120-123
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    • 2006
  • 필자의 학창시절에는 초코파이가 간식으로 인기가 많았다. 요즘에는 웰빙이 큰 이슈가 돼 제과점에서 직접 구워낸 빵들이 다양하게 나오면서 초코파이의 인기는 예전만 못하다. 그런데 한 광고가 필자의 눈을 사로 잡았다. 와인 잔에 담긴 우유가 초코파이 옆에 놓여 있는 것이다. 초코파이가 고급화되었다는 메시지를 표현한 광고로 독특하고 인상적이었다. 우유 광고도 마찬가지다. 우유 소비도 줄어들고 있지만 "초콜릿 듬뿍 박힌 과자, 뭐랑 먹으면 더 맛있게?"라는 우유 없는 광고카피가 참 신선하게 다가왔다. 이처럼 광고는 뒤집어 생각하거나 혹은 소비자들의 관심을 끄는 새로움, 즉 신선도에 의해 좌우되는게 아닐까.

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The Study on Design of Ontologies for Advertising Data (광고자료 활용을 위한 온톨로지 설계에 관한 연구)

  • Yu, Ha-gyeong;Park, Ok-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.489-490
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    • 2018
  • 광고의 교육학적, 역사 기록물적, 예술적 가치는 교육자료 및 전시 등의 문화 향유의 소재로서 주목받고 있다. 광고자료의 적극적 활용의 선제조건은 광고 정보에 체계적으로 접근할 수 있는 시스템의 구축이다. 본 연구에서는 기존의 광고정보 제공 사이트의 요소를 분석하여 온톨로지 설계를 통한 광고정보의 지식구조 정립을 시도하고자 한다.

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A Study on Effective Advertisement Offer System using Digital Information Display (DID(Digital Information Display)를 통한 효과적인 광고 제공시스템에 관한 연구)

  • Kang, Min-Sik
    • Journal of Digital Contents Society
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    • v.14 no.1
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    • pp.73-80
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    • 2013
  • The advertisement using DID(Digital Information Display) has been a huge increase in many public spaces. Many company has been advertise their products through DID in recent. In this paper, we suggest more effective advertisement system on DID for advertisers. This system can provide a floating population, operation information and other useful informations for advertisement. The advertisers can choose and buy the advertisement that they want.

A Design of Advertisement Contents System Considering Preference of the User (사용자 선호도를 고려한 광고 콘텐츠 제공 시스템 설계)

  • Lee, Jun-Suk;Kim, Kyoung-Soo;Lee, Kwnag-Ok;Bae, Sang-Hyun
    • Journal of Internet Computing and Services
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    • v.10 no.1
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    • pp.83-91
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    • 2009
  • The advertisement system on TV is categorized into full duplex TV and Internet Protocol Television (IPTV). For the full duplex TV or the IPTV, channel providers need a number of advertisements and pay enormous expenses for them. Therefore, this study proposes how to reduce unnecessary expenses based on users' preferences. The advertisement system based on users' preferences is designed to decrease unnecessary advertisements with less expense. To identify preferences in usual advertisements and animation advertisements is to reduce expenses due to the necessity of a number of advertisements. The proposed system was designed to provide full duplex advertisements for profits of advertisement industry and considered users' disposition based on preferences of broadcasting advertisements, through which users can have advertisement desired and providers can expect less advertisement expenses and more profits.

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Factors Influencing Consumer's Sharing Intent of Facebook Viral Advertising (소비자의 페이스북 바이럴 광고 구전의도에 영향을 미치는 요인에 관한 연구)

  • Heo, Seo-Jeong;Jo, Chang-Hwan
    • (The) Korean Journal of Advertising
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    • v.28 no.3
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    • pp.53-81
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    • 2017
  • As online video advertising market grows, viral advertising is drawing attention. This study investigated factors influencing consumer's sharing intent of viral advertising each from four dimensions which are content, sender, consumer, and network. As a result, factors of persuasive intent, brand-ad image fit, perceived self-presentation, and bridging social capital were found to affect consumer's sharing intent of viral advertising. And persuasive intent of content was found to be negatively affect consumer's sharing intent. Social value and bonding social capital were not found to have significant influence on consumer's sharing intent of viral advertising. From the analysis of this result, this study suggested future research topic and academic/practical implications.

