• Title/Summary/Keyword: 메타버스마케팅

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A Case Study on Metaverse Marketing of Jewelry Brand (주얼리 브랜드의 메타버스 마케팅 사례 연구)

  • Kang, Hye-Rim
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.285-291
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    • 2022
  • The Purpose of this Study is to explore the new direction for Metaverse marketing and I analyze case of Metaverse marketing focusing on jewelry brand and changes of IT technology for Metaverse Roadmap 2.0. Based on the analyzed marketing strategy, jewelry brands compare and study Metaverse marketing cases to draw implications. As a result of the study, successful Metaverse marketing provides a personalized experience in the virtual space and is accompanied by analysis of the customer journey, and this can be confirmed in the case of global brand. As a future research direction, Through in-depth research on marketing ROI(Return On Investment), I contribute to enhancing the competitiveness of jewelry brand.

A Study of the Beauty Brand Experience Case Using Metaverse (메타버스를 이용한 뷰티 브랜드 경험 사례에 대한 고찰)

  • Kim, Na-Yeong;Kim, Gyu-Ri
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.185-190
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    • 2022
  • Since COVID-19, digital transformation has been taking place in the entire industry, and Metaverse is attracting attention as an untect service. Therefore, this study aims to find out about brand experience marketing cases using metaverse targeting beauty brands. This study reviewed previous studies related to metaverse marketing and beauty brand marketing. SK-II, Christian Dior used VR technology to provide users with contents and experience of brand products, and L'Oreal, Sephora, Laneige used AR technology to provide virtual makeup applications. It's believed that this experience marketing will have a positive effect on customers' purchase intention and its importance will increase further to target Z Generation. It's expected that this study can be used as related data in the metaverse and experience marketing of beauty brands, and research on metaverse marketing should be continued in the beauty field.

메타버스의 서비스적 특성 도출

  • Choe, Hong-Gyu
    • Broadcasting and Media Magazine
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    • v.27 no.3
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    • pp.25-35
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    • 2022
  • 본 원고에서는 메타버스에 대한 사회적 관심이 증대된 이유를 살펴보고, 이를 통해 메타버스 서비스 유형과 산업 분류의 지형을 알아본다. 그리고 메타버스 서비스가 부각하는 분야로서 교육, 문화예술, 관광, 마케팅, 엔터테인먼트, 생산 등의 분야별 특징을 통해 향후 메타버스를 활용하는 산업이 고려해 볼 만한 메타버스의 특성을 도출한다.

A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci (로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로)

  • Baek Kyounghwa;Ha Euna
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.229-238
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    • 2023
  • This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.

Exploring Sociodemographics and Personality of Metaverse Users (메타버스 이용자의 인구사회학적 속성과 성격에 관한탐구)

  • Yesolran Kim;Tae-eun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.217-227
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    • 2023
  • With the advent of the metaverse era, understanding individuals who engage in metaverse activities has become an important task for businesses and marketing practitioners. This study aimed to compare the socio-demographic and personality factors of metaverse non-users and users, and to ascertain the impact of these individual characteristics on use of metaverse. Cross-sectional data from 9,686 respondents aged 13 and above that extracted from the 2022 Korean Media Panel Survey were analyzed, revealing significant differences between metaverse non-users and users in terms of gender, age, education level, income level, marital status, employment status, openness to experience, extraversion, and conscientiousness. Gender, age, openness to experience, and neuroticism influenced the possibility of metaverse use. Age, education level, and openness to experience were found to impact the extent of metaverse use. These findings are expected to serve as foundational insights for businesses and marketing practitioners aiming to formulate strategies in utilizing the metaverse.

Metaverse Ethics in the Movie 'Ready Player One' (영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴본 메타버스 윤리)

  • Kim, Seong-Hee;Yi, Sang-Wook;Bang, Jun-Seong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.568-571
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    • 2022
  • 2007년에 '메타버스 로드맵(Metaverse Roadmap)보고서가 발표된 이후, 메타버스 로드맵에 축이 되는 라이프 로깅, 증강현실, 거울세계, 가상세계의 의미와 활용내용에 대한 연구 역시 활발히 이루어지고 있으며, 이것이 갖는 산업적·경제적 영향에 대해 다양한 방송매체·미디어 등을 통해 접할 수 있다. 또한 메타버스를 활용한 사회적 기능으로는 ①경제(메타버스 활용 산업 생태계 육성), ② 교육(메타버스 기반 체감형 학습지원), ③문화관광(시공간 제약 없는 온택트 문화마케팅), ④소통(시민 중심의 맞춤형 열린 소통), ⑤도시(현실과 가상을 결합한 XR기반 도시혁신), ⑥행정(현실보다 편리한 신개념 가상 행정), ⑦인프라('메타버스 서울'의 안정적인 인프라 조성)를 통해 메타버스의 순기능을 극대화하기 위한 전략으로 활용되고 있음을 확인할 수 있다. 이에 본 논문은 메타버스에 대한 기술 및 활용에 관한 관심에 비교해 메타버스 윤리에 대한 논의가 부족한 상황이라는 점에 주목한다. 그래서 메타버스에 대한 사회적 기능에 대해서 살펴보고, 메타버스에서 발생할 수 있는 사회·윤리적 문제를 영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴보았다.

