• Title/Summary/Keyword: 마케팅 가이드

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The Viral Effect of Online Social Network on New Products Promotion: Investigating Information Diffusion on Twitter (신제품 프로모션에 대한 온라인 소셜네트워크의 구전효과 분석 : 트위터의 정보전달과정을 중심으로)

  • Kim, Hyung-Jin;Son, In-Soo;Lee, Dong-Won
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.107-130
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    • 2012
  • In Twitter, a user can post a message below 140 characters on his/her account, and can also repost a message of other users who the user follows. The message posted by the user in turn can be seen and reposted by other users who follow the user, which is called Re-tweet (RT). While some messages spread widely, other messages have relatively less or no RT. What factors cause these quantity variances of RT originated from original messages? How can the messages become influential in online social networks? As an effort to answer the above questions, we focused on information vividness, message characteristics, and originator characteristics. In perspective of managerial implication, we expect that the findings of this paper will provide corporations with helpful insight on the Word-of-Mouth (WOM) effect for efficient and effective advertisements and communications when they send a message of new products or services through Social Network Services. In perspective of academic implication, we identify the effect of contents of a message on WOM, which has been dealt with by few social network researches.

Conflict Management Strategy for Successful Logistics Outsourcing (성공적인 물류 아웃소싱을 위한 갈등관리 전략)

  • Hur, Won-Moo;Lee, Seung-Chang;Seo, Eung-Kyo;Shin, In-Yong;Lee, Wan-Soo
    • Journal of Distribution Research
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    • v.11 no.1
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    • pp.41-68
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    • 2006
  • Today, Manufacturing companies execute the logistics outsourcing that commits the non-core logistic function to the specialized logistics corporation, which makes the manufacturing company focus on its core competence, product development and marketing, reduces logistics cost and improves customer service level. Recently, Logistics outsourcing is developed into cooperative sourcing based on the partnership. Case study on the logistics outsourcing will provide the good guideline for planning of the outsourcing strategy. The objective of this research is making a sense about 4PL through the case of UPS-Samsung Electro-Mechanics and catching major issue to provide the guideline for the cooperation outsourcing strategy. We investigated historical backgrounds of the logistics outsourcing between UPS and Samsung Electro-Mechanics. We also investigated problems occurred in outsourcing process at the five dimensions-organizational problem, CEO's short-term views, cultural gap between two companies, integration of IT system, and different understanding about outcomes. We expect to give many implications to manufacturing companies which want to cooperate with specialized logistics corporation.

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An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.991-1002
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. 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 key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

Empirical Research on Types and Service Attributes of Mobile Donation Applications (모바일 기부 앱의 사용 의도에 영향을 미치는 요인에 관한 실증 연구)

  • Kim, Mingyung;Choi, Uiju;Choi, Boreum
    • Information Systems Review
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    • v.18 no.2
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    • pp.107-125
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    • 2016
  • With the rapid growth of the mobile application market, mobile donation applications have emerged as a new type of application that enables users to donate without actual payments. To date, limited research has been conducted to provide guidelines on how to design new types of mobile donation applications. Using cause-related marketing theory as theoretical framework, this study aims to identify the features of mobile donation applications that increase the intention of users to use such applications. To achieve this goal, we conducted two experiments. The results of an ANOVA test in the first experiment showed that indirect mobile donation applications (i.e., applications without actual payment) have a stronger positive effect on perceived effectiveness and cause involvement than direct mobile donation applications (i.e., applications with actual payment). In addition, perceived effectiveness and cause involvement yield positive effects on the intention to use mobile donation applications. The results of the second experiment showed that indirect mobile donation applications with utilitarian functions have a greater positive effect on perceived effectiveness and cause involvement than mobile donation applications with hedonic functions. These results contribute to mobile application and donation research as well as provide guidelines for practitioners on the design of mobile donation applications.

The Effect of IT Governance Factors on Local Festival Performance (IT 거버넌스 요인이 지역축제 성과에 미치는 영향)

  • Kim, Young-Dai;Lee, Sun-Young;Lee, Hwansoo
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.1-10
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    • 2018
  • For local festivals to be successful, it is important to cooperate with various entities and effectively utilize festival-related resources. Recently, many efforts have been made to improve the operation and management performance of local festivals in Korea, but systematic management and IT support have been insufficient. In this study, the factors affecting the IT governance of local festivals were derived through a literature review and the relationship to the festival performance was analyzed empirically. A survey was conducted with local festival organizers and stake holders, and the research model was verified using the regression analysis with total 109 samples. According to the results of the analysis, it was confirmed that marketing, processes and service management have a significant effect on festival performance within IT governance. The effect of festival performance on resource management was not statistically significant. This study demonstrates that the systematic operation and management of local festivals using IT governance is necessary for local festivals. It will be more meaningful if further study discuss the IT utilization guidelines and success cases through the innovative use of IT for local festivals.

