• Title/Summary/Keyword: 소비자 몰입

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A Comparative Analysis on The Age and Gender of Player Character : Focusing on The USA and Japanese Video Games (미국과 일본 게임의 플레이어 캐릭터 나이와 성별 비교 분석)

  • Nam, Ki-Teok;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.91-100
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    • 2017
  • A player character has a significant influence on immersion. In order to understand the consumers, it is necessary to compare age and gender of player characters, which is the most basic feature of the player character. We selected a prize winning work of 15 years of USA and japanese as research subjects(in RPG and Adventure), classified age and gender of player characters and analyzed the result. In the japanese games, the ratio of pre-set player characters was 94.3% for age and 88.6% for gender. In the USA games, It was the order of the pre-set character which did not specify the age and the customized type character. In this research, we would like to contribute guidelines for player character setting to successfully advance into the USA and Japanese game market.

A study on the Effects of Storytelling Advertising (스토리텔링 TV광고의 특성과 효과에 관한 연구)

  • Shin, Il-Gi;Choi, Yun-Seul
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.541-556
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    • 2014
  • study on Storytelling advertisement, this study examined its own characteristics and distinctive qualities, compared to other advertisements. For this purpose, not only previous discussions about Storytelling genre and theoretical system about its narrative are examined; but also, from actual advertisements, its classification and the distinction of their characteristics are established. According to the Storytelling advertisements, it is also examined that each impact on the field of consumer's response of sympathy, perception, and emotion; and on the process of advertising effect. Below is the results of each research. Through the comparison of Storytelling advertisement's clarification, the following was suggested: there are distinctive advertising strategies, the relationship between advertising strategies and advertisement forms, and the consideration for causing the consumer's response, depending on the advertisement form. Also, the concept of explaining how consumers perceive, in the process of advertising effect, the main concept of the drama advertisement, that is the constituents of drama genre, such as characters, plot, conflict, transition, helps achieve the deeper understanding toward advertising.

Advertisement Analysis System with Eye Tracking VR HMD(Virtual Reality Head Mounted Display (시선추적형 가상현실기기를 통한 광고분석 시스템)

  • Park, Jaeseung;Seok, Yunchan
    • Smart Media Journal
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    • v.5 no.3
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    • pp.62-66
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    • 2016
  • The recent increase in virtual reality (VR) technology around the world has been VR work in cooperation with technology from other sectors to form new trends. In the case of advertising, it is difficult to trace if VR users viewed a certain piece of advertisement because the current technology does not allow them to interact with the screen. Eye tracking technology can act as a solution to the problem of tracing advertisement views as it allows for data extraction in relation to which advertisements were viewed and for how long. The research paper suggests a method of how to track the eyes of users in VR advertising. The suggested method includes communication between a server and VR HMD (virtual reality head mounted display) as well as a screen of output from the server.

The Factors Affecting Decision Confidence and Comfort that Induce Choice Commitment (소비자의 선택제품의 몰입을 유도하는 결정 확신성과 안락감의 영향요인)

  • Choi, Nak-Hwan
    • The Journal of Industrial Distribution & Business
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    • v.10 no.4
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    • pp.57-66
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    • 2019
  • Purpose - Present study aimed at investigating the factors that may affect consumers' decision confidence and decision comfort inducing choice commitment taken place at the stage of post-decision/pre-outcome. This study explored whether there are positive effects of dominance and instrumentality of chosen product on the decision confidence, and also identified whether there are positive effects of choice easiness and goal achievement-related affect felt at the chosen product on the decision comfort. Research design, data, and methodology - Portable digital camera as experimental product was used. 260 data were collected from college students. Four were removed from the analyses because they did not complete the questionnaire. Eighteen were removed because they indicated not experiencing the camera in the past. 238 data were used at the analyses to verify hypotheses by structural equation model in AMOS 21.0. Results - First, both of the consumers' decision confidence and decision comfort positively affected choice commitment. Second, the dominance as well as the instrumentality had positive impact upon the decision confidence. Third, the choice easiness and goal achievement-related affect felt at the chosen product had positive impact on the decision comfort. In sum, present study identified the mediation roles of the decision confidence in the effects of both dominance and instrumentality of the chosen product on forming choice commitment, and also found the mediation roles of the decision comfort in the effects of choice easiness and goal achievement-related affect felt at the product on forming choice commitment. Conclusions - Focusing on the stage of post-decision/pre-outcome in decision making process, present study contributes to advancing the choice commitment theories by exploring the positive effects of both dominance and instrumentality of chosen product on the decision confidence, and by finding the positive effects of both choice easiness and goal achievement-related affect felt at the chosen product on the decision comfort. Marketers should promote their products' dominance and instrumentality by showing the superior roles of their product attributes in achieving consumption goal, and should help consumers feel comfort by making choice process easier and giving information that could help feel the goal achievement-related affect at their product chosen.