Regional Culture Contents Service Modeling Based On Localized Advertising of Question And Answer Format (위치문답형 지역광고 기반의 문화정보 서비스 모델링)

  • Shin, Hwan-Seob;Lee, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.465-472
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    • 2019
  • Although there are various cultural events and cultural contents produced in the region, there is a lack of distribution and spread of regional information to expand related economic consumption. This study combined local advertising by local advertisers with the knowledge search method in question and answer format from a location-based service perspective for the purpose of spreading and using local cultural information. The approach looked at domestic and international cases of knowledge search based on region and location-based advertising research, presented community model of location inquiry based information service and revenue model of local advertisement. Through this, this study designed a question and answer based community and operational structure model of local advertising, and developed an information service system in the form of prototyping. By extending the distribution of question and answer data among users to location information, it is meaningful that a business service model was presented that combines local cultural content information and the demand for user access with the revenue model of local advertising.

A Study on Effective Advertising Execution of Mobile Game (모바일 게임의 효과적인 광고 집행 방향에 관한 연구)

  • Kim, Ji-Yeon;Jeong, Ji-Won;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.295-298
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    • 2019
  • 2018년의 모바일 게임의 이용률은 2017년 대비 28.5%의 높은 성장률을 보이고 있다. 모바일 게임 시장이 확대되면서, 게임의 성공을 위해 광고와 마케팅의 필요성이 제기되기 시작했다. 개발기간과 비용이 상대적으로 큰 대작 게임들이 대규모 예산을 브랜딩 예산에 투자하면서, 브랜딩 매체에서 모바일 게임 업종도 큰 축이 되었다. 본 논문에서는 한국광고총연합회 광고정보센터 크리에이티브DB를 활용하여 게임의 광고 집행유형을 분석하고 신규 게임을 런칭할 때 효과적인 광고 방향을 제안한다.

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Impact Analysis of True View Ad Typees : Focusing on YouTube In-Stream Ads (TrueView 광고 유형에 따른 노출 효과 분석 : YouTube 인스트림광고 중심으로)

  • Kim, Tae Soon;Noh, Hwang Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.179-180
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    • 2018
  • 최근 N스크린 세대의 새로운 소비 주도층인 밀레니얼세대(10대~20대 초반)의 증가로 모바일 YouTube 동영상 시청자가 증가하였다. 이로 인해 광고 노출 가능성이 높아지고 있어 YouTube 인스트림 광고가 광고주들의 높은 주목을 받고 있다. 그러나 현재 광고 게재에 따른 정확한 노출 효과에 대한 연구 분석 자료는 현저히 부족하다. 이에 모바일 YouTube 동영상 시청자 수가 가장 높은 10대~20대 초반을 대상으로 국내 YouTube 인스트림 광고 사례 10개를 선정하여 선택적 시청에 따른 시청자들의 행태 파악과 광고 몰입도를 분석해 보았다. 분석 결과 소구 유형별 광고 몰입도는 이성소구보다 감성소구가 컸으며, 그 중 유머소구의 광고 몰입도가 가장 크게 나타났다. 본 연구 결과가 향후 광고 노출 효과를 높이는데 도움이 되기를 기대한다.

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A Design of Agent for Personal IPTV Advertising (맞춤형 IPTV 광고 서비스를 위한 에이전트 설계)

  • Choi, Jun-Myoung;Choi, Han-Seok;Kim, Dong-Hyuk
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.949-952
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    • 2009
  • 2007 IPTV joining furniture according to passing over 100 households, with the fact that IPTV markets will more be magnified in future. Also the enormous brazier being caused by IPTV commercial markets of IPTV markets are prospective 2015 with the fact that will reach to 850,000,000,000 won, advertisement central medium means IPTV advertisement or web coat online advertizing is center from TV advertisements. Currently compares TV advertisements and IPTV advertisements from the present paper consequently and according to the user who uses the contents the elder brother IPTV advertisement fixing is a service and the agent for plans.

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Content design for Gamification applied to advertising in user interaction (사용자 상호작용에 광고를 적용한 게이미피케이션 콘텐츠 설계)

  • Jung, WonJoe;Lee, ChangJo
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.71-78
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    • 2017
  • In this paper, we investigated the approach of advertisement to game users. The interaction area in the game was considered to be an effective advertising delivery area. In order to verify this, theoretical research was applied to the theory of advertising in game interaction. Then, based on the theory, we designed and produced the contents of the Gamification contents. The game was produced by being classified as exposed advertisement and interactive advertisement. Based on these two, professional focus test was conducted. As a result, we have verified the design of a Gamification advertisement applied to game interaction. The validity of the theory of Interactive Advertising Design was acknowledged. However, production verification proved to be below average.