Mobile App Analytics using Media Repertoire Approach (미디어 레퍼토리를 이용한 스마트폰 애플리케이션 이용 패턴 유형 분석)

  • Kwon, Sung Eun;Jang, Shu In;Hwangbo, Hyunwoo
    • The Journal of Society for e-Business Studies
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    • v.26 no.4
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    • pp.133-154
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    • 2021
  • Today smart phone is the most common media with a vehicle called 'application'. In order to understand how media users select applications and build their repertoire, this study conducted two-step approach using big data from smart phone log for 4 weeks in November 2019, and finally classified 8 media repertoire groups. Each of the eight media repertoire groups showed differences in time spent of mobile application category compared to other groups, and also showed differences between groups in demographic distribution. In addition to the academic contribution of identifying the mobile application repertoire with large scale behavioral data, this study also has significance in proposing a two-step approach that overcomes 'outlier issue' in behavioral data by extracting prototype vectors using SOM (Sefl-Organized Map) and applying it to k-means clustering for optimization of the classification. The study is also meaningful in that it categorizes customers using e-commerce services, identifies customer structure based on behavioral data, and provides practical guides to e-commerce communities that execute appropriate services or marketing decisions for each customer group.

Research Consisting of Comparison of Character Contents through Collaboration (콜라보레이션을 통한 캐릭터 콘텐츠 비교 연구)

  • Im, Ri-Na;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.449-454
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    • 2016
  • Characters have been frequently used as a symbol or an icon in above the line advertising for generations. It has become an essential factor for companies to research about the experience that consumers have by engaging with the products that are partnered with famous or brand characters before introducing a product to the market. The character trademark has become more popular and interesting than the product itself. Therefore, products have become dependent on its character trademark. The ultimate purpose of this research is to find effective ways of increasing the value of the brand by observing various characters and how people interact with these characters, depending on the consumer's age, gender, and so forth. One would be able to collect data or information from documents as a method of this research and grasp different contents, components, concepts, and contexts of character collaboration and affiliate characters from well-known messengers, such as Kakaotalk and Line. In addition, by re-analyzing Peter Morville's Honeycomb tool, its method would set the scale of the user experience and one would be able to conduct interviews with those who are using collaboration products. This study reveals extensive guidelines for character partnership or collaboration that have been successful and creating effective marketing skills.

The Analysis of the Quality Impact of Airline SNS from the Viewpoint of System and Information (시스템 및 정보서비스 관점에서 항공사 소셜네트워크 서비스의 품질영향분석)

  • Park, Hyun-Jee;Kim, Jung-In;Kim, Young-Ha
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.10
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    • pp.2309-2315
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    • 2012
  • The objective of this research is to suggest how to keep the continuous customers and how to build business model and marketing strategy. In detail, this research aims to closely examine the relationship among SNS quality(service quality, information quality, system quality) for airline customers, relational benefit(social benefits, psychological benefit, customization benefit, economic benefit) and customer satisfaction. As a result, if SNS quality is getting better, relational benefit better is higher. Specifically service information quality is more impactive to relational benefit than system quality. The effect of psychological customization benefits from SNS quality is the strongest to customer satisfaction of all factors. To conclude, the results of this research can be the guideline when designing marketing strategies for airline customers and for traditional tourism customers who use SNS.

A Study on the Structuralization of Consumer Needs by Analysing Emotional Factors (감성 요소 분석을 통한 소비자 니즈의 구조화에 관한 연구)

  • 엄정식;김창수;김명석
    • Archives of design research
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    • v.12 no.1
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    • pp.97-106
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    • 1999
  • As the Production technology Progresses, the necessity to consider consumers needs being complex and diverse in the phase of developing product is being more important. However, existing system of consumers needs being structured with the view of marketing is too abstractive and categorical to apply in the phase of developing product. So, the goal of this study is to establish method that structuralize customer's needs for applying practically in the phase of the product concept development and to suggest guidelines to needs structuralization with emphasis on the view of cognitive science/cognitive psychology. The major findings of this study is summerized as follows. First, to structuralize not only customer's needs category which being used as standard to assort needs in existing way but also practical needs features, it must contain the concept of emotion that is actual product's meaning to customers in its structure, and for this reason, the structuralized needs with emotions can be defined as emotional needs structure. Second, categorization of concept will be divided as essential concept and referential concept centering around symbolic concept, and from this supposition, emotional needs structure can be composed as benefit concept(essential concept), customer needs(referential concept) centering around emotion(symbolic concept).

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The Effects of Live Commerce's IT Affordance on Interactivity, Immersion, and Purchase Intention (라이브 커머스의 IT 어포던스가 상호작용성과 몰입감, 구매 의도에 미치는 영향)

  • Joo, Eunsin
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.734-751
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    • 2022
  • Live streaming is becoming increasingly popular as it is distributed through various platforms around the world. In particular, after the outbreak of the COVID-19, it has shown unprecedented growth in the domestic e-commerce sector. Building a theoretical model from the perspective of IT affordance, this study aims to examine how live streaming affordance influences users' purchase intentions through perceived interactivity and immersion. An online survey was conducted among South Koreans who had experience using live streaming commerce. Our results show that IT affordance, such as visibility, metavoicing, guidance shopping, had positive effects on purchase intentions through the serial mediation effects of perceived interactivity and immersion. Our study highlights the importance of understanding theoretical and practical implications of IT affordance for live streaming commerce.