3D virtual shopping mall implementation based on the rich media technology (리치미디어 기술 기반의 3D 가상쇼핑몰 구현)

  • Lee, Jun;Kang, Eung-Kwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.2
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    • pp.229-238
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    • 2007
  • Cyber shopping mall is based on technique of the Internet that is purpose in a new business form from cyber space. Cyber shopping mall's economic activity will be much grow up and upswing compare than past object economy. Therefore we proposed the interactive Internet shopping mail system. Especially, the proposed shopping mali is 3D interaction Cyber Shopping mall based on 'Rich media Technique' and it different with existing shopping mall. This system is represent to Hyper view when the customer click the object what they want to buy during cyber space tour. This system can be Move, Rotate, Zoom in, Zoom out and Play the object. This system can increase customer's feeling more interesting, immersion, etc. And 3D objects look like a real thing get out of the conventional 2D image form is great contribute to increase customer's interest.

Internet of Things and Innovative Media Firms (사물인터넷과 미디어기업의 혁신)

  • Moon, Sanghyun
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.157-164
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    • 2019
  • This research examines how IoT makes a significant contribution to the innovation of media firms. The media firms will be able to find new reveue sources and strengthen firms' competence through innovating product, process and business model. While IoT increases the experience of interactivity and immersion for consumption, it improves the way ads are exposed and its impact is measured, leading to revenue increase. For these benefits fulfilled, innovation friendly media eco-system must be established. It is the most critical that media firms should change skeptical attitude toward IoT's potential and actively invest it to employ IoT. The government should create regulatory framework to best utilize the innovative advantages of IoT.

A Study on the Visual Perception of Characters Using Eye Tracking (시선추적장치를 활용한 캐릭터의 시지각 집중도에 관한 연구)

  • Yin, Shuo-Han;Park, Min-Hee;Hwang, Mi-Kyung;Nam, Ga-Young;Kwon, Mahn-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.105-113
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    • 2019
  • This study is to analyze the concentration of visual perception of the subject through the eye-tracking experiments targeting popular characters and to investigate it is effective to highlight which part of the character in inducing consumers' interest and curiosity. As a result of the study, the subjects paid more attention to the face than the character's body, and also noted a little attention to auxiliary elements such as pants, tees, shoes, and whiskers. These results mean there is clearly different factor in which the subject's gaze on the character frequently stays and does for a long time. Therefore, the designers should recognize the differences of the concentration of visual perception by character components as a differentiating factor to feel the emotional satisfaction such as the user's interest, empathy, and immersion in the character and actively reflect it when developing the character design. In addition, there was a difference in the visual perception concentration of each of the auxiliary elements, and if careful research is done on whether the influence factors are also due to individual characteristics or another influential factors, it will be a wider study on character design.

The Effect of Social Media Influencer's Parpasocial Interaction and Relationship on Users's Brand Attitude and Purchase Intention (소셜미디어 인플루언서의 준사회적 상호작용과 관계가 이용자의 브랜드 태도와 구매 의도에 미치는 영향)

  • Lee, Eunsun
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.270-281
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    • 2021
  • The emergence of social media and technical development of smart phone allows media users to produce, share and spread a variety of contents, which results in a big change in their media usage pattern. Among those changes, the most prominent one is Youtube's powerful growth. Creators' enthusiastic content productions and users' active sharing actions are caused of the growth. Recently, creators give a powerful effect on users as social media influencer, and the practice of influencer marketing has been focused. This current study is examined the effects of parasocial interaction and relationship on brand attitude and purchase intention. Specially, parasical interaction is divided into identification, interest, and experience parasocial interaction, and the divisions of relationship are trustworthy, friendship, understanding, and commitment. As a result, interest and trustworthy are significant predictors of brand attitude. Also, experience parasocial interaction is negative and friendship is positive predictors of purchase intention. Theoretical and practical implication are discussed.