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An Exploratory Study on the Activation of Stay-Type Tourism Promotion and Marketing through 'Metaverse Naju' in the New Normal Era (뉴 노멀(New Normal) 시대의 '메타버스 나주'를 통한 체류형 관광 홍보마케팅 활성화에 관한 탐색적 연구)

  • Si-Na Oh;Se-Chang Hong;Ji-Young You;Seok-Sun Choi;Young-Hwan Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.359-361
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    • 2023
  • 관광산업은 뉴 노멀(New Normal) 시대에 언택트에서 온택트(On-tact)형식의 메타버스(Metaverse)로의 새로운 관광 패러다임 전환을 맞이하고 있다. 이에 이 연구는 뉴 노멀 시대에 직면하여 관광산업의 변화방향에 대한 문제의식을 가지고서 지역의 관광활성화 방안 중에서도 체류형 지역 관광 활성화를 위한 방안으로 메타버스를 활용한 관광 홍보마케팅에 대한 효율적인 방안들에 대해 제안한다.

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A Study of Metaverse and Security Issues (메타버스와 보안 이슈에 대한 고찰)

  • Cho, Eun-Young;Choi, Jae-Hong;An, In-Hoe;Lee, Jun-Dong;Ju, Yong-Wan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.109-112
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    • 2022
  • 메타버스란 가상, 초월을 뜻하는 Meta와 우주, 세계를 뜻하는 Universe의 합성어로 가상과 현실이 상호작용 하면서 사회·경제·문화 활동이 이루어지며 가치를 창출하는 세상을 말한다. 이러한 메타버스는 5G와 그래픽 기술의 발전과 함께 코로나 사태로 인한 비대면 생활이 계속되면서 디지털 네이티브 세대인 Z세대가 메타버스 플랫폼을 소통의 장으로 삼기 시작하면서 성장하고 있다. 메타버스 안에서 콘서트나 사인회를 하고, 가상 아이템을 판매하며 마케팅을 벌이는 등 다양한 산업에서 메타버스에 뛰어들고 있다. 점점 진화하고 있는 메타버스는 메타버스 내에서 유저들 간에 맺는 상호관계 활동이 큰 장점이지만, 이로 인해 개인정보 보호 문제나, 위치정보, 금융정보 문제 등의 다양한 문제가 발생할 수 있는 문제점을 가지고 있다. 이에 본 논문에서는 메타버스에서 발생할 수 있는 문제점과 그 대응 방안을 제시하였다.

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Study on Factors Affecting Perceived Value and Intention to Use the Metaverse: Focusing on Differences between Metaverse Experienced and Non-Experienced (메타버스의 지각된 가치와 사용의도에 영향을 미치는 요인에 관한 연구: 메타버스 유경험자와 무경험자의 차이를 중심으로)

  • Mina Lee;Minjung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.587-594
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    • 2023
  • The purpose of this study is to examine the factors influencing the intention to use the Metaverse from various angles based on the Extended Technology Acceptance Model and Value-based Adoption Model. Specifically, we examined whether there is a difference in perception of the Metaverse and in factors affecting the intention to use the Metaverse between the Metaverse experienced and non-experienced. For this purpose, the variables were classified into the technical characteristics of the Metaverse (interactivity, content quality), perceived benefits (perceived usefulness, perceived enjoyment), and perceived sacrifices (perceived risk, perceived complexity) and a survey was conducted with university students. The findings of this study indicate that the perceived interactivity, usefulness, and enjoyment of the Metaverse had a major impact on the intention to use the Metaverse for those without Metaverse experience, whereas enjoyment of the Metaverse had the greatest impact on the intention to use the Metaverse for those with Metaverse experience. Based on the study results, we provided marketing strategy implications for continuous growth and development of the Metaverse industry.

A study on deriving success factors and activating methods through metaverse marketing cases (메타버스(Metaverse) 마케팅 사례를 통한 성공요인 및 활성화 방안 연구)

  • Jo, Jae-Wook
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.791-797
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    • 2022
  • Through recent metaverse marketing case studies, success factors and activation methods were analyzed from the perspective of content, platform, network, and device of the metaverse ecosystem in each industry. The importance of contents and platform of metaverse could be found in entertainment, fashion, office space and real estate, education, advertisement and commerce industries. In order to vitalize the metaverse, firstly, it is necessary to strengthen active participation and retention by providing a stable revenue model for market participants. Secondly, the importance of attractive content to expand subscribers is a key trigger for metaverse activation. Thirdly, it is necessary to increase the convenience of using metaverse service by using a light and simple device for the user. Fourthly, a win-win cooperation strategy should be supported in the value chain of the industry through ecosystem scalability. In addition, business opportunities for market participants and additional revenue models should be continuously provided.