Device Adaptive Video Resolution Transform System (단말 적응적 미디어 화면비 변환 시스템)

  • Lee, Seungho;Jeong, Jinwoo;Kim, Sungjei
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1325-1328
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    • 2022
  • 언제 어디서든 한 손으로 미디어 콘텐츠를 소비할 수 있게 해주는 모바일 기기들이 기존 전통적 미디어 콘텐츠 단말기였던 TV나 데스크톱 PC들을 대체하게 되면서 세로형 영상 콘텐츠에 대한 수요가 나날이 높아져 가고 있다. 이와 더불어 모바일 단말기 제조사들은 서로 간의 경쟁에서 앞서기 위해 제품 차별화 전략을 수립하고 모바일 사용자들의 요구 사항을 세세하게 맞추기 위한 결과, 저마다 다른 디스플레이 해상도 규격을 가진 모바일 기기들이 생산되고 있는 상황이다. 이에 미디어 콘텐츠 제작자들은 기존 가로형 영상 콘텐츠와 더불어 새롭게 요구되는 세로형 영상 콘텐츠들을 저마다 다른 해상도 규격에 맞추는데 많은 시간과 비용을 투자하고 있다. 더 나아가 모바일 단말기 해상도 규격과 맞지 않는 영상 콘텐츠를 시청하게 될 경우, 모바일 사용자 입장에서는 디스플레이 전체 영역을 뷰포트로 잡을 수 없어 시청 만족도가 떨어질 수 있다. 이에 본 논문은 한 번의 콘텐츠 제작을 통해서도 추가 비용 없이 다양한 디스플레이 규격을 가진 단말기들에 대해 맞춤형 콘텐츠 서비스 제공을 가능하게 하여 미디어 콘텐츠 소비자들에게 충분한 시청 몰입감을 제공해줄 수 있는 단말 적응적 미디어 화면비 변환 시스템을 제안한다. 단말 적응적 미디어 화면비 변환 시스템은 딥러닝 네트워크 모델과 이미지 관련 라이브러리를 기반으로 하여 설계한 시스템이며, 사용자가 시청하기 원하는 영역을 판단하고, 사용자가 원하는 뷰포트 종횡비에 따라 해당 영역을 잘라내어 사용자가 원하는 세로형 영상 콘텐츠를 제공해준다.

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A Study on 'Verfremdung' effects in visual advertisements with a special reference to the <017-I-Touch series, The Hand Transformed into a Web >, mobile network advertisement (동영상 광고에서 나타나는 '소격화' 효과에 관한 연구 - 광고 <017-I-Touch편 (손이 물갈퀴) >를 중심으로 -관어영시광고중소출현적‘맥생화’효과적연구(關於影視廣告中所出現的‘陌生化’效果的硏究))

  • Jin, Ri-Long;Ahn, Sang-Soo;Kim, Jong-Deok
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.37-46
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    • 2005
  • Today's advertisement is dominated by visual images, which deliver messages in the most efficient and engaging way. Vivid and live images, through multimedia, attract the viewer to consume the products being advertised. In this course, the effect of 'Verfremdung' or alienation is often detected. This terminology was at first used in a epic play of Bertolt Brecht to signify a specific effect to block the empathy of the audience by reminding them of their position as the audience separate from the play. 'Verfremdung' helps them to have a sense of objectivity and critical attitude toward the performance. Multimedia commercials nowadays exhibit such a quality together with 'viewer participation:' criticism on reality: and 'speed.' In an advertisement for Shinsegi Communications' mobile system titled <017-I-Touch series, the hand transformed into a web>, the copy, 'my blood type is 'i', ' is accompanied by six unrelated fictitious scenes in which the same ocean appears as a common denominator. Because there is no connection between the scenes, free imagination of the viewer has to be involved and thus plays a significant role in making them into a context. This fact dearly exhibit some characteristics of post- modern advertisement. Momentary 'Gap' and 'Difference' between scenes contribute to 'Verfremdung' or alienation' that makes it hard for the consumers to comprehend the content on the spot. Such an uneasy situation, however, keeps the viewers thinking about the advertisement itself. While repeatedly exposed to the alienated images, the viewers come to get involved in the advertisement, trying to make the fragmented images into a coherent context. In addition, the leaps between the scenes produce a sense of 'speed' in a context, which adds more impact to the way of delivering messages using multimedia. With the help of multimedia, 'Verfremdung: which was originally intended to bring about objective and critical altitude of the audience in a play, plays a crucial role in attracting the viewer's attention and conveying a specific message in a moment in contemporary advertisement.

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